text: > look around
  This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.
  
  The huge doors to the north bar your passage.
  
  > examine the panel
  The terminal's displays are all dark. Beneath the displays, you note that the broken defense grid switch, the main door switch, and the launch hatch switch are on, and the master power switch is switched off. There is also a button marked "TRAP TOGGLE".
  
  > Toggle power
  The displays flicker to life. The terminal's displays are now showing various parts of the base. One view shows the main doors starting to majestically swing open to the island, while another shows the roof of the hangar opening up, revealing the blue sky above. Other images flicker through the displays, but the only other one that catches your eye is the grid of light starting to flicker to life, sealing off the hangar from the main halls.
  
  > toggle the door switch
  On the displays, you see the massive main doors to the base slowly swing shut.
  
  > go north
  This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.
  
  The huge doors to the north stand open to the island.
  
  > go north
  You walk back out into the sunlight.
  
  Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.
  
  The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.
  
  > Go west
  The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.
  
  A path is cut into the grass leading south and east.
  
  > start the truck
  You put the large-handled key into the ignition and start the truck.
  
  > Go north
  Sinister Isle (in the fuel truck)
  The tower of Dr. Sinister stands proudly to the east of here, its grey bulk left a bit greenish by the glow of the containment fields to the west.
  
  A path leads from north to south around the tower.
  
  > go north
  Sinister Isle (in the fuel truck)
  The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.
  
  A path is cut into the grass leading south and east.
  
  > go east
  Sinister Isle (in the fuel truck)
  Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.
  
  The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.
  
  > go south
  You go back into the tower.
  
  Entrance Hall (in the fuel truck)
  This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.
  
  The huge doors to the north stand open to the island.
  
  > Go south
  Main Hall (in the fuel truck)
  Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.
  
  > Go west
  Staging Area (in the fuel truck)
  This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.
  
  This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.
  
  > stop the truck
  You switch the ignition off.
  
  > Exit
  You get out of the fuel truck.
  
  This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.
  
  This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.
  
  You can see a fuel truck here.
  
  > go to the east
  This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.
  
  This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.
  
  You can see a fuel truck here.
  
  > start the truck
  You put the large-handled key into the ignition and start the truck.
  
  > Go north
  Hangar (in the fuel truck)
  This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.
  
  A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.
  
  A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.
  
  > Exit
  You get out of the fuel truck.
  
  This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.
  
  A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.
  
  A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.
  
  You can see a fuel truck here.
  
  > Fuel rocket
  You hook the hose up to the rocket, refuel its tanks, and replace the hose on the side of the truck. It should be ready for launch now.
  
  > fly
  (first taking the energy drink)
  (first stowing the silver key)
  (first stowing the crowbar)
  (first stowing the large-handled key)
  You recharge and start flying.
  
  [You are flying.]
  
  > Up
  Flapping your arms mightily, you ascend.
  
  [You are 25 feet above the ground.]
  
  > Up
  Flapping your arms mightily, you ascend.
  
  Your energy is beginning to flag.
  
  [You are 50 feet above the ground.]
  
  > Up
  Flapping your arms mightily, you ascend.
  
  [You are 75 feet above the ground.]
  
  > go south
  You fly over the lip of the tower roof.
  
  Dr. Sinister's Tower (flying)
  You're hovering above the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof. The dome is currently open, revealing the cavernous hangar below.
  
  A small round access hatch stands open, leading down into the tower.
  
  You settle down on the walkway.
  
  > Down
  You go back into the tower.
  
  You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. Sunlight streams in from the open launch hatch, illuminating the entire area. You could also easily take off from here, if you were so inclined.
  
  A small round access hatch stands open on the ceiling, leading up and out of the tower.
  
  > look up
  The roof is largely gone, flooding the hangar with sunlight from a clear blue sky.
  
  > go west
  You enter the rocket.
  
  The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The exit hatch leads east to the hangar.
  
  > sit
  (on the acceleration chair)
  As you sit in the acceleration chair, a variety of webs and restraints affix you to the chair.
  
  > press the button
  As you press the launch button, machinery rumbles to life underneath you. You hear a chime, and a pleasant genderless voice comes from the panel.
  
  "Good morning, O most worthy overlord. It's too bad that it has become necessary to flee your lovely island base. I will be your autopilot today. Please sit tight while I take us to your orbital redoubt."
  
  Well, that's a good sign, at least. You relax a bit while the landscape dwindles below you and the sky darkens above you.
  
  After a few more minutes, the autopilot chimes again. "We're nearly here. I've put you into an east-to-west orbit approaching the station, but you will have to perform the final approach yourself." The launch button recesses into the control panel, and a control stick emerges. "I will, as always, keep your orbit stable as you move. Docking arms will engage once you are stopped at location (1, 0, 0)."
  
  Displays bloom around the window, indicating your present position and velocity. The station itself is now clearly visible to the west.
  
  [POS: (10, 10, 0)  VEL: (0, 0, 0)]
  
  > examine the control stick
  It's a simple joystick. It will let you control the flight of the rocket as easily as you would move in any direction. The direction away from you is marked WEST.
  
  [POS: (10, 10, 0)  VEL: (0, 0, 0)]
  
  > go to the west
  You thrust, pushing yourself out into a broader orbit.
  
  As you are in a broader orbit, you are now drifting away from the station's longitude.
  
  [POS: (10, 10, 1)  VEL: (1, 0, 0)]
  
  > Go east
  You fire your retros, falling into a slightly tighter orbit.
  
  [POS: (11, 10, 0)  VEL: (0, 0, 0)]
  
  > go to the north
  You thrust laterally to your orbit.
  
  [POS: (11, 9, 0)  VEL: (0, -1, 0)]
  
  > wait
  Time passes.
  
  [POS: (11, 8, 0)  VEL: (0, -1, 0)]
  
  > go west
  You thrust, pushing yourself out into a broader orbit.
  
  As you are in a broader orbit, you are now drifting away from the station's longitude.
  
  [POS: (11, 7, 1)  VEL: (1, -1, 0)]
  
  > Go east
  You fire your retros, falling into a slightly tighter orbit.
  
  [POS: (12, 6, 0)  VEL: (0, -1, 0)]
  
  > wait
  Time passes.
  
  [POS: (12, 5, 0)  VEL: (0, -1, 0)]
  
  > Go east
  You fire your retros, falling into a slightly tighter orbit.
  
  As you are in a tighter orbit, you are now catching up to the station's longitude.
  
  [POS: (12, 4, -1)  VEL: (-1, -1, 0)]
  
  > wait
  Time passes.
  
  [POS: (11, 3, -1)  VEL: (-1, -1, 0)]
  
  > wait
  Time passes.
  
  [POS: (10, 2, -1)  VEL: (-1, -1, 0)]
  
  > go to the south
  You thrust laterally to your orbit.
  
  [POS: (9, 2, -1)  VEL: (-1, 0, 0)]
  
  > Go north
  You thrust laterally to your orbit.
  
  [POS: (8, 1, -1)  VEL: (-1, -1, 0)]
  
  > wait
  Time passes.
  
  You are now aligned with the station's latitude.
  
  [POS: (7, 0, -1)  VEL: (-1, -1, 0)]
  
  > Go south
  You thrust laterally to your orbit.
  
  [POS: (6, 0, -1)  VEL: (-1, 0, 0)]
  
  > wait
  Time passes.
  
  [POS: (5, 0, -1)  VEL: (-1, 0, 0)]
  
  > Continue
  Time passes.
  
  [POS: (4, 0, -1)  VEL: (-1, 0, 0)]
  
  > wait
  Time passes.
  
  [POS: (3, 0, -1)  VEL: (-1, 0, 0)]
  
  > wait
  Time passes.
  
  [POS: (2, 0, -1)  VEL: (-1, 0, 0)]
  
  > wait
  Time passes.
  
  [POS: (1, 0, -1)  VEL: (-1, 0, 0)]
  
  > Go east
  You fire your retros, falling into a slightly tighter orbit.
  
  You are now aligned with the station's height.
  
  [POS: (0, 0, -2)  VEL: (-2, 0, 0)]
  
  > examine the controls
  It's clearly designed to be user-friendly; there's nothing on it right now but a control joystick.
  
  [POS: (-2, 0, -2)  VEL: (-2, 0, 0)]
  
  > go west
  You thrust, pushing yourself out into a broader orbit.
  
  [POS: (-4, 0, -1)  VEL: (-1, 0, 0)]
  
  > Go west
  You thrust, pushing yourself out into a broader orbit.
  
  [POS: (-5, 0, 0)  VEL: (0, 0, 0)]
  
  > Go east
  You fire your retros, falling into a slightly tighter orbit.
  
  As you are in a tighter orbit, you are now drifting away from the station's longitude.
  
  [POS: (-5, 0, -1)  VEL: (-1, 0, 0)]
  
  > continue
  You fire your retros, falling into a slightly tighter orbit.
  
  [POS: (-6, 0, -2)  VEL: (-2, 0, 0)]
  
  > Go west
  You thrust, pushing yourself out into a broader orbit.
  
  [POS: (-8, 0, -1)  VEL: (-1, 0, 0)]
  
  > Keep going
  You thrust, pushing yourself out into a broader orbit.
  
  [POS: (-9, 0, 0)  VEL: (0, 0, 0)]
  
  > go west
  You thrust, pushing yourself out into a broader orbit.
  
  As you are in a broader orbit, you are now catching up to the station's longitude.
  
  [POS: (-9, 0, 1)  VEL: (1, 0, 0)]
  
  > Go west
  You thrust, pushing yourself out into a broader orbit.
  
  [POS: (-8, 0, 2)  VEL: (2, 0, 0)]
  
  > go west
  You thrust, pushing yourself out into a broader orbit.
  
  [POS: (-6, 0, 3)  VEL: (3, 0, 0)]
  
  > Go east
  You fire your retros, falling into a slightly tighter orbit.
  
  [POS: (-3, 0, 2)  VEL: (2, 0, 0)]
  
  > go to the east
  You fire your retros, falling into a slightly tighter orbit.
  
  [POS: (-1, 0, 1)  VEL: (1, 0, 0)]
  
  > wait
  Time passes.
  
  You are now aligned with the station's height.
  
  [POS: (0, 0, 1)  VEL: (1, 0, 0)]
  
  > Go outside
  You get off the acceleration chair.
  
  The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The way out leads to the space station.
  
  > Keep going
  You get out of the rocket.
  
  Dr. Sinister's space station seems to be reasonably well put together. This extensible walkway fits snugly against your rocket's airlock. Since the station is spinning, that direction feels like "down". The station proper awaits you up above, towards the center.
  
  A ladder is just visible up at the top of the chamber.
  
  > drink the drink
  (first taking the energy drink)
  You recharge and start flying.
  
  [You are flying.]
  
  > Up
  With some trepidation, you work your way up the access tube. The spin of the station is not playing well with your sense of balance, and you carom off the walls a few times on your way to the top of the chamber.
  
  But you do make it, and a hand closes on the bottommost rung of the ladder. Your weight pulls the ladder down to the bottom of the chamber, taking you with it.
  
  > look at the ladder
  It looks sturdy, and it takes up most of the rocketway.
  
  > Up
  You climb the ladder confidently, but still, you worry. Your arrival was not exactly stealthy, and it can't have gone unnoticed. Where's the welcoming committee? You strain your ears listening for ambushes or other traps as you ascend into the station proper.
  
  You're almost relieved when you find four goons waiting for you up top.
  
  They spring into action as soon as you become visible. Fortunately, this involves more screaming into headsets and retreating than hammering you while you can't fight back.
  
  "It's the Hummingbird! He's bypassed our teleport blockers and is in the Vestibule! Initiating lockdown procedures!"
  
  They're fast. By the time you pull yourself all the way through the hatch, they're gone and the hatches out of this chamber are sealed.
  
  You pause for a moment to catch your breath and get your bearings.
  
  This is actually pretty swank for a space station. Every gram counts in rocketry, yet not only has the Doctor lifted up a full set of draperies for the walls, the floor here is even carpeted.
  
  Portholes lead spinward, antispinward, out, and down. All but the down porthole are firmly sealed.
  
  Dr. Sinister's voice crackles over the intercom. "The Hummingbird? I invest all this in an island fortress and a space station - a space station - and all CPR sees fit to send is the Hummingbird? Pah!"
  
  > look at the draperies
  Fancy curtains bedeck the walls of this room. At least they're light; they'd probably have packed well in the rocket. One of them seems to be billowing a little.
  
  > look behind the draperies
  Checking behind the billowing curtain, you find a passageway leading into darkness! It must head to the maintenance tunnels.
  
  You pull down the curtain covering it and stow it in your belt.
  
  Dr. Sinister's voice booms out once again through the public address system. "Fall back to the Hub, men; our visitor won't be going anywhere, and even if he somehow does, your numbers will be more than enough to fight him back until the cannon is charged."
  
  You sneer inwardly. You're ten times the fighter of any minions the Doctor could gather.
  
  Here's hoping he didn't gather twenty.