orangeRoom: DarkRoom 'Living unit' " You're standing in the small room.
The walls, floors and ceiling are completely covered with white plastic panels. <.p> In the upper left corner of the north wall you can see the orange number <> half a meter high. <.p> The room contains an ascetic bed and a desk against the east wall.

The bathroom is to the west, the exit door leads to the south. " south = orangeDoor west = brightness == 3 ? orangeBathroom : nil ; /* Doors */ + orangeDoor: RoomPartItem, Door, AutoClosingDoor 'white sliding door' 'sliding door' "White sliding door in south wall.
" specialNominalRoomPartLocation = defaultSouthWall ; /* Lights */ + RoomPartItem, OnOffControl, Fixture '(small) luminous switch/light*lights' 'small luminous switch' "It's a small luminous switch on the wall. " specialNominalRoomPartLocation = defaultSouthWall isListed = true brightness = 1 dobjFor (TurnOn) { preCond = inherited + actorStanding } makeOn (val) { inherited(val); location.brightness = val ? 3 : 0; isListed = val ? nil : true; val ? " You hear slight hum of neon lamps, followed with bright light. " : " Darkness filled the room. "; } ; + Decoration 'neon lamp*lamps' 'neon lamps' "Ordinary neon lamps emit cold light. " ; /* Content */ + RoomPartItem, Decoration 'orange digits*digits/number*numbers' 'orange number' " Orange, huge and neat digits without additional explanation. " specialNominalRoomPartLocation = defaultNorthWall ; + Bed, Heavy 'ascetic bed' 'ascetic bed' "It has a plastic frame and an unsprung mattress. " ; + Heavy, Surface 'white desk/table' 'white desk' " This white desk has some marks on working surface and a single drawer. " ; ++ Decoration 'letters/label/mark*marks' 'some scratched letters' "You can't make out the inscription. " ; ++ Component, OpenableContainer 'drawer' 'drawer' "It looks like it should open easily. " ; +++ Thing 'lighter' 'lighter' "The lighter that ran out of fuel. ";