Realizing that jump up is probably trickier than it looks, especially fully loaded as you are, everyone climbs up the ladders. Once inside, Lee taps the intercom and contacts the bridge. "Lee here with the new team. Are we waiting for anyone else or should we close up shop?" A moment later, a distinctly Yazarian voice replies. "You're the last ones, Lee. Go ahead and lock us up." With that, Lee taps a few buttons on the airlock control panel and the large door swings shut and you hear the locking mechanism engage. Once sealed the inner door unlocks and swings open.
Lee leads you through into the suiting room (See the deck plans for the
airlock deck). As you pass through the inner door your mind makes the transition from the outside orientation to the orientation of the ship and you are now walking on the floor instead of the wall. You notice that this room is quite large, roughly 12m x 10m with a large 4m x 3m column in the middle. Along the walls are 20-30 suit lockers, many are closed but a dozen of them are open and empty. You notice that they all have hand scanners on their doors.
On the column across from the airlock door is a computer terminal, which Lee heads over to. "Okay, pick an empty locker and stow your gear for now. You can come back and get it once we are underway and you've picked out your stateroom for the trip. If you're worried about security, just place your hand on the panel on the inside of the door before you close it and it will open only for you once closed. To open it, just place your hand on the outside panel. If you don't anyone can open it. Once you get your gear stowed, come over to this terminal and we'll get your biometrics into the ship's computer." After you stow your gear, Lee has each of you place both hands (or two psudopods) on a scanner plate, look into a retinal scanner and state your name as well as read a short card to get a voice print. "Okay,that should get you started. The computer will build up the voice print data as we go and we can transfer all the data to the Dart once we get to Truane's. Let's go get you strapped in and then we'll get underway. Follow me."
Lee leads you around the central column in the room and you see that it houses the elevator shaft. Designed to hold four comfortably, you take the ride up in two groups to the
Common Deck. As you exit the elevator, you are standing in a two meter wide hall way that extends to your left and right. Directly in front of you is a large, roughly 12m x 12m room filled with chairs and tables and a huge window filling the entire far wall that right now looks out into the belly of the station. On the right hand wall of the room you see a counter extending out through a large gap in the wall that looks into what appears to be a kitchen. Down the passage to the right you see a pressure door and then the passage makes a turn to the right again. To the left you see a standard door and the passage splits both left and right. There are also doors directly past the elevator on the left and right passages.
"Okay, quick tour of this level. This is the cafeteria/lounge," Lee says, pointing to the room directly ahead of you. "We have a first class chef on board that can cook just about anything for any of the major races in the Frontier. No generic space rations on the Morning Glory. Enjoy it while you can. These doors just by the elevators go to personal entertainment rooms, video screens, computer access, etc. Designed to hold one or two people. To the right, that pressure door leads to a small botanical gardens. The chef grows some fresh vegetables, fruits, herbs and spices in there but it is mainly just a place to relax. The pressure doors are there because we don't ever depressurize that part of the ship, not good for the plants. Around the corner the hall continues down to a large and small conference room and a door to the theater.
"We'll go this way," he says heading down the left passage and stopping where it splits. "Okay, to the right, that pressure door leads to the lifeboat on this level. Standard style lifeboat, can seat up to 20 in a pinch. This door," indicating the one in front of you," is the gym." He touches a panel so it opens and you can see inside. The room has a large exercise mat in the middle and a large variety of exercise equipment (treadmills, exercise bikes, weights, etc, both biped and Vruskian models) around the edge. Turning to the left Lee leads you down the rest of the hall where there is a door straight ahead and one on the left. "The door straight ahead goes into the locker/changing room. There are four private changing rooms/heads, a bank of lockers and a room that can operate as a sauna or steamroom, very popular with myself and the other Drals on the crew," he says with a grin. "We go through this one," he says as he leads through the door on the left.
You enter in to a large 13 by 8 meter room containing five rows of recliners. Along the far wall is a large 5m tall by 8m wide video display. "This is the theater room it provides full access to all the ships entertainment offerings. The seats double as the emergency acceleration couches for the passengers, you in this case, as there aren't any others on this trip. Unless assigned otherwise, this will be your initial battle stations location if needed. So, pick a seat and strap in, once underway we'll show you around the rest of the ship and get settled in. Any last minute questions before we head out?"