Start of a transcript of Nothing Could Be Further From the Truth Another tale from the Bunker by Adam Wasserman Release 1 / Serial number 230327 / Inform 7 build 6M62 (I6/v6.33 lib 6/12N) Identification number: //974987D8-E0F4-4B95-BC5E-7BDD7B07B983// Interpreter version 1.3.6 / VM 3.1.2 / Library serial number 080126 Standard Rules version 3/120430 by Graham Nelson Menus version 5 by Wade Clarke Smarter Parser version 16/140501 by Aaron Reed Alternatives version 3 by Eric Eve Extended Grammar version 8/140501 by Aaron Reed Reversed Persuasion Correction version 2 by Juhana Leinonen Commonly Unimplemented version 2 by Aaron Reed >* oh, smarter parser! interesting >OH INTERESTING, SMARTER PARSER You seem to want to talk to someone, but I can't see whom. >* er >ER That's not a verb I recognise. >* so far rather I'm getting a Paranoia vibe >SO FAR RATHER I'M GETTING A PARANOIA VIBE If you can see an object, you can usually just interact with it directly without worrying about your position. Try a command like EXAMINE PA for a closer look at something, LOOK to get a new description of this location, or a direction like RIGHT to move to a different location. To stop these messages entirely, type NOVICE OFF. >novice off Novice mode disabled. >about (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints ( - New to Interactive Fiction) Interactive fiction is a form of storytelling where you, the reader, actively participate. The first thing to understand is that this is not an "open world". There is no AI powering this game, capable of spinning off possibilities on the fly. Everything was programmed from the start. Everything you type in is first handled by a program component called "the parser". This parser tries to make sense of your commands. One of the most frustrating aspects of interactive fiction for new players is figuring out how to enter acceptable commands. The key is to "keep it simple". The parser is capable of understanding only very basic commands. These consist of: 1. Simple imperatives: EXIT, LOOK, INVENTORY (can be shortened to I) 2. Imperatives with one object: TAKE JAR or EXAMINE DESK 3. Imperatives with one object and one prepositional phrase: INSERT CARD INTO SLOT Interactive fiction takes place in a world you can move around in. Each location has a name (you can see it in the upper left corner of the screen) and some objects that you can interact with. Sometimes it will be very clear what objects (or people) you can interact with because they are listed separately at the end of the room description. But often they are part of the room description, and no special attention is brought to them. Sometimes a person in the game will ask you a direct question. You can just type in the answer or SAY . EXAMINE as much as you can because many clues can be found by looking more closely at objects. I or INVENTORY lists what you are carrying. L or LOOK gives you the room description again. SAVE and RESTORE for saving and loading progress. That's a very quick primer. You can find more information on the internet, of course. Good luck and have fun! One last thing: bear in mind that smart quotes may interfere with the interpreter's ability to recognize an apostrophe when you type one in. ------------------------ (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints ( - New to Nothing Could Be Further From the Truth) Greetings, citizen! The Bunker is an underground dystopia on a planet without any global magnetic field to speak of. Directions are therefore INWARD (abbreviated to "iw"), OUTWARD (abbreviated to "ow"), LEFT (abbreviated to "f") and RIGHT (abbreviated to "r"). Inward is always away from the entrance or (if in a corridor) towards the nearest plaza. So if you want to go left, just type LEFT (or "F"). Please note the following: - If you are going OUTWARD from a room into a corridor that runs perpendicular, going OUTWARD again implies turning a corner. - If you are in a corridor going OUTWARD and the description says there is a door on the right, we naturally assign it a place in our mind. When we come back down the corridor going INWARD, however, the door is still to the right, even though in our minds we're now facing the other way. In the Bunker, every citizen has a loyalty rating which indicates his or her standing with the authorities. At the upper right of the screen is your current loyalty rating. Initially, your loyalty rating is Questionable. You don't want it to worsen! If your loyalty rating drops to Worrisome, you have a short amount of time to get it back up to Questionable before you are arrested. And if it should ever drop to DIRTY ROTTEN TRAITOR - well, in that case there's very little you can do clear your good name. Every citizen in the Bunker has a PA (Personal Assistant), including you. You can use it look up basic information about the world by typing in WHO IS or WHAT IS . A quick note about conversation. You can TALK TO to get a random comment, ASK ABOUT to get specific info, and TELL ABOUT if you think they might react to the information in an interesting way. (As an aside, you can also SHOW things to people to achieve a particular result.) Nothing Could be Further from the Truth is the second game in a series. Unlike the previous game (Today is the Same as Any Other), you may find it useful to give instructions to someone else. An instruction is any command you could conceivably type in for yourself, but you want someone else to do it. To give an instruction to someone (let's say, Tony Bleet), you'd type in something like the following: TONY, GIVE ME GLUE. Lastly, It is a good idea to save often in this game, at least whenever you have achieved something important. Also, it's also a good idea to keep your older saves. Not only will you die often and unexpectedly (yay!), but it is possible to end up trapped in a situation where death is the only outcome. Yes, here in the Bunker, we gladly allow you to dig your own hole. It saves the rest of us a lot of work. Good luck! ------------------------ (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints ( - New to the Bunker) The Bunker is a world originally inspired by the roleplaying game Paranoia XP. But the Bunker is not the Alpha Complex of Paranoia. First of all, there are no clone 6-packs in the Bunker. You've only got one life, just like everyone else in the known Universe. Secondly, citizens are allowed to form natural, emotional relationships with each other and have children. Thirdly, there are no mutant (or magical) powers in the Bunker. There are other differences, too, but these are the most important ones in terms of playing this game. The Bunker is also the setting of a number of science fiction novels by the same author, the first of which is Thank You For Your Cooperation. If you enjoyed this game, you might enjoy the Bunker series as well! ------------------------ (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints ( - Credits) Author: Adam Wasserman (imaeses@gmail.com), copyright (c) 2023 Spring Thing version ( April 2023, 1.0) Adam Wasserman is the author of several science fiction adventure books that take place in the Bunker, the first of which is Thank You For Your Cooperation. Beta testers It would not have been possible to bring this project to a successful conclusion without the many generous persons in the IF community willing to punch holes in a work when it is rough around the edges. Thank you so much: Christopher Merriner (who bravely suffered punishment wrestling with poorly clued puzzles) John Ziegler Nils Fagerburg ------------------------ (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. >* Ah, I was right to get those vibes! You seem to want to talk to someone, but I can't see whom. >* the custom directions and cruelty are making me a little cautious... Come again? >x me At eighteen yearstretches of age, you have most of your life ahead of you. Which is great, because you still might get an assignment at a research lab - as a scientist! There, you will apply your considerable intellect to bettering the existence of yourself and your fellow citizens. Yours are idyllic, intoxicating aspirations, and you cling to them dearly. Unfortunately, right now you are a dust maid at Dust Bunnies, Ltd. Even more unfortunately, you are allergic to dust. Like all good citizens of the Bunker, you are wearing something in gamboge, today's Color of the Patriot: bunny ears. You are a no-clearance citizen. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >i You're carrying (in plain sight): your PA your Card the feather duster You're wearing: your boots your jumpsuit bunny ears >* oh that's a lot Come again? >x pa A PA (or Personal Assistant) is one of a citizen's most prized possessions. You can use it to call anyone, even citizens you haven't met. It has a slow and usually functional connection to X.net, too, which means you can also use it to look up basic information about the Bunker. You simply ask "who is" or "what is". The answers will automatically be tailored to your personal knowledge profile. In addition, you can use a PA to "record" audio and video feeds of people (not things). This last function is especially handy for obtaining evidence of someone else's treason. You can then "submit" the resulting feed to your friends over at Homeland Security or simply "accuse" your victim, in which case any incriminating feeds are submitted automatically. Pernicious rumors that agents from Homeland Security routinely use these same functions of a PA to spy on its holders should be disregarded. Nothing could be further from the truth. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >* hmm ok Come again? >l Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. >i You're carrying (in plain sight): your PA your Card the feather duster You're wearing: your boots your jumpsuit bunny ears >x card Your Card contains 8 credits. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >xduster Come again? >x duster A short rod the length of your forearm with a cluster of feathers at one end. The feathers are coated with a mild disinfectant. They keep falling out, and every time the duster needs to be replaced the cost comes out of your monthly allowance. The feather duster is the property of Dust Bunnies Ltd., your employer. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x jumpsuit Standard attire in the Bunker, every jumpsuit has a holder near the waist for a Card and PA. There is also a pocket in the front where you can hide something small. You can't peer inside it; you'll have to "search" it to retrieve whatever you manage to fit in there. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x ears The bunny ears are long, fluffy coverings attached to a slender plastex headband. They fit perfectly over your ears, drooping and bouncing as you walk. They make you look ridiculous. Not to mention all the dust they collect, which you happen to be allergic to. You've never heard of a bunny, but you do know that there were other animals on Earth besides human beings. You can only surmise from the bunny ears that this particular animal was huge and had difficulty hearing. The bunny ears are the property of Dust Bunnies, Ltd. and your supervisor, Nur Dular, has instructed you to wear them at all times when on duty. The bunny ears issued to you this morning are gamboge, the Color of the Patriot. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x boots Made entirely of black plastex, yours are scratched and scuffed from yearstretches of use. They came that way when they were issued to you. Still, this pair almost fits, and they don't smell bad, so you shouldn't complain. There is room to hide something in your boots. There is more room than in your pocket, although not much. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >* huh, guess concealment is a big deal You seem to want to talk to someone, but I can't see whom. >l Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. >x panesl Can't do it. >oops panels Glow panels have been set every few meters at the top of the wall, providing light. Like all glow panels you've seen in the Bunker, these are rectangular in shape and produce a soft, pleasing glow. Which is totally unlike the harsh, stabbing light from the hanging bulbs that light the corridors outside. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x dev 3 Cut into the glass wall, you can barely discern the outline of a door. It is closed. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x door Which do you mean, the metal door, the glass door or the office door? >metal The metal door looks like it could withstand a considerable beating. A small, plastex window has been set at eye height in the center. A wheel protrudes from the metal door's belly. Next to it, a large Epsilon has been etched into the surface. The metal door is closed. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x plastex Can't do it. >look through plastex Can't do it. >x window This is what you would see if you were there: This is a plain, uninteresting corridor that leads further outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >* huh? Come again? >l Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. >look through metal door It is closed. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >open metal It seems to be locked. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >unlock metal What what? Good intentions won't do, I'm afraid. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >turn wheel The wheel turns to the right. You hear an abrupt grinding coming from the heavy, metal door. It opens. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >open mteal Can't do it. >open metal That's already open. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >l Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. >x sign Ah, a smart sign! The first prototype was developed right here in Research Lab A-U61, and the lab even received an award for it. From what you understand, each smart sign is bestowed with an intelligence specific to its purpose. It is somehow able to deduce its contents directly from its environment - without human interference. Naturally, the advent of the smart sign was hailed as an important technological advancement. Unfortunately, the smart sign's creator - this was long before your time working at the lab - was subsequently accused of treason and arrested. From what you've heard, a cache of laser rifles was found in a yellow buspod (full of Wards of the State, no less) abandoned on the side of the transtube. The sleuths back at Homeland Security eventually traced it back to her. She adamantly denied any association with the contraband, but the proof was incontrovertible. Anyway, it was a messy, public affair, and her treason inevitably sullied her invention. No factory would produce it, and the smart sign was destined for oblivion. Except in Research Lab A-U61. After all, scientists are practical people. It says: "Atikurrahman Vosh". A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >l Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. >left Right now you should be making your way to the exit (which, by the way, is Inward). Thank you for your cooperation. You may believe you are being forced to do something you don't want to do. Nothing could be further from the truth. The Bunker is a utopia. No one is being forced to do anything. A reasonable person would want to get to the exit as quickly as possible. In the Bunker, unreasonable people end up as voluntary organ donors. You're a reasonable person, aren't you? A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x camera Security cameras are everywhere in the Bunker. They are another of the ways the boys and gals over at Control keep an eye on things. The single barrel of a laser cannon is perched above it, ready to blast traitors and social deviants into a fine, raining mist. A slit in the glass wall allows this security camera to pivot 360 degrees. You also notice that the walls of the developmental areas on the other side do not extend all the way to the ceiling, allowing the camera to peer inside. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >out Right now you should be making your way to the exit (which, by the way, is Inward). Thank you for your cooperation. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >in Right now you should be making your way to the exit (which, by the way, is Inward). Thank you for your cooperation. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >inward Lab Hallway Center Research Lab A-U61 operates as part of the Developmental Engineering conglomerate, the home of the Bunker's most innovative minds. Naturally, you were thrilled to receive this assignment. Each morning when you arrive for your shift, a slender glass wall is all that separates you from the hard-working scientists in their little cages. All your life, you have yearned to join their ranks. If only you could step across to the other side! Some of the researchers here have a security clearance. You, of course, have none. You've seen enough vidshows on the tube to know that a promotion to Epsilon clearance is theoretically within anyone's grasp; in reality, though, it takes extreme acts of courage in service to the Bunker to obtain one. You pause and glance into the Refrigeration Unit. A viscous liquid bubbles in a tank. What could it be? An improved plastex, more durable and cheaper to produce? A more efficient rocket propellant for the Bunker's fleet of interplanetary ships? A remedy for baldness? Your reverie is interrupted by the sudden urge to sneeze. Which you do, very wetly and loudly. This time, however, you can spare yourself the embarrassment, as you are alone. The Bunker is a technological dreamland, yes. But somehow, no one can cure you of a simple dust allergy. You quietly resolve to remedy this oversight when you are finally confirmed as a scientist. You are standing in the center of a bare hallway lit by glow panels. The wall to your left is made entirely of glass. Just out of reach above your head, a security camera relentlessly surveys the hallway and the areas visible through the glass wall. To the left, you can see the Refrigeration Unit. Across from it, to your right, is a plain door. The hallway continues both inward and outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >l Lab Hallway Center You are standing in the center of a bare hallway lit by glow panels. The wall to your left is made entirely of glass. Just out of reach above your head, a security camera relentlessly surveys the hallway and the areas visible through the glass wall. To the left, you can see the Refrigeration Unit. Across from it, to your right, is a plain door. The hallway continues both inward and outward. >x camera Security cameras are everywhere in the Bunker. They are another of the ways the boys and gals over at Control keep an eye on things. The single barrel of a laser cannon is perched above it, ready to blast traitors and social deviants into a fine, raining mist. A slit in the glass wall allows this security camera to pivot 360 degrees. You also notice that the walls of the developmental areas on the other side do not extend all the way to the ceiling, allowing the camera to peer inside. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x unit Can't do it. >l Lab Hallway Center You are standing in the center of a bare hallway lit by glow panels. The wall to your left is made entirely of glass. Just out of reach above your head, a security camera relentlessly surveys the hallway and the areas visible through the glass wall. To the left, you can see the Refrigeration Unit. Across from it, to your right, is a plain door. The hallway continues both inward and outward. >left Right now you should be making your way to the exit (which, by the way, is Inward). Thank you for your cooperation. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >in Right now you should be making your way to the exit (which, by the way, is Inward). Thank you for your cooperation. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >inward Lab Hallway Inward Your luck is holding out. You still haven't caught sight of anyone. More importantly, no one has caught sight of you! In a few stretches, you expect to be strolling across the Tucker M. Carlson plaza on your way to your communal barracks for your regularly scheduled (not to mention well-deserved) naptime. And sleep well you will! The certainty that the boys and gals over at Control have nearly eliminated the terrorist threat - coupled with a potent sleeping aid - leaves you no doubt. Who is looking out at the Bunker's corridors from the security cameras? Control. Who decides who gets a security clearance or a work reassignment? Control. The ninth and most important conglomerate in the Bunker, it is staffed exclusively by Alpha clearance citizens, the most trustworthy of all. This is the beginning of Research Lab A-U61's main hallway, lit by glow panels. It is bare and - thanks to your best efforts - mostly free of dust. To your left is a glass wall. Through it, you can see into Dev 1. The thin outline of a door is visible in the glass. Opposite the glass wall to your right is a battered door. The lobby door is inward, and the hallway stretches outward. The lobby door has been left open a crack, more than enough to see through. Through it, you hear muffled voices. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >listen "The invisibility cloak is a great success." The voice is that of the lab director, Atikurrahman Vosh himself! "Citizens Silia Cribbich and Renardin Osterlok have brought the capsule to the Lobby. We're ready to give the demonstration you asked for." A brief pause. "There's no need to worry. I've sent everyone away under strict orders. No one knows about the existence of the invisibility cloak except you, myself, Silia and Renardin." After that, the voices hush, and the conversation becomes impossible to discern standing where you are outside in the hallway. Your mind scrambles to figure out a way to get through the Lobby and into the plaza unnoticed. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >* I mean I"m guessing the cloak? Come again? >l Lab Hallway Inward This is the beginning of Research Lab A-U61's main hallway, lit by glow panels. It is bare and - thanks to your best efforts - mostly free of dust. To your left is a glass wall. Through it, you can see into Dev 1. The thin outline of a door is visible in the glass. Opposite the glass wall to your right is a battered door. The lobby door is inward, and the hallway stretches outward. The lobby door has been left open a crack, more than enough to see through. Through it, you hear muffled voices. >inward You start to push through the door when you realize the Lobby is occupied! You catch a glimpse of some scientists gathered in the middle of the room. A large contraption rests nearby. You pull back to avoid being seen. The door is, however, open a crack, more than enough to see through. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >look through crack You carefully push the lobby door open a little wider and glance quickly into the room. All the way at the far end of the room is the revolving door that lets out onto the Tucker M. Carlson plaza. All you have to do is make your away across the Lobby and slip past the turnstile to reach it. Unfortunately, some kind of meeting seems to be taking place in the middle of the Lobby. Standing off to one side, you see the lab director - Atikurrahman Vosh (or just Ati for short) - attended by two researchers, Silia Cribbich and Renardin Osterlok. They are clustered around a strange contraption which they appear to be discussing. A few short meters from the door is the receptionist's desk. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x desk A slim, L-shaped surface that protrudes from a waist-high back, it is currently bare. There is no chair. The receptionist is forced to stand for hourstretches on end. Tucked under the desk in the corner is a small panel. The panel features a green button. You notice that the scientists are turned away from the lobby door, and the L-form of the receptionist's desk would offer some protection from a stray glance. But any sustained activity would certainly attract their attention. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >hide behind desk You wait for Ati's excitement to ramp up again. Then you slip quietly behind the receptionist's desk, unnoticed and well out of sight. Lobby (behind the desk) This is the Lobby of Research Lab A-U61. You are desperately trying to reach the revolving door on the other side of the room. As you scan the area, you ignore everything which is not relevant to your predicament. In the center of the room is a transparent capsule. It is positioned between you and the revolving door. On the other side of the capsule, backs facing you both, are the lab director, Atikurrahman Vosh, and two researchers, Silia Cribbich and Renardin Osterlok. They are engaged in discussion. >save Ok. >x capsule The contraption looks simple enough - a round, transparent capsule about a meter and a half in diameter and three meters tall. Cut into the surface is a square opening, large enough to accommodate most cargo as well as the person carrying it. From all sides you can see a web of wires and transistors embedded in the surface. A steady hum is emanating from the contraption. The square opening is facing you. Inside you see nothing. It is an invisibility cloak after all. >enter capsule What an excellent idea! No one will see you inside the invisibility cloak. From there you can wait for an opportune moment to make a dash for the exit. As quietly as you can, you venture from the safety of the receptionist's desk and tiptoe across the Lobby towards the invisibility cloak. As you pass through the opening, however, Renardin catches movement out the corner of his eye. But too late! You are already inside. Crouched down so you can fit, you smile wanly, knowing he is unable to see you. Which is why you are flummoxed when - quite unexpectedly - Renardin fixes you with a nasty glare, taps the lab director's shoulder, and points. Atikurrahman turns and blinks at you stupidly. The smile drains from your face. Suddenly, Ati's PA lights up. He hesitates before answering. "Uh, hello?" From here, you can easily hear the person at the other end of the line. "There's something wrong. I can hear it." "No, no, nothing at all. The invisibility cloak is working as expected. There's absolutely nothing to worry about!" Meanwhile, the lab director gestures wildly at Silia and Renardin. Together, they rush for the opening. "I'll grab her," Renardin snarls, reaching inside for a fistful of hair. Silia, however, slaps his arm down. "And let you get the credit for subduing a traitor? I don't see why you should get a promotion to Delta clearance instead of myself!" What follows is a great deal of cursing, pushing and shoving. Unnoticed in the melee, a vial containing a yellow liquid drops from Renardin's waist and shatters on the floor. A yellow gas bubbles up from the liquid on the floor, forming a steadily expanding layer at the scientists' feet. They don't seem to notice, however, as they are panicking over your unexpected appearance. >x liquid The former contents of the vial are boiling. The yellow gas appears to be reacting with the material of the protective capsule. A yellow gas bubbles up from the liquid on the floor, forming a steadily expanding layer at the scientists' feet. They don't seem to notice, however, as they are panicking over your unexpected appearance. >x scientists For some reason, Ati is even more sweaty than usual. He is talking smoothly and continuously into his PA and pointedly avoids looking in your direction. A yellow gas bubbles up from the liquid on the floor, forming a steadily expanding layer at the scientists' feet. They don't seem to notice, however, as they are panicking over your unexpected appearance. >exit You step out of the capsule just in time to breathe in the yellow fumes. The yellow gas envelops your vision as you lose control of your body. Before you know it, you collapse on the floor, where you subsequently knock yourself out from spasms induced by the noxious gas. *** What were you thinking? *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby (in the capsule) [Previous turn undone.] >z Time passes. A yellow gas bubbles up from the liquid on the floor, forming a steadily expanding layer at the scientists' feet. They don't seem to notice, however, as they are panicking over your unexpected appearance. The yellow gas seeps inside the capsule and flows up around your chest. A few stretches later, you breathe in the vial substance. What follows is extremely unpleasant and not really worth describing, except to say that you have died. *** You showed so much promise. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby (in the capsule) [Previous turn undone.] >close capsule You slide the pane in place over the opening. It fits perfectly. A yellow gas bubbles up from the liquid on the floor, forming a steadily expanding layer at the scientists' feet. They don't seem to notice, however, as they are panicking over your unexpected appearance. Eventually, delicate strands of the yellow gas rise above the researchers' heads. Their reaction startles you. They gurgle, eyes bulging from their sockets, and clutch their throats. Ati's PA clatters as it hits the floor. It is quickly followed by the three scientists themselves. You are treated to a gruesome sight as they convulse on the ground beside you. When the convulsions subside, a greenish-yellow foam bubbles from their gaping mouths. It is the only thing in the Lobby that moves. Suddenly, your ears catch a slight sizzling sound. It comes from all around you. You notice, too, that a fine, grey ash is collecting on the surface of the capsule. As you watch, some of the wiring breaks free. You realize that the yellow gas appears to be reacting with the transparent material of the the capsule, which is slowly dissolving. >save Ok. >l Lobby (in the capsule) (in the invisibility cloak) This is the Lobby of Research Lab A-U61. It is currently obscured by a deadly, yellow gas. You can see Renardin's body, Silia's body and Ati's body here. >exit You slide the pane away from the opening, letting in the yellow gas. Then you breathe in the vile substance. What follows is extremely unpleasant and not really worth describing, except to say that... *** You have died. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby (in the capsule) [Previous turn undone.] >x body Which do you mean, Renardin's body, Silia's body, Ati's body, your body or Oliva Mirram's body? >* who's oliva? Can't do it. >x oliva At eighteen yearstretches of age, you have most of your life ahead of you. Which is great, because you still might get an assignment at a research lab - as a scientist! There, you will apply your considerable intellect to bettering the existence of yourself and your fellow citizens. Yours are idyllic, intoxicating aspirations, and you cling to them dearly. Unfortunately, right now you are a dust maid at Dust Bunnies, Ltd. Even more unfortunately, you are allergic to dust. Like all good citizens of the Bunker, you are wearing something in gamboge, today's Color of the Patriot: bunny ears. You are a no-clearance citizen. A yellow gas hangs in the air, obscuring the Lobby. >x me At eighteen yearstretches of age, you have most of your life ahead of you. Which is great, because you still might get an assignment at a research lab - as a scientist! There, you will apply your considerable intellect to bettering the existence of yourself and your fellow citizens. Yours are idyllic, intoxicating aspirations, and you cling to them dearly. Unfortunately, right now you are a dust maid at Dust Bunnies, Ltd. Even more unfortunately, you are allergic to dust. Like all good citizens of the Bunker, you are wearing something in gamboge, today's Color of the Patriot: bunny ears. You are a no-clearance citizen. A yellow gas hangs in the air, obscuring the Lobby. >* oh, that's me (that's me, * oh) You seem to want to talk to someone, but I can't see whom. >undo Lobby (in the capsule) [Previous turn undone.] >undo Lobby (in the capsule) [Previous turn undone.] >l Lobby (in the capsule) (in the invisibility cloak) This is the Lobby of Research Lab A-U61. It is currently obscured by a deadly, yellow gas. You can see Renardin's body, Silia's body and Ati's body here. >x capsule The contraption looks simple enough - a round, transparent capsule about a meter and a half in diameter and three meters tall. Cut into the surface is a square opening, large enough to accommodate most cargo as well as the person carrying it. From all sides you can see a web of wires and transistors embedded in the surface. A steady hum is emanating from the contraption. You are inside the contraption. An opening to the outside is directly in front of you. A square pane has been lowered over it, sealing you off from the environment outside. A yellow gas hangs in the air, obscuring the Lobby. >x wires The contraption looks simple enough - a round, transparent capsule about a meter and a half in diameter and three meters tall. Cut into the surface is a square opening, large enough to accommodate most cargo as well as the person carrying it. From all sides you can see a web of wires and transistors embedded in the surface. A steady hum is emanating from the contraption. You are inside the contraption. An opening to the outside is directly in front of you. A square pane has been lowered over it, sealing you off from the environment outside. A yellow gas hangs in the air, obscuring the Lobby. The last of the yellow gas seeps out the cracks in the revolving door. The air clears. And just in time! The thin shell of the capsule disintegrates around you. You are covered in a shower of grey ash, thin wires and transistors but are otherwise unharmed. As if on cue, a cleanbot emerges from a panel in the wall and scrubs down the area where the invisibility cloak once stood. A few minutestretches later it departs, leaving only the three corpses behind. Congratulations! You have the entire research lab for yourself! Although, you might want to do something about those bodies... >save Ok. >x bodies You can't use multiple objects with that verb. >x body Which do you mean, your body, Oliva Mirram's body, Renardin's body, Silia's body or Ati's body? >renardin Renardin Osterlok is busy rotting away and has no time for you. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >xilia Come again? >x silia Silia Cribbich isn't breathing and is unlikely to start anytime soon. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >x ati Atikurrahman Vosh - formerly the lab director, also known as Ati - is looking rather off today. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >search ati You pat down Ati's body and find Ati's Card and lab office chip key. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >x ati's card Ati's Card contains 1000 credits. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >x key A square microchip embedded in a small plastex wedge, chip keys are generally attuned to a single door. Simply possessing the chip key will allow the bearer to pass through it. Which door, however, is not apparent. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >search silia You pat down Silia's body and find Silia's Card. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >x silia's (Silia's Card) Silia's Card contains 175 credits. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >search renardin You pat down Renardin's body and find Renardin's Card and rubber gloves. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >i You're carrying (in plain sight): some rubber gloves Renardin's Card Silia's Card the lab office chip key Ati's Card your PA your Card the feather duster You're wearing: your boots your jumpsuit bunny ears >x gloves Thick and sturdy, they are every scientist's trusty companion, as they provide protection from a variety of substances dangerous to the touch. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >wear gloves You put on the rubber gloves. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >l Lobby The Lobby of Research Lab A-U61 is a large, unimpeded space fit for receiving workers and important guests alike. After all, the lab's clients are drawn from a rich and diverse pool of citizens: the owners of private firms seeking a leg up on a competitor, ambitious managers embedded in the sprawling conglomerates, and sometimes high-clearance citizens whose identities and projects are cloaked in secrecy. You imagine that even Alpha clearance citizens over at Control - the highest and most important of the Bunker's conglomerates - sometimes call upon the brave scientists of Research Lab A-U61 to aid them in the long struggle against the terrorist threat. This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Renardin's body, Silia's body and Ati's body here. >x tube Yuri looks squarely into the camera and smiles reassuringly. "Citizens, we must count ourselves fortunate that we live in a technological dreamland such as ours. No one lacks sustenence, medical care or education. We enjoy these basic necessities because of Control, the ninth and most important of the conglomerates. The Alpha-clearance citizens who work there are tireless in their vigilance." Sally nods and takes over the narrative. "Control has many responsibilities, one of which is managing the other eight conglomerates - the commanding heights of the economy, so to speak. Upon graduation from the creche, every citizen is guaranteed a lifetime job in one of them." "Some citizens, however, choose to take a position in one of the small, independent enterprises that serve as a complement to the conglomerates. Although their services are not per se necessary for our well-being, our lives can still be supplemented in useful and sometimes unexpected ways." Sally assumes a stern expression. "It is important to remember, citizens, that those who work in private enterprises are not by definition traitors. Otherwise they wouldn't be allowed. However, this underlying assumption persists, no doubt due to pernicious rumors spread by the Underground. For this reason, Control is offering a series of lectures to educate everyone on the relationship between the conglomerates and free enterprise. One will surely be held in a plaza near your communal barracks. Expect a notification to arrive soon. Attendance is mandatory." You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >* oh a tube is a TV Come again? >left Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >x boxes You peek inside a few boxes and find lab equipment. You have no idea what it could be used for. As you fiddle with the stack of boxes, one shifts and you catch sight of something behind them. You move the boxes out of the way, revealing a hole in the wall. >x hole The hole in the wall is quite wide, providing more than enough room to scramble through. Through it, you catch a whiff of something sweet. >enter hole You crawl through the hole and make it to the other side. Your sudden arrival appears to upset the room's occupants. The one with the staff deftly swings it at your head and knocks you unconscious. When you come to, you find yourself on your knees with your head above a tub of murky water. You are not alone. Out the corner of your eye, you catch a glimpse of an audience seated in folding chairs behind you. A man in a red robe stands nearby, leading some kind of service. Someone's hand is holding you firmly by the neck. "O Lord," intones the strangely clad man, "we offer our thanks that You have provided us - Your pitiful flock - with life, free choice and an abundance of weapons. Congregation, let us pray." Together, they chant: "Eway askay orfay Ouryay essingblay asay eway indlykay anday entlygay ashway awayay ethay inssay ofay isthay intruderay. Amen." At that, your head is pushed into the tub and held there for quite some time. Longer than you can hold your breath, at any rate. *** You have died. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Depot [Previous turn undone.] >* umm rather sudden death! Come again? >l Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. A few of the boxes have been shunted aside, revealing a hole leading left. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >x lift Can't do it. >x forklift This movepod consists of a trackbed topped by a cab large enough for a single person. Thick, durable prongs for lifting heavy objects protrude from the front below a broken set of headlights. The forklift is battery-powered and easy to operate. Once inside, just indicate a direction to go in. >x lights Can't do it. >enter forklift You get into the forklift. You hear shouting from the direction of the Lobby: something about traitors and dead scientists. You wouldn't know anything about that, of course. You head back to the Lobby to try and explain yourself. There, you encounter a young, wide-eyed agent from Homeland Security trapped on the other side of the turnstile, speaking into the communications device implanted near her wrist. Her eyes turn to you. "It's not what it seems," you tell her. "I'm just a dust bunny!" You wave the feather duster at her and sneeze. The agent's mouth drops open. "Wow, a real traitor!" she breathes. Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Depot [Previous turn undone.] >* Wow OK that's a pretty aggressive timer Come again? >z Time passes. You hear shouting from the direction of the Lobby: something about traitors and dead scientists. You wouldn't know anything about that, of course. You head back to the Lobby to try and explain yourself. There, you encounter a young, wide-eyed agent from Homeland Security trapped on the other side of the turnstile, speaking into the communications device implanted near her wrist. Her eyes turn to you. "It's not what it seems," you tell her. "I'm just a dust bunny!" You wave the feather duster at her and sneeze. The agent's mouth drops open. "Wow, a real traitor!" she breathes. Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >move body left Which do you mean, your body, Oliva Mirram's body, Renardin's body, Silia's body or Ati's body? >ati's You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >put body in tunnel (Ati's body in the service tunnel) You doubt that will work. >x boxes You peek inside a few boxes and find lab equipment. You have no idea what it could be used for. As you fiddle with the stack of boxes, one shifts and you catch sight of something behind them. You move the boxes out of the way, revealing a hole in the wall. >put body in tunnel (Ati's body in the service tunnel) You doubt that will work. >right Lobby The Lobby of Research Lab A-U61 is a large, unimpeded space fit for receiving workers and important guests alike. After all, the lab's clients are drawn from a rich and diverse pool of citizens: the owners of private firms seeking a leg up on a competitor, ambitious managers embedded in the sprawling conglomerates, and sometimes high-clearance citizens whose identities and projects are cloaked in secrecy. You imagine that even Alpha clearance citizens over at Control - the highest and most important of the Bunker's conglomerates - sometimes call upon the brave scientists of Research Lab A-U61 to aid them in the long struggle against the terrorist threat. This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Renardin's body and Silia's body here. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >move renardin left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. A few of the boxes have been shunted aside, revealing a hole leading left. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >r The Loyalty Stretch catches your attention on the tube. Sally shuffles a thick stack of papers, looks intently into the camera and says, "The Bunker is a technological dreamland. Its factories churn out finished products of every kind. But none of this would be possible without the valuable resources collected out in the asteroid belt by our loyal miners." Yuri nods solemnly and continues. "No doubt, leaving the safety and comforts of the Bunker to live and work on the surface of an asteroid is not for everyone. But the reward more the compensates the adventurous citizen willing to brave the excitement: an early retirement at thirty-five yearstretches of age." Sally smiles enthusiastically. "Want to volunteer? Just fill out one of the handy forms made available by Procurement on its portal on X.net and you'll find yourself on an interplanetary ship destined for Malkuth in no time!" Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Silia's body here. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >move silia r You can't go that way. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >move silia left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. A few of the boxes have been shunted aside, revealing a hole leading left. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. You hear shouting from the direction of the Lobby and decide to return to see what all the fuss is about. When you arrive, you see an agent from Homeland Security trapped on the other side of the turnstile. Her laser pistol is drawn, and as soon as you appear she points it at you and orders you to let her in. "A poisonous gas was just released from here!" she bellows. "Six are dead, and others have been rushed to a medical clinic!"" "A poisonous gas? From here?" You shake your head in feigned disbelief. "But this is a respectable research institution." "Respectable?" the agent snorts. "Maybe it once was, but that was before my time. I've been stationed in the Tucker M. Carlson plaza for a few monthstretches now and the only thing this place has ever produced is a bad smell." The agent's eyes suddenly narrow. "Are you trying to impede my investigation? Let me in at once!" >* er OK just enough time to shunt them off Come again? >x desk A slim, L-shaped surface that protrudes from a waist-high back, it is currently bare. There is no chair. The receptionist is forced to stand for hourstretches on end. Tucked under the desk in the corner is a small panel. The panel features a green button. The agent from Homeland Security stomps her feet impatiently. "The button behind the receptionist's desk! Hurry!" >push button The agent from Homeland Security pushes through the turnstile and starts to poke around. As could be expected, it doesn't take long before she stumbles across the mortal remains someone imprudently left lying around in plain sight. As you are the only other person present, the agent from Homeland Security draws a hasty conclusion and readies her laser pistol. You can tell from the way she handles it that she's never done this kind of thing before. But there's a first time for everything. After a few missed shots, she finally nails you in the back. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You have died. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby [Previous turn undone.] >out You pass through the turnstile and push through the revolving door. The agent's mouth drops open, and she freezes. "You're trying to run away, aren't you?" she breathes. "George Walker! A real traitor! My first one!" Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. "Got her!" the agent reports proudly into the communications device implanted near her wrist. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby [Previous turn undone.] >left The agent's mouth drops open, and she freezes. "You're trying to run away, aren't you?" she breathes. "George Walker! A real traitor! My first one!" Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. "Got her!" the agent reports proudly into the communications device implanted near her wrist. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby [Previous turn undone.] >l Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see the agent from Homeland Security here. >x agent (the agent from Homeland Security) This agent from Homeland Security looks like so many of the others posted throughout the Bunker, just younger and greener. Her job is to keep a watchful eye, report back to her superiors and maintain order. Wide-eyed and out of breath, the agent from Homeland Security looks like she is expecting a tsunami of treasonous activity to overwhelm her. A laser pistol is strapped to her belt. The agent from Homeland Security is an Epsilon clearance citizen. The agent from Homeland Security stomps her feet impatiently. "The button behind the receptionist's desk! Hurry!" >l Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see the agent from Homeland Security here. >i You're carrying (in plain sight): your PA your Card the feather duster You're wearing: your boots your jumpsuit bunny ears >* oh right I didn't search the bodies -- maybe it triggers from when you leave? Come again? >x helmet Sturdy and well-padded, it looks similar to the helmets worn by the pilots of flypods. It's quite roomy and will easily fit over your bunny ears. The agent from Homeland Security stomps her feet impatiently. "The button behind the receptionist's desk! Hurry!" >take it Taken. The agent from Homeland Security stomps her feet impatiently. "The button behind the receptionist's desk! Hurry!" >wear it The shiny black helmet fits easily onto your head, and the visor slips over your eyes. You can't see anything. The agent from Homeland Security stomps her feet impatiently. "The button behind the receptionist's desk! Hurry!" >l You should probably take the helmet off first. >remove helmet The visor lifts from your eyes, and you find yourself standing in Lobby. The agent's mouth drops open, and she freezes. "George Walker! A real traitor!" she breathes. "My first one!" Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. "Got her!" the agent reports proudly into the communications device implanted near her wrist. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >z Time passes. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. The sounds of chaos and mayhem outside in the Tucker M. Carlson plaza die down. A few stretches later, a dark figure can be seen approaching the revolving door. It enters, and the door spits out a breathless agent from Homeland Security. It is an amusing experience to watch the range of emotion on her face as she takes in the scene. "A poisonous gas was just released from here!" she bellows at you as she presses up against the turnstile. Then her eyes fall upon the dead. There is a deep intake of breath. Astonished, she turns to you. "It's not what it seems," you tell her. "I'm just a dust bunny!" You wave the feather duster at her and sneeze. The agent's mouth drops open. "Wow, a real traitor!" she breathes. Then she shakes herself from her stupor and nobly performs the duty expected of her. She aims her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > z Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >out You pass through the turnstile and push through the revolving door. You step out into the Tucker M. Carlson plaza. Normally, it is a pleasure to be in one of the few wide-open spaces you know in the Bunker. Not right now, unfortunately. There is a lot to take in - a caring demonstration about to begin, the vendors's stalls, the Museum of Athletic Ability - but the dead bodies lying nearby and the agent from Homeland Security interviewing witnesses command all your attention. The agent from Homeland Security notices your appearance and approaches you. A young woman not long on the job, she appears alert and ready for anything. "Errr, they say some kind of gas leaked out of the research lab there. Know anything about it?" You assure her that you do not. "Okay, then. I guess you won't mind if I take a peek inside." You edge away, but it's only a few stretches before the agent from Homeland Security comes barrelling back out the revolving door, laser pistol at the ready. She spots you and fires. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby [Previous turn undone.] >inward You pass through the turnstile and push through the revolving door. You step out into the Tucker M. Carlson plaza. Normally, it is a pleasure to be in one of the few wide-open spaces you know in the Bunker. Not right now, unfortunately. There is a lot to take in - a caring demonstration about to begin, the vendors's stalls, the Museum of Athletic Ability - but the dead bodies lying nearby and the agent from Homeland Security interviewing witnesses command all your attention. The agent from Homeland Security notices your appearance and approaches you. A young woman not long on the job, she appears alert and ready for anything. "Errr, they say some kind of gas leaked out of the research lab there. Know anything about it?" You assure her that you do not. "Okay, then. I guess you won't mind if I take a peek inside." You edge away, but it's only a few stretches before the agent from Homeland Security comes barrelling back out the revolving door, laser pistol at the ready. She spots you and fires. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Lobby [Previous turn undone.] >l Lobby The Lobby of Research Lab A-U61 is a large, unimpeded space fit for receiving workers and important guests alike. After all, the lab's clients are drawn from a rich and diverse pool of citizens: the owners of private firms seeking a leg up on a competitor, ambitious managers embedded in the sprawling conglomerates, and sometimes high-clearance citizens whose identities and projects are cloaked in secrecy. You imagine that even Alpha clearance citizens over at Control - the highest and most important of the Bunker's conglomerates - sometimes call upon the brave scientists of Research Lab A-U61 to aid them in the long struggle against the terrorist threat. This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Renardin's body, Silia's body and Ati's body here. >outward Lab Hallway Inward This is the beginning of Research Lab A-U61's main hallway, lit by glow panels. It is bare and - thanks to your best efforts - mostly free of dust. To your left is a glass wall. Through it, you can see into Dev 1. The thin outline of a door is visible in the glass. Opposite the glass wall to your right is a battered door. The lobby door is inward, and the hallway stretches outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >* oh OUT and OUTWARD are opposite there -- oi Come again? >left (first opening the glass door) The glass door swings shut behind you. Dev 1 This is Dev 1, one of the main developmental areas in Research Lab A-U61. Here, the lab's scientists work on more substantial projects: industrial machinery, movepods, lifts and the like. During your regular shifts as a dust maid, you've sometimes spotted one or two lonely researchers in the center of the room, struggling with large and unwieldy tools. The noise can be horrific. Today, however, there is no one; it is perfectly silent, and the workspace is mostly devoid of equipment. A shallow depression in the center dominates this room. Above it, a crane protrudes from the ceiling. Hanging nearby from a thick wire that leads into the wall is a controller. On one wall hangs a whiteboard. Otherwise, this area is sparse. This place has a strange smell, and splotches of grime and corrosion can be seen on the walls and ceiling. Both are no doubt remnants of spectacularly promising experiments. A squat opening leads outward, and a doorway obscured by a thick, black curtain leads inward. The wall to the right is made entirely of glass, on the other side of which is the research lab's main hallway. It is accessible through an almost invisible door. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x whiteboard The whiteboard is a large, rectangular touchscreen used primarily for drawing, although it can also act as a vidscreen for conferencing. On it, the lab's scientists work out complex problems amid heated discussion. Someone must have cleared the whiteboard before exiting the lab, because there is nothing on it. Or so you thought at first glance. In the corner, however, you see some doodling. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x doodling The doodling appears to be some kind of technical drawing. You stare at it a few long stretches and scratch your head. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >read it The doodling appears to be some kind of technical drawing. You stare at it a few long stretches and scratch your head. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x controller A heavy, rectangular hunk of plastex that's charred in places, it is attached to a wire that runs into the wall near the shallow depression. A large switch is in the center. The large switch is up. Above it is a button (the top button) and below it is an identical one (the bottom button). Turning it around to the back, you can see an iron plate. A thin, oblong piece about half the length of your pinky is missing. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x plate A heavy, rectangular hunk of plastex that's charred in places, it is attached to a wire that runs into the wall near the shallow depression. A large switch is in the center. The large switch is up. Above it is a button (the top button) and below it is an identical one (the bottom button). Turning it around to the back, you can see an iron plate. A thin, oblong piece about half the length of your pinky is missing. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >push top button Nothing happens. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >push bottom button Nothing happens. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >pull switch It is fixed in place. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >push switch The large switch snaps right back as soon as you let it go. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >l Dev 1 A shallow depression in the center dominates this room. Above it, a crane protrudes from the ceiling. Hanging nearby from a thick wire that leads into the wall is a controller. On one wall hangs a whiteboard. Otherwise, this area is sparse. This place has a strange smell, and splotches of grime and corrosion can be seen on the walls and ceiling. Both are no doubt remnants of spectacularly promising experiments. A squat opening leads outward, and a doorway obscured by a thick, black curtain leads inward. The wall to the right is made entirely of glass, on the other side of which is the research lab's main hallway. It is accessible through an almost invisible door. >outward Darkened Passage You find yourself in a small, uninteresting passage with no light source of its own. To your right is a door. You can also continue inward through a squat opening or outward through a narrow opening. >right (first opening the refrigeration unit door) It seems to be locked. >outward Dev 3 This is Dev 3, one of the main developmental areas in Research Lab A-U61. The researchers who toil here specialize in smaller - but certainly no less important - hardware than their colleagues in Dev 1. When researchers are present, they are usually hunched over the workstations, manipulators busily poking at whatever is lying on them, and the floor littered with discarded parts. Now, however, much of the equipment has been stowed away. Some of the researchers - and most certainly the former lab director, Atikurrahman Vosh - have a security clearance. You've seen them come and go through that metal door out in the hallway. No one is born with a security clearance, and everyone is eligible for one. According to the vidshows on the tube, the best way to get a security clearance is to demonstrate loyalty to the Bunker through daring acts of courage. Recording traitors on your PA and submitting the feed to Homeland Security is one example. Sometimes a simple accusation is enough, especially if the evidence is self-evident. But the truth is that you've never once encountered a terrorist. And frankly, you'd like to keep it that way. Four workstations have been arranged in a square in the center of this room, basking in the bright light from the glow panels. Nestled between them is a bank of manipulators. What appear to be controls for the manipulators have been built onto the surface of each workstation. On one of the workstations is a zorgot. Through a glass wall to the right, you see a hallway. A door has been cut into the glass. Set in the middle of the inward wall is a narrow opening. You can see a sturdy locker here. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x zorgot This is an oblong, electronic device that can be held in one hand. You have no idea what it does. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >take it Taken. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >turn it on I see that you're an optimist. Unfortunately, optimists are predisposed to a lifetime of disappointment in the Bunker. You have no idea how to do that. You hear shouting from the direction of the Lobby: something about traitors and dead scientists. You wouldn't know anything about that, of course. You head back to the Lobby to try and explain yourself. There, you encounter a young, wide-eyed agent from Homeland Security trapped on the other side of the turnstile, speaking into the communications device implanted near her wrist. Her eyes turn to you. "It's not what it seems," you tell her. "I'm just a dust bunny!" You wave the feather duster at her and sneeze. The agent's mouth drops open. "Wow, a real traitor!" she breathes. Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Dev 3 [Previous turn undone.] >open locker You open the sturdy locker, revealing a new IC chip. You hear shouting from the direction of the Lobby: something about traitors and dead scientists. You wouldn't know anything about that, of course. You head back to the Lobby to try and explain yourself. There, you encounter a young, wide-eyed agent from Homeland Security trapped on the other side of the turnstile, speaking into the communications device implanted near her wrist. Her eyes turn to you. "It's not what it seems," you tell her. "I'm just a dust bunny!" You wave the feather duster at her and sneeze. The agent's mouth drops open. "Wow, a real traitor!" she breathes. Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Dev 3 [Previous turn undone.] >undo Dev 3 [Previous turn undone.] >undo Dev 3 [Previous turn undone.] >open locker You open the sturdy locker, revealing a new IC chip. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x chip A flat, square integrated circuit chip with one side as thick as your thumb. White letters identify it as a series R-76. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >e You can't go that way. You hear shouting from the direction of the Lobby: something about traitors and dead scientists. You wouldn't know anything about that, of course. You head back to the Lobby to try and explain yourself. There, you encounter a young, wide-eyed agent from Homeland Security trapped on the other side of the turnstile, speaking into the communications device implanted near her wrist. Her eyes turn to you. "It's not what it seems," you tell her. "I'm just a dust bunny!" You wave the feather duster at her and sneeze. The agent's mouth drops open. "Wow, a real traitor!" she breathes. Then she shakes herself from her stupor and nobly performs the duty expected of her. She draws her laser pistol and fires. The first few bolts miss, but eventually one finds its mark. Later on, back at the Homeland Security neighborhood substation where she is headquartered, her colleagues award her the customary gift box containing little bottles of Blue Fixx and tins of Algatine. *** You are leaking from too many holes to continue. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >move ati left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >right Lobby The Lobby of Research Lab A-U61 is a large, unimpeded space fit for receiving workers and important guests alike. After all, the lab's clients are drawn from a rich and diverse pool of citizens: the owners of private firms seeking a leg up on a competitor, ambitious managers embedded in the sprawling conglomerates, and sometimes high-clearance citizens whose identities and projects are cloaked in secrecy. You imagine that even Alpha clearance citizens over at Control - the highest and most important of the Bunker's conglomerates - sometimes call upon the brave scientists of Research Lab A-U61 to aid them in the long struggle against the terrorist threat. This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Renardin's body and Silia's body here. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >move silia left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >right The Loyalty Stretch catches your attention on the tube. You see the words at the top of the screen: HARMONY THREATENED IN W-8 SECTOR. "Earlier today, the power in W-8, W-9, and W-12 sectors was briefly taken offline for regularly scheduled maintenance," Sally informs you. "A routine and mundane occurence, hardly worthy of mention. Unfortunately, rumors - entirely unfounded - quickly spread that the reactor core in W sector was spewing radiation into the aforementioned departments. "Citizens, nothing could be further from the truth. Not that it matters. Need I remind you that - as we all know from Nutty the Happy Neutron's constant rejoinders - radiation in moderate doses is entirely harmless?" Sally purses her lips in silent admonition. "As could be expected, the power was back online within hourstretches and no one was hurt. Remember: traitors can attack our hearts and minds as well as our bodies. Don't become an accomplice and spread dangerous rumors, or you'll be treated accordingly." Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Renardin's body here. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >move renardin left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >search ati You pat down Ati's body and find Ati's Card and lab office chip key. >search renardin You pat down Renardin's body and find Renardin's Card and rubber gloves. >right The Loyalty Stretch catches your attention on the tube. Sally shuffles a thick stack of papers, looks intently into the camera and says, "The Bunker is a technological dreamland. Its factories churn out finished products of every kind. But none of this would be possible without the valuable resources collected out in the asteroid belt by our loyal miners." Yuri nods solemnly and continues. "No doubt, leaving the safety and comforts of the Bunker to live and work on the surface of an asteroid is not for everyone. But the reward more the compensates the adventurous citizen willing to brave the excitement: an early retirement at thirty-five yearstretches of age." Sally smiles enthusiastically. "Want to volunteer? Just fill out one of the handy forms made available by Procurement on its portal on X.net and you'll find yourself on an interplanetary ship destined for Malkuth in no time!" Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. The sounds of chaos and mayhem outside in the Tucker M. Carlson plaza die down. A few stretches later, a dark figure can be seen approaching the revolving door. It enters, and the door spits out a breathless agent from Homeland Security. She rushes up against the turnstile and orders you to let her in. "A poisonous gas was just released from here!" she bellows. "Six are dead, and others have been rushed to a medical clinic!" "A poisonous gas? From here?" You shake your head in feigned disbelief. "But this is a respectable research institution." "Respectable?" the agent snorts. "Maybe it once was, but that was before my time. I've been stationed in the Tucker M. Carlson plaza for a few monthstretches now and the only thing this place has ever produced is a bad smell." The agent's eyes suddenly narrow. "Are you trying to impede my investigation? Let me in at once!" >* OK so I think this means hiding is the right thing to do? Come again? >hitn Come again? >hitn Come again? >* checking hints to confirm Come again? >hint (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - The security camera keeps blasting me for no reason.) Press H to reveal the first hint. ------------------------ (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - A search and extraction team or two thugs or a tall, gangly man show up and end the game.) Press H to reveal the first hint. ------------------------ (Hints - A search and extraction team or two thugs or a tall, gangly man show up and end the game.) 1/1: Look in the upper right of the screen. That's your loyalty rating. If it's not Questionable, you're in trouble. You did something in the last few turns that was treasonous. Better go back and undo it. (This page has just the one hint.) ------------------------ (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - I am in Lab Hallway Inward. How do I escape?) Press H to reveal the first hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? Press H to reveal another hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? 2/6: You have to cross the Lobby and get through the revolving door without attracting any notice. Press H to reveal another hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? 2/6: You have to cross the Lobby and get through the revolving door without attracting any notice. 3/6: Did you notice the turnstile in front of the revolving door? It will slow you down. Press H to reveal another hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? 2/6: You have to cross the Lobby and get through the revolving door without attracting any notice. 3/6: Did you notice the turnstile in front of the revolving door? It will slow you down. 4/6: Maybe you should try to get a little closer first. Press H to reveal another hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? 2/6: You have to cross the Lobby and get through the revolving door without attracting any notice. 3/6: Did you notice the turnstile in front of the revolving door? It will slow you down. 4/6: Maybe you should try to get a little closer first. 5/6: There's a receptionist's desk close by. Did you examine it? Press H to reveal another hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? 2/6: You have to cross the Lobby and get through the revolving door without attracting any notice. 3/6: Did you notice the turnstile in front of the revolving door? It will slow you down. 4/6: Maybe you should try to get a little closer first. 5/6: There's a receptionist's desk close by. Did you examine it? 6/6: Hide behind the desk. (You have revealed all the hints on this page.) ------------------------ (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - What's going on?) Press H to reveal the first hint. ------------------------ (Hints - What's going on?) 1/3: When the game starts, you must exit the research lab. Press H to reveal another hint. ------------------------ (Hints - What's going on?) 1/3: When the game starts, you must exit the research lab. 2/3: The exit is inward. Keep going until you reach the door at the end of the corridor. You won't be able to go anywhere else. Press H to reveal another hint. ------------------------ (Hints - What's going on?) 1/3: When the game starts, you must exit the research lab. 2/3: The exit is inward. Keep going until you reach the door at the end of the corridor. You won't be able to go anywhere else. 3/3: When you get there, you will find that you have been thrust immediately into a puzzle. Good luck! (You have revealed all the hints on this page.) ------------------------ (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - Lobby) 1. The invisibility cloak 2. There's something I need to get rid of. (Hints - Lobby - There's something I need to get rid of.) 1. The agent from Homeland Security keeps shooting me. 2. Where is a suitable place to hide the bodies? 3. I know what I have to do, but there's not enough time before I am caught. (Hints - Lobby - There's something I need to get rid of. - The agent from Homeland Security keeps shooting me.) Press H to reveal the first hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - The agent from Homeland Security keeps shooting me.) 1/5: If any of the bodies of the scientists are lying in the Lobby when she enters, she will assume you killed them. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - The agent from Homeland Security keeps shooting me.) 1/5: If any of the bodies of the scientists are lying in the Lobby when she enters, she will assume you killed them. 2/5: The agent from Homeland Security will perform a search of the lab. If the bodies are not well hidden in the lab, she will find them and assume you killed them. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - The agent from Homeland Security keeps shooting me.) 1/5: If any of the bodies of the scientists are lying in the Lobby when she enters, she will assume you killed them. 2/5: The agent from Homeland Security will perform a search of the lab. If the bodies are not well hidden in the lab, she will find them and assume you killed them. 3/5: You must find a suitable place to hide all the bodies before the agent from Homeland Security enters the Lobby. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - The agent from Homeland Security keeps shooting me.) 1/5: If any of the bodies of the scientists are lying in the Lobby when she enters, she will assume you killed them. 2/5: The agent from Homeland Security will perform a search of the lab. If the bodies are not well hidden in the lab, she will find them and assume you killed them. 3/5: You must find a suitable place to hide all the bodies before the agent from Homeland Security enters the Lobby. 4/5: You can drag a body in a certain direction. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - The agent from Homeland Security keeps shooting me.) 1/5: If any of the bodies of the scientists are lying in the Lobby when she enters, she will assume you killed them. 2/5: The agent from Homeland Security will perform a search of the lab. If the bodies are not well hidden in the lab, she will find them and assume you killed them. 3/5: You must find a suitable place to hide all the bodies before the agent from Homeland Security enters the Lobby. 4/5: You can drag a body in a certain direction. 5/5: If the security camera sees you with one, you're toast. (You have revealed all the hints on this page.) ------------------------ (Hints - Lobby - There's something I need to get rid of.) 1. The agent from Homeland Security keeps shooting me. 2. Where is a suitable place to hide the bodies? 3. I know what I have to do, but there's not enough time before I am caught. (Hints - Lobby - There's something I need to get rid of. - Where is a suitable place to hide the bodies?) Press H to reveal the first hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - Where is a suitable place to hide the bodies?) 1/6: A secret place. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - Where is a suitable place to hide the bodies?) 1/6: A secret place. 2/6: A place not far from the Lobby. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - Where is a suitable place to hide the bodies?) 1/6: A secret place. 2/6: A place not far from the Lobby. 3/6: Have you checked out the Depot? Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - Where is a suitable place to hide the bodies?) 1/6: A secret place. 2/6: A place not far from the Lobby. 3/6: Have you checked out the Depot? 4/6: Have you examined the boxes in the Depot? Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - Where is a suitable place to hide the bodies?) 1/6: A secret place. 2/6: A place not far from the Lobby. 3/6: Have you checked out the Depot? 4/6: Have you examined the boxes in the Depot? 5/6: You can put the bodies in that hole you revealed. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - Where is a suitable place to hide the bodies?) 1/6: A secret place. 2/6: A place not far from the Lobby. 3/6: Have you checked out the Depot? 4/6: Have you examined the boxes in the Depot? 5/6: You can put the bodies in that hole you revealed. 6/6: Oh yeah, and make sure you move the boxes back. (You have revealed all the hints on this page.) ------------------------ (Hints - Lobby - There's something I need to get rid of.) 1. The agent from Homeland Security keeps shooting me. 2. Where is a suitable place to hide the bodies? 3. I know what I have to do, but there's not enough time before I am caught. (Hints - Lobby) 1. The invisibility cloak 2. There's something I need to get rid of. (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see the agent from Homeland Security here. >* oh blarg it's put in hole, not put in tunnel? come on! You seem to want to talk to someone, but I can't see whom. >resotre Come again? >restore Ok. >move renardin left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >x boxes You peek inside a few boxes and find lab equipment. You have no idea what it could be used for. As you fiddle with the stack of boxes, one shifts and you catch sight of something behind them. You move the boxes out of the way, revealing a hole in the wall. >x tunnel The service tunnel is large enough for a vehicle to pass through. It is pitch black inside. >x hole The hole in the wall is quite wide, providing more than enough room to scramble through. Through it, you catch a whiff of something sweet. >smell A horrendous itching overwhelms you. You sneeze - very loudly and unhygienically into your hand. Regretfully, you glance at the duster. If only the medibots could do something about your dust allergy... >r Lobby The Lobby of Research Lab A-U61 is a large, unimpeded space fit for receiving workers and important guests alike. After all, the lab's clients are drawn from a rich and diverse pool of citizens: the owners of private firms seeking a leg up on a competitor, ambitious managers embedded in the sprawling conglomerates, and sometimes high-clearance citizens whose identities and projects are cloaked in secrecy. You imagine that even Alpha clearance citizens over at Control - the highest and most important of the Bunker's conglomerates - sometimes call upon the brave scientists of Research Lab A-U61 to aid them in the long struggle against the terrorist threat. This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Silia's body and Ati's body here. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >move silia left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. A few of the boxes have been shunted aside, revealing a hole leading left. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >r The Loyalty Stretch catches your attention on the tube. You see the words at the top of the screen: HARMONY THREATENED IN W-8 SECTOR. "Earlier today, the power in W-8, W-9, and W-12 sectors was briefly taken offline for regularly scheduled maintenance," Sally informs you. "A routine and mundane occurence, hardly worthy of mention. Unfortunately, rumors - entirely unfounded - quickly spread that the reactor core in W sector was spewing radiation into the aforementioned departments. "Citizens, nothing could be further from the truth. Not that it matters. Need I remind you that - as we all know from Nutty the Happy Neutron's constant rejoinders - radiation in moderate doses is entirely harmless?" Sally purses her lips in silent admonition. "As could be expected, the power was back online within hourstretches and no one was hurt. Remember: traitors can attack our hearts and minds as well as our bodies. Don't become an accomplice and spread dangerous rumors, or you'll be treated accordingly." Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Ati's body here. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >move ati left You struggle with the weight of the body, consuming valuable time, but you manage to succeed. Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. A few of the boxes have been shunted aside, revealing a hole leading left. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. You hear shouting from the direction of the Lobby and decide to return to see what all the fuss is about. When you arrive, you see an agent from Homeland Security trapped on the other side of the turnstile. Her laser pistol is drawn, and as soon as you appear she points it at you and orders you to let her in. "A poisonous gas was just released from here!" she bellows. "Six are dead, and others have been rushed to a medical clinic!"" "A poisonous gas? From here?" You shake your head in feigned disbelief. "But this is a respectable research institution." "Respectable?" the agent snorts. "Maybe it once was, but that was before my time. I've been stationed in the Tucker M. Carlson plaza for a few monthstretches now and the only thing this place has ever produced is a bad smell." The agent's eyes suddenly narrow. "Are you trying to impede my investigation? Let me in at once!" >restore Ok. >hint (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - Lobby) 1. The invisibility cloak 2. There's something I need to get rid of. (Hints - Lobby - There's something I need to get rid of.) 1. The agent from Homeland Security keeps shooting me. 2. Where is a suitable place to hide the bodies? 3. I know what I have to do, but there's not enough time before I am caught. (Hints - Lobby - There's something I need to get rid of. - I know what I have to do, but there's not enough time before I am caught.) Press H to reveal the first hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - I know what I have to do, but there's not enough time before I am caught.) 1/4: The process of dragging each body and putting it in the secret place takes too long. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - I know what I have to do, but there's not enough time before I am caught.) 1/4: The process of dragging each body and putting it in the secret place takes too long. 2/4: Look for a shortcut. Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - I know what I have to do, but there's not enough time before I am caught.) 1/4: The process of dragging each body and putting it in the secret place takes too long. 2/4: Look for a shortcut. 3/4: Did you notice the handy forklift? Press H to reveal another hint. ------------------------ (Hints - Lobby - There's something I need to get rid of. - I know what I have to do, but there's not enough time before I am caught.) 1/4: The process of dragging each body and putting it in the secret place takes too long. 2/4: Look for a shortcut. 3/4: Did you notice the handy forklift? 4/4: Get in the forklift and go to the Lobby. The bodies will be automatically loaded up for you. Drive it back. Now have saved enough time to accomplish your goal. (You have revealed all the hints on this page.) ------------------------ (Hints - Lobby - There's something I need to get rid of.) 1. The agent from Homeland Security keeps shooting me. 2. Where is a suitable place to hide the bodies? 3. I know what I have to do, but there's not enough time before I am caught. (Hints - Lobby) 1. The invisibility cloak 2. There's something I need to get rid of. (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints Lobby The Lobby of Research Lab A-U61 is a large, unimpeded space fit for receiving workers and important guests alike. After all, the lab's clients are drawn from a rich and diverse pool of citizens: the owners of private firms seeking a leg up on a competitor, ambitious managers embedded in the sprawling conglomerates, and sometimes high-clearance citizens whose identities and projects are cloaked in secrecy. You imagine that even Alpha clearance citizens over at Control - the highest and most important of the Bunker's conglomerates - sometimes call upon the brave scientists of Research Lab A-U61 to aid them in the long struggle against the terrorist threat. This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Renardin's body, Silia's body and Ati's body here. >* OK guess I did the body last last time Come again? >search ati You pat down Ati's body and find Ati's Card and lab office chip key. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >search renrdin Can't do it. >search renardin You pat down Renardin's body and find Renardin's Card and rubber gloves. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >wear gloves You put on the rubber gloves. You hear muffled screams and the sound of running outside in the Tucker M. Carlson plaza, beyond the revolving door. >l Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. You can see Renardin's body, Silia's body and Ati's body here. >undo Lobby [Previous turn undone.] >left Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >enter forklift You get into the forklift. >e There's no exit that way, and you are in the forklift anyway. >right You push a small joystick in the desired direction, and the forklift plods off. When you arrive, you load the bodies present onto the prongs of the forklift, saving a great deal of time. Lobby (in the forklift) This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. >left You push a small joystick in the desired direction, and the forklift plods off. Depot (in the forklift) This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. >x boxes (exiting the forklift) You peek inside a few boxes and find lab equipment. You have no idea what it could be used for. As you fiddle with the stack of boxes, one shifts and you catch sight of something behind them. You move the boxes out of the way, revealing a hole in the wall. >put bodies in hole Renardin's body: You cram Renardin's body into the hole. Silia's body: You cram Silia's body into the hole. Ati's body: You cram Ati's body into the hole. Now that the bodies have been taken care of, you move the boxes back to their original position. Then you take a stretch to calm your nerves and ensure the room looks undisturbed. You hear shouting from the direction of the Lobby and decide to return to see what all the fuss is about. When you arrive, you see an agent from Homeland Security trapped on the other side of the turnstile. Her laser pistol is drawn, and as soon as you appear she points it at you and orders you to let her in. "A poisonous gas was just released from here!" she bellows. "Six are dead, and others have been rushed to a medical clinic!"" "A poisonous gas? From here?" You shake your head in feigned disbelief. "But this is a respectable research institution." "Respectable?" the agent snorts. "Maybe it once was, but that was before my time. I've been stationed in the Tucker M. Carlson plaza for a few monthstretches now and the only thing this place has ever produced is a bad smell." The agent's eyes suddenly narrow. "Are you trying to impede my investigation? Let me in at once!" >push button The agent from Homeland Security pushes through the turnstile and starts to poke around. From the authoritative way she navigates the no-clearance areas of Research Lab A-U61, you assume she's been here before. You trail along behind her as she goes about her work. She lingers by the heavy, metal door and peers through the tiny window, but that's all. The stack of boxes in the depot go happily unnoticed. It is there that she finally confronts you. "Okay, where is everyone?" You calmly explain that you are just a simple dust maid and have no insights into the business of the esteemed scientists who work here. "Esteemed?" snorts the agent from Homeland Security. "Past their prime is more like it." She studies you a stretch longer. "Well, there's no doubt that poison gas came from this research lab. Dust bunny or not, you're the only one here. So don't plan on going anywhere any time soon! You're the number one suspect." With that, the agent from Homeland Security dashes off to the Tucker M. Carlson plaza. Congratulations! You are still alive! But now what? >save Ok. >l Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >x boxes You peek inside a few boxes and find lab equipment. You have no idea what it could be used for. >move boxes You move the boxes out of the way, revealing a hole in the wall. >enter hole You crawl through the hole and make it to the other side. Your sudden arrival appears to upset the room's occupants. The one with the staff deftly swings it at your head and knocks you unconscious. When you come to, you find yourself on your knees with your head above a tub of murky water. You are not alone. Out the corner of your eye, you catch a glimpse of an audience seated in folding chairs behind you. A man in a red robe stands nearby, leading some kind of service. Someone's hand is holding you firmly by the neck. "O Lord," intones the strangely clad man, "we offer our thanks that You have provided us - Your pitiful flock - with life, free choice and an abundance of weapons. Congregation, let us pray." Together, they chant: "Eway askay orfay Ouryay essingblay asay eway indlykay anday entlygay ashway awayay ethay inssay ofay isthay intruderay. Amen." At that, your head is pushed into the tub and held there for quite some time. Longer than you can hold your breath, at any rate. *** You have died. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Depot [Previous turn undone.] >l Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. A few of the boxes have been shunted aside, revealing a hole leading left. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >enter tunnel It's dark in there! The service tunnel no doubt leads to the transtube. Without a source of light, you'd be unable to find your way and either pass out and suffocate from the noxious fumes or get squashed by oncoming traffic. >enter forklift You get into the forklift. >enter tunnel It's dark in there! The service tunnel no doubt leads to the transtube. Without a source of light, you'd be unable to find your way and either pass out and suffocate from the noxious fumes or get squashed by oncoming traffic. >* no lights on the forklift? Come again? >x bulb Can't do it. >x lightbulb (exiting the forklift) They are adequate for their purpose. Several have burned out. >exit You can't go that way. >right The Loyalty Stretch catches your attention on the tube. Sally shuffles a thick stack of papers, looks intently into the camera and says, "The Bunker is a technological dreamland. Its factories churn out finished products of every kind. But none of this would be possible without the valuable resources collected out in the asteroid belt by our loyal miners." Yuri nods solemnly and continues. "No doubt, leaving the safety and comforts of the Bunker to live and work on the surface of an asteroid is not for everyone. But the reward more the compensates the adventurous citizen willing to brave the excitement: an early retirement at thirty-five yearstretches of age." Sally smiles enthusiastically. "Want to volunteer? Just fill out one of the handy forms made available by Procurement on its portal on X.net and you'll find yourself on an interplanetary ship destined for Malkuth in no time!" Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. The lobby smart sign has been updated. A small light on the temple of the shiny black helmet is flashing. >x sign It says: "Incoming call... please respond". A small light on the temple of the shiny black helmet is flashing. >take helmet Taken. A small light on the temple of the shiny black helmet is flashing. >wear it The shiny black helmet fits easily onto your head, and the visor slips over your eyes. You are instantly transported to a strange, virtual world. All around you is a grey emptiness. The only thing here is a shadowy figure suspended above you. It appears to be sitting, although on what is not apparent. It was impatiently thrumming an invisible surface but ceases upon your arrival. "Ah!" comes a male voice from somewhere behind you. "Finally!" The figure sits back and relaxes. "Now I can release the lock on the revolving door in the Lobby. A necessary inconvenience to ensure you answered our call." You open your mouth to speak, but the shadowy figure cuts you off. "There's no time for your stupid questions or insipid observations! "I am Asimov. That is what you can call me." The shadowy figure pauses, and you have the distinct impression he is squinting at you. It slaps its head, and a dull, metallic sound rings out. "Hmmm, these things need more work." Then more clearly: "You have come to our attention, Oliva Mirram! Who are we? As if there could be any doubt. We are Area 51." The Underground! Here, so close to the research lab? So close to the Tucker M. Carlson plaza? It's almost impossible to believe. The Underground - as everyone who watches the Loyalty Stretch on the tube knows - is a patchwork of criminal gangs united solely by their enmity to the Bunker. "Do not be alarmed! This line of communication is safe. Now listen carefully! I will only say this once. As you know, our members are dedicated to the advancement of Science and the use of its tools to overthrow the evil grip of Control over humanity. A noble goal indeed. And one which, I am sure, you share. If you follow my instructions and fulfill the duties assigned to you, you, Oliva Mirram, might even be extended the privilege of joining us! "Why have we reached out to you? As the sole remaining occupant of Research Lab A-U61 A-8 sector, you - Oliva Mirram! - are uniquely positioned to aid us in a longstanding and troublesome predicament. And as a lover of Science - as I am sure you are - you'll be very happy to do so. "The task? Nothing short of saving Research Lab A-U61! You see, the ex-lab director" - Asimov pauses to curse under his breath - "was an agent of that nefarious criminal organization, the God and Feedom Church! An enemy to Science if there ever was one. This despicable man worked from the inside to undermine the research lab. He sabotaged its projects and siphoned off its resources for use by the Church. Fortunately, he has self-destructed. But his accomplices remain. "You have already discovered the secret passage in the depot. It leads to a hidden place where a cell of the lowly God and Freedom Church meets in secret. Your mission, Oliva, is to destroy this cell. Are you prepared to accept this task?" The shadowy figure holds up a hand. "Wait, I know what you're thinking... that the mission sounds dangerous? Nothing could be further from the truth! Our state-of-the-art, trademarked algorithms have already crunched the numbers, and the results are nothing less than encouraging!" Asimov leans back and awaits a simple yes or no. >* oh these are secret societies, huh? You seem to want to talk to someone, but I can't see whom. >yes The shadowy figure nods approvingly. "A prudent choice. I, of course, had no doubts." He leans back and drums his fingers a little more. "I suppose all that's left is to show you how to prove to others in Area 51 that you are truly a candidate member." Asimov stands and shows you how to give an absurdly complex secret handshake. After several failed attempts, you succeed in reproducing it. "Remember," he tells you as he sits back down, "giving the secret handshake is how you identify people you think might be members of Area 51 and how they can identity you. "Now, when you are ready to start on your mission, simply remove the helmet. We here at Area 51 are expecting great things from you, Oliva. You would be ill-advised to disappoint us!" The shadowy figure leans back and gestures impatiently. "Now go ahead, ask your questions." >* it's something to do Come again? >ask him about church That noun did not make sense in this context. >ask figure about church "Figures in the Church have had access to the interior of the lab, so there must be some secret way in. Also, given how they operate, I imagine their lair is quite close by." >ask figure about lab "I hear the entire place is rigged up somehow. Probably just a rumor." >ask figure about lair The shadowy figure snaps his fingers impatiently. "I'm not in the mood for idle chat! Perhaps you want to ask me about something I know about?" >ask figure about projects The shadowy figure snaps his fingers impatiently. "I'm not in the mood for idle chat! Perhaps you want to ask me about something I know about?" >ask figure about director The shadowy figure snaps his fingers impatiently. "I'm not in the mood for idle chat! Perhaps you want to ask me about something I know about?" >* you don't know much, huh? You seem to want to talk to someone, but I can't see whom. >exit Strange, you can pass through the turnstile, but the revolving door won't turn... >remove helmet The shadowy figure salutes you. "Good luck, Oliva Mirram! Remember: there are no unintended consequences." At that, the empty greyness dissolves, and you hear a click from the direction of what you presume to be the revolving door. The visor lifts from your eyes, and you find yourself standing in Lobby. >out You pass through the turnstile and push through the revolving door. Plaza, by the Lab Ah, sweet relief! Not because you have somehow escaped the peril of your predicament, but rather you have entered one of the Bunker's only grand, open spaces accessible to a no-clearance peon such as yourself. The Bunker's plazas are proof of its technological prowess. Only humanity's greatest minds could have designed the large domes that cap them. Below the soaring ceiling, amid the delightful hum of the air recycling system, atop the shiny and slippery flooring, is a spacious theater of bustling activity. The corridors that thread this department inevitably lead here. Citizens come to relax with their mates, play with their children or meet with the members of their trade guild or social club. Others peruse the wares of the vendors that cater to every need. And there are some who come to enjoy the Bunker's many cultural wonders: museums, exhibits, concerts - and so much more! Around the perimeter are a number of buildings where important business is transacted. Much of the real estate is owned and operated by the Bunker's conglomerates, but some has been reserved for the private firms that contract with them. You are standing outside Research Lab A-U61. A decorative statuette protrudes from the wall, but otherwise the building and its purpose is unmarked. The normally bustling Tucker M. Carlson plaza is strangely subdued today. Inward, you see a mobile response unit set up by Homeland Security, which explains why. All the citizens in the area have been detained for questioning, and - for the moment at least - no one is allowed to leave. To the right is a row of vendors, and to the left a billboard hangs over a security camera. Beyond them, a caring demonstration is getting under way. Outward is a revolving door leading into the lab. A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >* oh I can go outside? Come again? >in You can't go that way. A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >inward Plaza, Near the Museum You are standing halfway to the center of the plaza. A sense of travesty and loss envelops you here. Nearby, corpses have been piled into a sloppy stack, and a mobile response unit has been hastily set up next to it. A long queue of frightened, weeping citizens has formed there, waiting patiently to exonerate themselves. Outward is the Museum of Athletic Ability, occupying the very center of the plaza. There, a group of exercise enthusiasts has gathered for some intense stretching. Inward is the entrance to Research Lab A-U61. To the left and right are large, empty spaces, beyond which are corridors leading off to other parts of the department. You can see the agent from Homeland Security here. The agent from Homeland Security scribbles on a paper form, then snatches her PA and jabs hurriedly at it. "Now hold on a minutestretch!" she barks at her subject, who halts mid-sentence, terrified. When she's done, she looks up at her interviewee and smiles reassuringly. "Yeah, you were saying?" A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >x corpses The faces are frozen in grotesque portraits of agony. Traces of foam can still be seen around their mouths. A flustered citizen approaches from the direction of the Museum of Athletic Ability and scampers past the mobile response unit, completely oblivious to what's going on. He heads straight for the row of vendors and disappears from view. Sure enough, after a short wait he comes trotting back, some small item he purchased clutched in one hand. As he's about to pass, the agent from Homeland Security pipes up. "Where do you think you're going?" The man, struggling to understand the gravity of the situation, blabbers on about the Museum of Athletic Ability. "I see. Well, you can tell me all about how you weren't present when the poison gas leaked into the plaza - when it's your turn! Now get to the back of the queue or I'll have you fitted with a restraint." Realizing he has no choice, the man reluctantly complies. A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >inward The agent from Homeland Security perks up. "Ah, excuse me!" she shouts, pointing a pen in your direction. "You're still a Person of Interest in this matter. So don't even THINK of skulking off... unless you have something to hide?" The citizens in the queue study you intensely, hoping to catch some hint of your duplicity. The agent from Homeland Security waves someone forward. "Next!" At the front of the queue, you see a wizened old man. Something immediately strikes you as odd about him. After all, you've only ever seen old people on the tube. "Who me?" wheezes the wizened old man, as if awakening from a dream. He starts laughing. The laughter grows intense - too intense for a wizened old man. "Yes, yes, you'll get what you ask for!" He lurches forward, spreads his feet apart, and appears to pull an invisible cord. The wizened old man uncerimoniously flickers into nothingness, a surprised look on his face. There follows an awkward moment of silence. The voice of the agent from Homeland Security rings out again. "Okay, okay. Next!" A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >outward Plaza, by the Lab You are standing outside Research Lab A-U61. A decorative statuette protrudes from the wall, but otherwise the building and its purpose is unmarked. The normally bustling Tucker M. Carlson plaza is strangely subdued today. Inward, you see a mobile response unit set up by Homeland Security, which explains why. All the citizens in the area have been detained for questioning, and - for the moment at least - no one is allowed to leave. To the right is a row of vendors, and to the left a billboard hangs over a security camera. Beyond them, a caring demonstration is getting under way. Outward is a revolving door leading into the lab. Suddenly, a delivery man careens toward you from out of nowhere and bumps into you. On his jumpsuit you can see the logo of SCS - Speedy Courier Services, Ltd. - an outfit which you've never heard of but is in all likelihood a private firm associated with P&L. The delivery man is agitated. He is holding a square package in one hand and his PA in the other. He glances desperately from the PA to the package to you. "Nice ears. Seriously, I like how you express yourself. Anyway, do you know if there's a research lab around here?" He peers at the address on the package. "This is the Tucker M. Carlson plaza. Research Lab A-U61 should be around here somewhere. Can you point me in the right direction?" A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >show lab to courier Can't do it. >point to lab (the lab office chip key) A look of relief flashes over the delivery man's face. "It's unmarked. I wasn't sure." Turning, he heads off through the revolving door. A few stretches later, there is a loud blast, and you are knocked off your feet. Smoke and debris pour through the revolving door, obscuring your view. Eventually, you sit up, coughing relentlessly. Standing over you, feet planted apart, you see the agent from Homeland Security. "You again," she sneers as she points the barrel of her laser gun at you. "This can't be a coincidence. It just can't." *** Let's skip the gory details of your interrogation, shall we? *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > * umm that command seemed to be misinterpreted Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >i You're carrying (in plain sight): Renardin's Card the lab office chip key Ati's Card your PA your Card the feather duster You're wearing: some rubber gloves your boots your jumpsuit bunny ears >l Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >right The Loyalty Stretch catches your attention on the tube. You see the words at the top of the screen: TERRORIST ATTACK IN D-5 SECTOR. A grainy feed in a rectangular box in the corner depicts the scene of the disaster. Citizens - most of whom are naked and lubed up - run screaming from double doors as thick, black smoke belches forth behind them. "In other news, terrorists struck a VR deck in D-5 sector earlier today," Yuri explains. "Fortunately, a squadron of guardians from Defense arrived just in time to rescue those trapped inside. Casualties were minimal." The grainy feed is replaced by a much clearer one. A number of citizens can be seen standing around a pair of guardians, uniforms splattered with blood, applauding. "The traitors and their accomplices have all been punished. As for the VR deck in D-5, it is expected to become operational again within the next daystretch." Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. The lobby smart sign has been updated. A small light on the temple of the shiny black helmet is flashing. >wear helmet (first taking the shiny black helmet) The shiny black helmet fits easily onto your head, and the visor slips over your eyes. You are instantly transported to a strange, virtual world. All around you is a grey emptiness. The only thing here is a shadowy figure suspended above you. It appears to be sitting, although on what is not apparent. It was impatiently thrumming an invisible surface but ceases upon your arrival. "Ah!" comes a male voice from somewhere behind you. "Finally!" The figure sits back and relaxes. "Now I can release the lock on the revolving door in the Lobby. A necessary inconvenience to ensure you answered our call." You open your mouth to speak, but the shadowy figure cuts you off. "There's no time for your stupid questions or insipid observations! "I am Asimov. That is what you can call me." The shadowy figure pauses, and you have the distinct impression he is squinting at you. It slaps its head, and a dull, metallic sound rings out. "Hmmm, these things need more work." Then more clearly: "You have come to our attention, Oliva Mirram! Who are we? As if there could be any doubt. We are Area 51." The Underground! Here, so close to the research lab? So close to the Tucker M. Carlson plaza? It's almost impossible to believe. The Underground - as everyone who watches the Loyalty Stretch on the tube knows - is a patchwork of criminal gangs united solely by their enmity to the Bunker. "Do not be alarmed! This line of communication is safe. Now listen carefully! I will only say this once. As you know, our members are dedicated to the advancement of Science and the use of its tools to overthrow the evil grip of Control over humanity. A noble goal indeed. And one which, I am sure, you share. If you follow my instructions and fulfill the duties assigned to you, you, Oliva Mirram, might even be extended the privilege of joining us! "Why have we reached out to you? As the sole remaining occupant of Research Lab A-U61 A-8 sector, you - Oliva Mirram! - are uniquely positioned to aid us in a longstanding and troublesome predicament. And as a lover of Science - as I am sure you are - you'll be very happy to do so. "The task? Nothing short of saving Research Lab A-U61! You see, the ex-lab director" - Asimov pauses to curse under his breath - "was an agent of that nefarious criminal organization, the God and Feedom Church! An enemy to Science if there ever was one. This despicable man worked from the inside to undermine the research lab. He sabotaged its projects and siphoned off its resources for use by the Church. Fortunately, he has self-destructed. But his accomplices remain. "You have already discovered the secret passage in the depot. It leads to a hidden place where a cell of the lowly God and Freedom Church meets in secret. Your mission, Oliva, is to destroy this cell. Are you prepared to accept this task?" The shadowy figure holds up a hand. "Wait, I know what you're thinking... that the mission sounds dangerous? Nothing could be further from the truth! Our state-of-the-art, trademarked algorithms have already crunched the numbers, and the results are nothing less than encouraging!" Asimov leans back and awaits a simple yes or no. >yes The shadowy figure nods approvingly. "A prudent choice. I, of course, had no doubts." He leans back and drums his fingers a little more. "I suppose all that's left is to show you how to prove to others in Area 51 that you are truly a candidate member." Asimov stands and shows you how to give an absurdly complex secret handshake. After several failed attempts, you succeed in reproducing it. "Remember," he tells you as he sits back down, "giving the secret handshake is how you identify people you think might be members of Area 51 and how they can identity you. "Now, when you are ready to start on your mission, simply remove the helmet. We here at Area 51 are expecting great things from you, Oliva. You would be ill-advised to disappoint us!" The shadowy figure leans back and gestures impatiently. "Now go ahead, ask your questions." >remove helmet The shadowy figure salutes you. "Good luck, Oliva Mirram! Remember: there are no unintended consequences." At that, the empty greyness dissolves, and you hear a click from the direction of what you presume to be the revolving door. The visor lifts from your eyes, and you find yourself standing in Lobby. >outward Lab Hallway Inward This is the beginning of Research Lab A-U61's main hallway, lit by glow panels. It is bare and - thanks to your best efforts - mostly free of dust. To your left is a glass wall. Through it, you can see into Dev 1. The thin outline of a door is visible in the glass. Opposite the glass wall to your right is a battered door. The lobby door is inward, and the hallway stretches outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >outward Lab Hallway Center You are standing in the center of a bare hallway lit by glow panels. The wall to your left is made entirely of glass. Just out of reach above your head, a security camera relentlessly surveys the hallway and the areas visible through the glass wall. To the left, you can see the Refrigeration Unit. Across from it, to your right, is a plain door. The hallway continues both inward and outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >g Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >g The metal door swings shut behind you. Restricted Corridor You are standing in a hallway, unremarkable in every way. Outward an alarm is blaring. Inward is a metal door leading to the unrestricted part of the research lab. A red light gleams menacingly under the restricted lab security camera. It carefully sweeps the area. >g The laser cannon above the security camera unleashes a torrent of raw firepower at you. *** You have died. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Restricted Corridor [Previous turn undone.] >left You can't go that way. A red light gleams menacingly under the restricted lab security camera. It seems to have taken a special interest in you. >right You can't go that way. The laser cannon above the security camera unleashes a torrent of raw firepower at you. *** You have died. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Restricted Corridor [Previous turn undone.] >inward (first opening the metal door) The metal door swings shut behind you, followed by a curt grinding sound. Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. A red light gleams menacingly under the hallway security camera. It seems to have taken a special interest in you. >right (first opening the office door) The lock is activated by the chip key, and you hear a slight rasping noise from the door. Ah, a rare moment of cherished privacy away from prying eyes... You hear a slight click after the door swings shut. Lab Director's Office You are in the lab director's office. Looking around, you can see that the previous lab director had little if any personality. Framed by bare, white walls, the room prominently features a shallow, curved desk. Behind the desk tucked against the wall is a heavy, metal safe. The room is dimly lit by a single glow panel near the ceiling; the others appear to be out of service. Outward is a door leading to the research lab's main corridor. You can see the lab director's chair here. >x desk The desk is bare of any personal effects. A concave, monochrome screen protrudes from one corner. Embedded in the surface is a keyboard. Parked in front of the keyboard is a comfortable-looking chair. >x chair The lab director's chair is empty. >look under chair You find nothing of interest. >sit in chair You get into the lab director's chair. The keyboard lights up, and the monochrome screen flickers. Writing appears. The screen is divided into a number of panes governed by a convoluted menuing system. Inside the panes is an array of simple widgets - dials, meters, read-outs and the like - all of which pertain to some section of the lab. You quickly scan the labels and textual data and find yourself lost in a thicket of technical mumbo-jumbo, none of which makes sense to you. However, you do manage to work out a few simple actions which you could execute without any assistance. __________________________________________ | | 1. Toggle Refrigeration Unit door lock | 2. Toggle Refrigeration Unit ventilation | 3. Retrieve financial records | 4. Activate God's Holy Wrath __________________________________________ >1 Done. >4 For some reason, the procedure will not commence. >3 You hesitate to involve yourself in the research lab's financial affairs without good reason. >2 Done. >out The monochrome screen winks out. The light around the keyboard dims and fades out. You get out of the lab director's chair. Lab Director's Office You are in the lab director's office. Looking around, you can see that the previous lab director had little if any personality. Framed by bare, white walls, the room prominently features a shallow, curved desk. Behind the desk tucked against the wall is a heavy, metal safe. The room is dimly lit by a single glow panel near the ceiling; the others appear to be out of service. Outward is a door leading to the research lab's main corridor. You can see the lab director's chair here. >x safe The safe is square, squat and sturdy. Its surfaces are clean and smooth. After a quick examination, however, you notice that an imprint of a hand is visible on the side facing you. Written across the top in large block letters you see the words: IN CASE OF EMERGENCY OPEN. >open safe No doubt, the previous lab director's palm is the key to this lock. Unfortunately, you have no hope of ever retrieving it. Seriously. >out (first opening the office door) The lock is activated by the chip key, and you hear a slight rasping noise from the door. You hear a slight click after the door swings shut. Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. You hear a great tumult in the distance, punctuated by a great deal of shouting. Your heart skips a beat when you realize it is headed your way. Before you can seize upon a suitable plan, however, a portion of the wall nearby is loudly incinerated. The air fills with dust and smoke, and an acrid smell assaults your nostrils. Shadows - men and women dressed in black - move about you, weapons drawn. You suspect they are looking for you. Quietly, slowly, you begin to withdraw, but that's when you encounter the angry mob that trailed them. They have no trouble locating you, throwing you to the ground, and tearing you limb from limb. *** You have died. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > * oh wait is that because of the camera? Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > * oi, delayed death Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >l Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >right The Loyalty Stretch catches your attention on the tube. Yuri looks squarely into the camera and smiles reassuringly. "Citizens, we must count ourselves fortunate that we live in a technological dreamland such as ours. No one lacks sustenence, medical care or education. We enjoy these basic necessities because of Control, the ninth and most important of the conglomerates. The Alpha-clearance citizens who work there are tireless in their vigilance." Sally nods and takes over the narrative. "Control has many responsibilities, one of which is managing the other eight conglomerates - the commanding heights of the economy, so to speak. Upon graduation from the creche, every citizen is guaranteed a lifetime job in one of them." "Some citizens, however, choose to take a position in one of the small, independent enterprises that serve as a complement to the conglomerates. Although their services are not per se necessary for our well-being, our lives can still be supplemented in useful and sometimes unexpected ways." Sally assumes a stern expression. "It is important to remember, citizens, that those who work in private enterprises are not by definition traitors. Otherwise they wouldn't be allowed. However, this underlying assumption persists, no doubt due to pernicious rumors spread by the Underground. For this reason, Control is offering a series of lectures to educate everyone on the relationship between the conglomerates and free enterprise. One will surely be held in a plaza near your communal barracks. Expect a notification to arrive soon. Attendance is mandatory." Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. The lobby smart sign has been updated. A small light on the temple of the shiny black helmet is flashing. >wear helmet (first taking the shiny black helmet) The shiny black helmet fits easily onto your head, and the visor slips over your eyes. You are instantly transported to a strange, virtual world. All around you is a grey emptiness. The only thing here is a shadowy figure suspended above you. It appears to be sitting, although on what is not apparent. It was impatiently thrumming an invisible surface but ceases upon your arrival. "Ah!" comes a male voice from somewhere behind you. "Finally!" The figure sits back and relaxes. "Now I can release the lock on the revolving door in the Lobby. A necessary inconvenience to ensure you answered our call." You open your mouth to speak, but the shadowy figure cuts you off. "There's no time for your stupid questions or insipid observations! "I am Asimov. That is what you can call me." The shadowy figure pauses, and you have the distinct impression he is squinting at you. It slaps its head, and a dull, metallic sound rings out. "Hmmm, these things need more work." Then more clearly: "You have come to our attention, Oliva Mirram! Who are we? As if there could be any doubt. We are Area 51." The Underground! Here, so close to the research lab? So close to the Tucker M. Carlson plaza? It's almost impossible to believe. The Underground - as everyone who watches the Loyalty Stretch on the tube knows - is a patchwork of criminal gangs united solely by their enmity to the Bunker. "Do not be alarmed! This line of communication is safe. Now listen carefully! I will only say this once. As you know, our members are dedicated to the advancement of Science and the use of its tools to overthrow the evil grip of Control over humanity. A noble goal indeed. And one which, I am sure, you share. If you follow my instructions and fulfill the duties assigned to you, you, Oliva Mirram, might even be extended the privilege of joining us! "Why have we reached out to you? As the sole remaining occupant of Research Lab A-U61 A-8 sector, you - Oliva Mirram! - are uniquely positioned to aid us in a longstanding and troublesome predicament. And as a lover of Science - as I am sure you are - you'll be very happy to do so. "The task? Nothing short of saving Research Lab A-U61! You see, the ex-lab director" - Asimov pauses to curse under his breath - "was an agent of that nefarious criminal organization, the God and Feedom Church! An enemy to Science if there ever was one. This despicable man worked from the inside to undermine the research lab. He sabotaged its projects and siphoned off its resources for use by the Church. Fortunately, he has self-destructed. But his accomplices remain. "You have already discovered the secret passage in the depot. It leads to a hidden place where a cell of the lowly God and Freedom Church meets in secret. Your mission, Oliva, is to destroy this cell. Are you prepared to accept this task?" The shadowy figure holds up a hand. "Wait, I know what you're thinking... that the mission sounds dangerous? Nothing could be further from the truth! Our state-of-the-art, trademarked algorithms have already crunched the numbers, and the results are nothing less than encouraging!" Asimov leans back and awaits a simple yes or no. >yes The shadowy figure nods approvingly. "A prudent choice. I, of course, had no doubts." He leans back and drums his fingers a little more. "I suppose all that's left is to show you how to prove to others in Area 51 that you are truly a candidate member." Asimov stands and shows you how to give an absurdly complex secret handshake. After several failed attempts, you succeed in reproducing it. "Remember," he tells you as he sits back down, "giving the secret handshake is how you identify people you think might be members of Area 51 and how they can identity you. "Now, when you are ready to start on your mission, simply remove the helmet. We here at Area 51 are expecting great things from you, Oliva. You would be ill-advised to disappoint us!" The shadowy figure leans back and gestures impatiently. "Now go ahead, ask your questions." >remove helmet The shadowy figure salutes you. "Good luck, Oliva Mirram! Remember: there are no unintended consequences." At that, the empty greyness dissolves, and you hear a click from the direction of what you presume to be the revolving door. The visor lifts from your eyes, and you find yourself standing in Lobby. >outward Lab Hallway Inward This is the beginning of Research Lab A-U61's main hallway, lit by glow panels. It is bare and - thanks to your best efforts - mostly free of dust. To your left is a glass wall. Through it, you can see into Dev 1. The thin outline of a door is visible in the glass. Opposite the glass wall to your right is a battered door. The lobby door is inward, and the hallway stretches outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >g Lab Hallway Center You are standing in the center of a bare hallway lit by glow panels. The wall to your left is made entirely of glass. Just out of reach above your head, a security camera relentlessly surveys the hallway and the areas visible through the glass wall. To the left, you can see the Refrigeration Unit. Across from it, to your right, is a plain door. The hallway continues both inward and outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >r (first opening the plain door) Dressing Room This is a shower and dressing room, the first and last stop for Research Lab A-U61's scientists. Here, they exchange their standard-issue jumpsuits for a lab coat. At the end of their shift, they use the showering units and disinfectant powder to remove any dangerous substances they might have inadvertently accumulated during the course of their work. After all, the last thing the Bunker needs in the midst of the heroic struggle against traitors and social deviants is an outbreak of a deadly, flesh-eating bacteria. A long bench is situated in front of a row of tall lockers. Next to them along the wall are two showering units. On the opposite wall is a pill dispenser. A poster hangs next to it. Outward is a door leading to the research lab's main corridor. >x bench Hard and unyielding. >x dispenser Pill dispensers - much like vending machines - are everywhere in the Bunker. After all, the Bunker's citizens need meds. And usually immediately. In large quantities. The most common medications are mass-produced by P&L and doled out for free via these handy and easy-to-use devices. Pep pills keep you awake; sleeping pills knock you out; anti-anxiety meds put you at ease. Other pills are produced by private firms associated with Production and Logistics. These are sold in vending machines or prescribed in medical clinics. Sometimes these pills are boutique versions of the freely available ones, but more often than not they serve some kind of niche function: Ablafang, for instance, is sometimes prescribed to guardians from Defense before going into battle. Despite the best efforts of the data sleuths in Homeland Security, these specialized medications often end up in the black market where they are sold for recreational use. The pill dispenser is simple enough. The mouths of three small tubes are set in the wall in a row. A red button is below the first tube, and above it is written "Pep". A yellow button is below the second tube, and above it is written "Zzzzzz". No button or source of identification marks the third tube. >g The pill dispenser is simple enough. The mouths of three small tubes are set in the wall in a row. A red button is below the first tube, and above it is written "Pep". A yellow button is below the second tube, and above it is written "Zzzzzz". No button or source of identification marks the third tube. >push yellow You hear a slight whirr and a click. A stretch later, a yellow pill slides down the tube and pops out into your waiting hand. >x third Can't do it. >x third tube The pill dispenser is simple enough. The mouths of three small tubes are set in the wall in a row. A red button is below the first tube, and above it is written "Pep". A yellow button is below the second tube, and above it is written "Zzzzzz". No button or source of identification marks the third tube. >l Dressing Room This is a shower and dressing room, the first and last stop for Research Lab A-U61's scientists. Here, they exchange their standard-issue jumpsuits for a lab coat. At the end of their shift, they use the showering units and disinfectant powder to remove any dangerous substances they might have inadvertently accumulated during the course of their work. After all, the last thing the Bunker needs in the midst of the heroic struggle against traitors and social deviants is an outbreak of a deadly, flesh-eating bacteria. A long bench is situated in front of a row of tall lockers. Next to them along the wall are two showering units. On the opposite wall is a pill dispenser. A poster hangs next to it. Outward is a door leading to the research lab's main corridor. >x poster You see a young man, his face contorted in anguish as he clutches his throat. In the background, a disfigured person standing on a designer steppod watches and giggles. In one hand is an open box. Inside can be seen little pills. Above them a public service message reads: "Buying meds on the black market is treason - and dangerous to boot!" >right You can't go that way. >left You can't go that way. >left You can't go that way. >outward Lab Hallway Center You are standing in the center of a bare hallway lit by glow panels. The wall to your left is made entirely of glass. Just out of reach above your head, a security camera relentlessly surveys the hallway and the areas visible through the glass wall. To the left, you can see the Refrigeration Unit. Across from it, to your right, is a plain door. The hallway continues both inward and outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >l Lab Hallway Center You are standing in the center of a bare hallway lit by glow panels. The wall to your left is made entirely of glass. Just out of reach above your head, a security camera relentlessly surveys the hallway and the areas visible through the glass wall. To the left, you can see the Refrigeration Unit. Across from it, to your right, is a plain door. The hallway continues both inward and outward. >left You can't go that way. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >open unit Can't do it. >outward Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >right (first opening the office door) The lock is activated by the chip key, and you hear a slight rasping noise from the door. Ah, a rare moment of cherished privacy away from prying eyes... You hear a slight click after the door swings shut. Lab Director's Office You are in the lab director's office. Looking around, you can see that the previous lab director had little if any personality. Framed by bare, white walls, the room prominently features a shallow, curved desk. Behind the desk tucked against the wall is a heavy, metal safe. The room is dimly lit by a single glow panel near the ceiling; the others appear to be out of service. Outward is a door leading to the research lab's main corridor. You can see the lab director's chair here. >sit You get into the lab director's chair. The keyboard lights up, and the monochrome screen flickers. Writing appears. The screen is divided into a number of panes governed by a convoluted menuing system. Inside the panes is an array of simple widgets - dials, meters, read-outs and the like - all of which pertain to some section of the lab. You quickly scan the labels and textual data and find yourself lost in a thicket of technical mumbo-jumbo, none of which makes sense to you. However, you do manage to work out a few simple actions which you could execute without any assistance. __________________________________________ | | 1. Toggle Refrigeration Unit door lock | 2. Toggle Refrigeration Unit ventilation | 3. Retrieve financial records | 4. Activate God's Holy Wrath __________________________________________ >1 Done. >2 Done. >exit The monochrome screen winks out. The light around the keyboard dims and fades out. You get out of the lab director's chair. Lab Director's Office You are in the lab director's office. Looking around, you can see that the previous lab director had little if any personality. Framed by bare, white walls, the room prominently features a shallow, curved desk. Behind the desk tucked against the wall is a heavy, metal safe. The room is dimly lit by a single glow panel near the ceiling; the others appear to be out of service. Outward is a door leading to the research lab's main corridor. You can see the lab director's chair here. >right You can't go that way. >left You can't go that way. >out (first opening the office door) The lock is activated by the chip key, and you hear a slight rasping noise from the door. You hear a slight click after the door swings shut. Lab Hallway Outward You are standing at one end of a short, bare hallway lit by glow panels. The left wall is made entirely of glass. Through it you can see into Dev 3. Normally, a few researchers can be seen toiling within, but now it is strangely empty. To the left a door has been cut into the glass. Another door is to your right. A smart sign is affixed to it. Outward is a third door made entirely of metal. Inward, the corridor continues towards the Lobby. A red light gleams menacingly under the hallway security camera. It seems to have taken a special interest in you. >undo Lab Director's Office [Previous turn undone.] >* leaving the office makes me a traitor, huh? You seem to want to talk to someone, but I can't see whom. >l Lab Director's Office You are in the lab director's office. Looking around, you can see that the previous lab director had little if any personality. Framed by bare, white walls, the room prominently features a shallow, curved desk. Behind the desk tucked against the wall is a heavy, metal safe. The room is dimly lit by a single glow panel near the ceiling; the others appear to be out of service. Outward is a door leading to the research lab's main corridor. You can see the lab director's chair here. >x panel Glow panels have been set every few meters at the top of the wall, providing light. Like all glow panels you've seen in the Bunker, these are rectangular in shape and produce a soft, pleasing glow. Which is totally unlike the harsh, stabbing light from the hanging bulbs that light the corridors outside. >break panel You bravely threaten the glow panel and brandish a fist, but then you feel silly and stop. >i You're carrying (in plain sight): the yellow pill a shiny black helmet Renardin's Card the lab office chip key Ati's Card your PA your Card the feather duster You're wearing: some rubber gloves your boots your jumpsuit bunny ears >eat pill You pop the yellow pill into your mouth and swallow. Almost immediately, your limbs feel heavy and your eyelids droop. >z Time passes. You feel drowsy. >z Time passes. >z Time passes. You can barely keep your eyes open. >z Time passes. Alas, you cannot resist any more and you succumb to the welcoming darkness. When you awake, you find yourself back at Dust Bunnies, Ltd, lying on an uncomfortable, partially collapsed couch. You know it well. It lurks in the waiting room. Above you is your supervisor, Nur Dular, together with someone from Human Resources - a deputy interim personnel troubleshooter, by the looks of her. "I always knew she was a defeatist," Nur spits derisively as you blink. "Probably a hoarder and a saboteur, too!" The deputy interim personnel troubleshooter looks at you gravely. "You like meds, eh? Well, there will be plenty of meds where you're going - to a penal colony up on the surface. I'm not sure you'll like them, though." Nur giggles as you are fitted with flextex handcuffs and led stumbling away. *** You have been committed to a penal colony. Good luck with that. *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >in You can't go that way. >l Depot This narrow, cramped space is where Research Lab A-U61 accepts and stores deliveries. It is sparsely lit by a single lightbulb dangling from the ceiling. A darkened service tunnel wide enough for a sizeable vehicle leads off into darkness. In the corner next to an obscured doorway in the outward wall is a stack of boxes. To the right through a wide opening, you can enter the lab's Lobby. You can see a forklift here. >left You can't go that way. >right The Loyalty Stretch catches your attention on the tube. A small box appears next to Yuri's head, showing the twisted wreckage of a buspod. The yellow paint and extendible STOP sign are clearly visible. "What vile and sinister person would fire a heat-seeking missile at a caravan of innocent Wards of the State, out on a field trip under the guidance of their trusted instructor, Ms. Bits?" "Terrorists and traitors, that's who!" Sally sneers into the camera. Yuri is seized by a fit of rightful indigniation. "That's right. Only the depraved mind of a terrorist could conceive of harming these charming innocents. "All of us loyal citizens understand that the future of our brave society depends upon the upbringing of our children. We are naturally entranced by the exuberance of youth. Just one brief exchange with a single Ward of the State, and love blossoms in our hearts. It's no wonder we are inclined to forgive them their small transgressions!" Sally and Yuri go on to discuss a recent rash of shootings at the creche and what could possibly be done to prevent more of them. Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist, which is wearing a shiny black helmet. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. The lobby smart sign has been updated. A small light on the temple of the shiny black helmet is flashing. >wear helmet (first taking the shiny black helmet) The shiny black helmet fits easily onto your head, and the visor slips over your eyes. You are instantly transported to a strange, virtual world. All around you is a grey emptiness. The only thing here is a shadowy figure suspended above you. It appears to be sitting, although on what is not apparent. It was impatiently thrumming an invisible surface but ceases upon your arrival. "Ah!" comes a male voice from somewhere behind you. "Finally!" The figure sits back and relaxes. "Now I can release the lock on the revolving door in the Lobby. A necessary inconvenience to ensure you answered our call." You open your mouth to speak, but the shadowy figure cuts you off. "There's no time for your stupid questions or insipid observations! "I am Asimov. That is what you can call me." The shadowy figure pauses, and you have the distinct impression he is squinting at you. It slaps its head, and a dull, metallic sound rings out. "Hmmm, these things need more work." Then more clearly: "You have come to our attention, Oliva Mirram! Who are we? As if there could be any doubt. We are Area 51." The Underground! Here, so close to the research lab? So close to the Tucker M. Carlson plaza? It's almost impossible to believe. The Underground - as everyone who watches the Loyalty Stretch on the tube knows - is a patchwork of criminal gangs united solely by their enmity to the Bunker. "Do not be alarmed! This line of communication is safe. Now listen carefully! I will only say this once. As you know, our members are dedicated to the advancement of Science and the use of its tools to overthrow the evil grip of Control over humanity. A noble goal indeed. And one which, I am sure, you share. If you follow my instructions and fulfill the duties assigned to you, you, Oliva Mirram, might even be extended the privilege of joining us! "Why have we reached out to you? As the sole remaining occupant of Research Lab A-U61 A-8 sector, you - Oliva Mirram! - are uniquely positioned to aid us in a longstanding and troublesome predicament. And as a lover of Science - as I am sure you are - you'll be very happy to do so. "The task? Nothing short of saving Research Lab A-U61! You see, the ex-lab director" - Asimov pauses to curse under his breath - "was an agent of that nefarious criminal organization, the God and Feedom Church! An enemy to Science if there ever was one. This despicable man worked from the inside to undermine the research lab. He sabotaged its projects and siphoned off its resources for use by the Church. Fortunately, he has self-destructed. But his accomplices remain. "You have already discovered the secret passage in the depot. It leads to a hidden place where a cell of the lowly God and Freedom Church meets in secret. Your mission, Oliva, is to destroy this cell. Are you prepared to accept this task?" The shadowy figure holds up a hand. "Wait, I know what you're thinking... that the mission sounds dangerous? Nothing could be further from the truth! Our state-of-the-art, trademarked algorithms have already crunched the numbers, and the results are nothing less than encouraging!" Asimov leans back and awaits a simple yes or no. >yes The shadowy figure nods approvingly. "A prudent choice. I, of course, had no doubts." He leans back and drums his fingers a little more. "I suppose all that's left is to show you how to prove to others in Area 51 that you are truly a candidate member." Asimov stands and shows you how to give an absurdly complex secret handshake. After several failed attempts, you succeed in reproducing it. "Remember," he tells you as he sits back down, "giving the secret handshake is how you identify people you think might be members of Area 51 and how they can identity you. "Now, when you are ready to start on your mission, simply remove the helmet. We here at Area 51 are expecting great things from you, Oliva. You would be ill-advised to disappoint us!" The shadowy figure leans back and gestures impatiently. "Now go ahead, ask your questions." >remove hlmet Can't do it. >remove helmnet Can't do it. >remove helmet The shadowy figure salutes you. "Good luck, Oliva Mirram! Remember: there are no unintended consequences." At that, the empty greyness dissolves, and you hear a click from the direction of what you presume to be the revolving door. The visor lifts from your eyes, and you find yourself standing in Lobby. >l Lobby This is an ornate entrance hall. The walls are inlaid with the trappings of a respected research institution such as Research Lab A-U61: murals, awards, and the portraits of esteemed colleagues. The light comes from a battery of bright bulbs arranged in an X on the ceiling. An L-shaped receptionist's desk is tucked into one corner of the outward wall. The receptionist - a curt, expressionless man you've never had the displeasure of dealing with - is absent. In front of the receptionist's desk, a tube juts out from the wall. Underneath is a vending machine. Next to the vending machine and opposite the receptionist's desk is a sculpture, the Persevering Scientist. The remainder of the room is an open space. It is currently empty, save for a lone smart sign hanging on the wall. A large revolving door has been set in the inward wall. A turnstile has been placed directly in front of it. You can also go left through a wide opening. Another door next to the receptionist desk leads outward, deeper into the research lab. The lobby smart sign has been updated. >x sign It says: "The controller is the key that lets you in". >x controller Can't do it. >out You pass through the turnstile and push through the revolving door. Plaza, by the Lab Ah, sweet relief! Not because you have somehow escaped the peril of your predicament, but rather you have entered one of the Bunker's only grand, open spaces accessible to a no-clearance peon such as yourself. The Bunker's plazas are proof of its technological prowess. Only humanity's greatest minds could have designed the large domes that cap them. Below the soaring ceiling, amid the delightful hum of the air recycling system, atop the shiny and slippery flooring, is a spacious theater of bustling activity. The corridors that thread this department inevitably lead here. Citizens come to relax with their mates, play with their children or meet with the members of their trade guild or social club. Others peruse the wares of the vendors that cater to every need. And there are some who come to enjoy the Bunker's many cultural wonders: museums, exhibits, concerts - and so much more! Around the perimeter are a number of buildings where important business is transacted. Much of the real estate is owned and operated by the Bunker's conglomerates, but some has been reserved for the private firms that contract with them. You are standing outside Research Lab A-U61. A decorative statuette protrudes from the wall, but otherwise the building and its purpose is unmarked. The normally bustling Tucker M. Carlson plaza is strangely subdued today. Inward, you see a mobile response unit set up by Homeland Security, which explains why. All the citizens in the area have been detained for questioning, and - for the moment at least - no one is allowed to leave. To the right is a row of vendors, and to the left a billboard hangs over a security camera. Beyond them, a caring demonstration is getting under way. Outward is a revolving door leading into the lab. A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >undo Lobby [Previous turn undone.] >inward You pass through the turnstile and push through the revolving door. Plaza, by the Lab Ah, sweet relief! Not because you have somehow escaped the peril of your predicament, but rather you have entered one of the Bunker's only grand, open spaces accessible to a no-clearance peon such as yourself. The Bunker's plazas are proof of its technological prowess. Only humanity's greatest minds could have designed the large domes that cap them. Below the soaring ceiling, amid the delightful hum of the air recycling system, atop the shiny and slippery flooring, is a spacious theater of bustling activity. The corridors that thread this department inevitably lead here. Citizens come to relax with their mates, play with their children or meet with the members of their trade guild or social club. Others peruse the wares of the vendors that cater to every need. And there are some who come to enjoy the Bunker's many cultural wonders: museums, exhibits, concerts - and so much more! Around the perimeter are a number of buildings where important business is transacted. Much of the real estate is owned and operated by the Bunker's conglomerates, but some has been reserved for the private firms that contract with them. You are standing outside Research Lab A-U61. A decorative statuette protrudes from the wall, but otherwise the building and its purpose is unmarked. The normally bustling Tucker M. Carlson plaza is strangely subdued today. Inward, you see a mobile response unit set up by Homeland Security, which explains why. All the citizens in the area have been detained for questioning, and - for the moment at least - no one is allowed to leave. To the right is a row of vendors, and to the left a billboard hangs over a security camera. Beyond them, a caring demonstration is getting under way. Outward is a revolving door leading into the lab. A red light gleams menacingly under the plaza security camera. It carefully sweeps the area. >undo Lobby [Previous turn undone.] >outward Lab Hallway Inward This is the beginning of Research Lab A-U61's main hallway, lit by glow panels. It is bare and - thanks to your best efforts - mostly free of dust. To your left is a glass wall. Through it, you can see into Dev 1. The thin outline of a door is visible in the glass. Opposite the glass wall to your right is a battered door. The lobby door is inward, and the hallway stretches outward. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >left (first opening the glass door) The glass door swings shut behind you. Dev 1 This is Dev 1, one of the main developmental areas in Research Lab A-U61. Here, the lab's scientists work on more substantial projects: industrial machinery, movepods, lifts and the like. During your regular shifts as a dust maid, you've sometimes spotted one or two lonely researchers in the center of the room, struggling with large and unwieldy tools. The noise can be horrific. Today, however, there is no one; it is perfectly silent, and the workspace is mostly devoid of equipment. A shallow depression in the center dominates this room. Above it, a crane protrudes from the ceiling. Hanging nearby from a thick wire that leads into the wall is a controller. On one wall hangs a whiteboard. Otherwise, this area is sparse. This place has a strange smell, and splotches of grime and corrosion can be seen on the walls and ceiling. Both are no doubt remnants of spectacularly promising experiments. A squat opening leads outward, and a doorway obscured by a thick, black curtain leads inward. The wall to the right is made entirely of glass, on the other side of which is the research lab's main hallway. It is accessible through an almost invisible door. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x controller A heavy, rectangular hunk of plastex that's charred in places, it is attached to a wire that runs into the wall near the shallow depression. A large switch is in the center. The large switch is up. Above it is a button (the top button) and below it is an identical one (the bottom button). Turning it around to the back, you can see an iron plate. A thin, oblong piece about half the length of your pinky is missing. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >x plate A heavy, rectangular hunk of plastex that's charred in places, it is attached to a wire that runs into the wall near the shallow depression. A large switch is in the center. The large switch is up. Above it is a button (the top button) and below it is an identical one (the bottom button). Turning it around to the back, you can see an iron plate. A thin, oblong piece about half the length of your pinky is missing. A red light gleams menacingly under the hallway security camera. It carefully sweeps the area. >i You're carrying (in plain sight): a shiny black helmet Renardin's Card the lab office chip key Ati's Card your PA your Card the feather duster You're wearing: some rubber gloves your boots your jumpsuit bunny ears >hint (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints ( - Credits) Author: Adam Wasserman (imaeses@gmail.com), copyright (c) 2023 Spring Thing version ( April 2023, 1.0) Adam Wasserman is the author of several science fiction adventure books that take place in the Bunker, the first of which is Thank You For Your Cooperation. Beta testers It would not have been possible to bring this project to a successful conclusion without the many generous persons in the IF community willing to punch holes in a work when it is rough around the edges. Thank you so much: Christopher Merriner (who bravely suffered punishment wrestling with poorly clued puzzles) John Ziegler Nils Fagerburg ------------------------ (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - I am in Lab Hallway Inward. How do I escape?) Press H to reveal the first hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? Press H to reveal another hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? 2/6: You have to cross the Lobby and get through the revolving door without attracting any notice. Press H to reveal another hint. ------------------------ (Hints - I am in Lab Hallway Inward. How do I escape?) 1/6: Did you try looking through the door? 2/6: You have to cross the Lobby and get through the revolving door without attracting any notice. 3/6: Did you notice the turnstile in front of the revolving door? It will slow you down. Press H to reveal another hint. ------------------------ (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - What is the zorgot?) Press H to reveal the first hint. ------------------------ (Hints - What is the zorgot?) 1/1: You found the zorgot in Dev 3. See those hints. (This page has just the one hint.) ------------------------ (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - The security camera keeps blasting me for no reason.) Press H to reveal the first hint. ------------------------ (Hints - The security camera keeps blasting me for no reason.) 1/1: Look in the upper right of the screen. That's your loyalty rating. If it's not Questionable, you're in trouble. You did something in the last few turns that was treasonous. Better go back and undo it. (This page has just the one hint.) ------------------------ (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - How do I get past the metal door in Lab Hallway Outward?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get past the metal door in Lab Hallway Outward?) 1/2: Turn the wheel. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get past the metal door in Lab Hallway Outward?) 1/2: Turn the wheel. 2/2: The parts of the research lab on the other side of the metal door are restricted to those with an Epsilon security clearance or higher. (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. 2/8: The former lab director, Atikurrahman Vosh, probably held the key. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. 2/8: The former lab director, Atikurrahman Vosh, probably held the key. 3/8: If you didn't search the scientists' bodies before stashing them away, all is not lost. You will encounter their possessions yet again. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. 2/8: The former lab director, Atikurrahman Vosh, probably held the key. 3/8: If you didn't search the scientists' bodies before stashing them away, all is not lost. You will encounter their possessions yet again. 4/8: The bodies disappeared from the hole. If you have no idea what happened to them, do not proceed. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. 2/8: The former lab director, Atikurrahman Vosh, probably held the key. 3/8: If you didn't search the scientists' bodies before stashing them away, all is not lost. You will encounter their possessions yet again. 4/8: The bodies disappeared from the hole. If you have no idea what happened to them, do not proceed. 5/8: Afraid that they would be implicated in their deaths, the two members of the God and Freedom Church on the other side hid the bodies in the Decomposition Chamber. The scientists' possessions were then discarded in Beneath the Altar. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. 2/8: The former lab director, Atikurrahman Vosh, probably held the key. 3/8: If you didn't search the scientists' bodies before stashing them away, all is not lost. You will encounter their possessions yet again. 4/8: The bodies disappeared from the hole. If you have no idea what happened to them, do not proceed. 5/8: Afraid that they would be implicated in their deaths, the two members of the God and Freedom Church on the other side hid the bodies in the Decomposition Chamber. The scientists' possessions were then discarded in Beneath the Altar. 6/8: Among them is a lab director's office chip key. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. 2/8: The former lab director, Atikurrahman Vosh, probably held the key. 3/8: If you didn't search the scientists' bodies before stashing them away, all is not lost. You will encounter their possessions yet again. 4/8: The bodies disappeared from the hole. If you have no idea what happened to them, do not proceed. 5/8: Afraid that they would be implicated in their deaths, the two members of the God and Freedom Church on the other side hid the bodies in the Decomposition Chamber. The scientists' possessions were then discarded in Beneath the Altar. 6/8: Among them is a lab director's office chip key. 7/8: Just by possessing this chip key, you will be able to enter the office. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - How do I get into the Lab Director's Office?) 1/8: If you are still being directed to exit the lab, you will not be able to enter the lab director's office. 2/8: The former lab director, Atikurrahman Vosh, probably held the key. 3/8: If you didn't search the scientists' bodies before stashing them away, all is not lost. You will encounter their possessions yet again. 4/8: The bodies disappeared from the hole. If you have no idea what happened to them, do not proceed. 5/8: Afraid that they would be implicated in their deaths, the two members of the God and Freedom Church on the other side hid the bodies in the Decomposition Chamber. The scientists' possessions were then discarded in Beneath the Altar. 6/8: Among them is a lab director's office chip key. 7/8: Just by possessing this chip key, you will be able to enter the office. 8/8: Without an Epsilon security clearance, however, you won't live very long after entering. (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - I can't get through the revolving door in the Lobby.) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - I can't get through the revolving door in the Lobby.) 1/6: If you have not solved the invisibility cloak puzzle, do not proceed further here. The clues you seek are under "The invisibility cloak" heading. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - I can't get through the revolving door in the Lobby.) 1/6: If you have not solved the invisibility cloak puzzle, do not proceed further here. The clues you seek are under "The invisibility cloak" heading. 2/6: If you have not solved the following puzzle concerning the scientists' bodies, do not proceed further. The clues you seek are under "Getting rid of the bodies" heading. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - I can't get through the revolving door in the Lobby.) 1/6: If you have not solved the invisibility cloak puzzle, do not proceed further here. The clues you seek are under "The invisibility cloak" heading. 2/6: If you have not solved the following puzzle concerning the scientists' bodies, do not proceed further. The clues you seek are under "Getting rid of the bodies" heading. 3/6: You now have free reign in the lab, but you are not able to exit the research lab. Have you been back to the Lobby? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - I can't get through the revolving door in the Lobby.) 1/6: If you have not solved the invisibility cloak puzzle, do not proceed further here. The clues you seek are under "The invisibility cloak" heading. 2/6: If you have not solved the following puzzle concerning the scientists' bodies, do not proceed further. The clues you seek are under "Getting rid of the bodies" heading. 3/6: You now have free reign in the lab, but you are not able to exit the research lab. Have you been back to the Lobby? 4/6: Have you examined the smart sign there? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - I can't get through the revolving door in the Lobby.) 1/6: If you have not solved the invisibility cloak puzzle, do not proceed further here. The clues you seek are under "The invisibility cloak" heading. 2/6: If you have not solved the following puzzle concerning the scientists' bodies, do not proceed further. The clues you seek are under "Getting rid of the bodies" heading. 3/6: You now have free reign in the lab, but you are not able to exit the research lab. Have you been back to the Lobby? 4/6: Have you examined the smart sign there? 5/6: Have you noticed the shiny black helmet with the flashing light? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - I can't get through the revolving door in the Lobby.) 1/6: If you have not solved the invisibility cloak puzzle, do not proceed further here. The clues you seek are under "The invisibility cloak" heading. 2/6: If you have not solved the following puzzle concerning the scientists' bodies, do not proceed further. The clues you seek are under "Getting rid of the bodies" heading. 3/6: You now have free reign in the lab, but you are not able to exit the research lab. Have you been back to the Lobby? 4/6: Have you examined the smart sign there? 5/6: Have you noticed the shiny black helmet with the flashing light? 6/6: Wear the shiny black helmet. (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Depot) 1. I keep getting killed. 2. How do I go down the service tunnel? 3. How do I drive the forklift? (Hints - Elsewhere in the Research Lab - Depot - How do I go down the service tunnel?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Depot - How do I go down the service tunnel?) 1/3: You need a source of light. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Depot - How do I go down the service tunnel?) 1/3: You need a source of light. 2/3: Have you checked the vending machine? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Depot - How do I go down the service tunnel?) 1/3: You need a source of light. 2/3: Have you checked the vending machine? 3/3: No, you cannot leave the research lab this way. (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab - Depot) 1. I keep getting killed. 2. How do I go down the service tunnel? 3. How do I drive the forklift? (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Dev 1) 1. How do I fix the controller? 2. I have fixed the controller. How do I operate it? (Hints - Elsewhere in the Research Lab - Dev 1 - How do I fix the controller?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 1 - How do I fix the controller?) 1/6: Have you examined it? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 1 - How do I fix the controller?) 1/6: Have you examined it? 2/6: There's a piece missing. You'll have to find it. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 1 - How do I fix the controller?) 1/6: Have you examined it? 2/6: There's a piece missing. You'll have to find it. 3/6: The piece is thin and oblong, and it fits in an iron plate. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 1 - How do I fix the controller?) 1/6: Have you examined it? 2/6: There's a piece missing. You'll have to find it. 3/6: The piece is thin and oblong, and it fits in an iron plate. 4/6: It's somewhere in the lab. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 1 - How do I fix the controller?) 1/6: Have you examined it? 2/6: There's a piece missing. You'll have to find it. 3/6: The piece is thin and oblong, and it fits in an iron plate. 4/6: It's somewhere in the lab. 5/6: It's in the Dressing Room Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 1 - How do I fix the controller?) 1/6: Have you examined it? 2/6: There's a piece missing. You'll have to find it. 3/6: The piece is thin and oblong, and it fits in an iron plate. 4/6: It's somewhere in the lab. 5/6: It's in the Dressing Room 6/6: It's in the drain of the showering unit. Once you have it, insert it into the controller. (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab - Dev 1) 1. How do I fix the controller? 2. I have fixed the controller. How do I operate it? (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Dev 3) 1. What is the zorgot? 2. How do I operate the workstations? 3. How do I fix the slicer? (Hints - Elsewhere in the Research Lab - Dev 3 - What is the zorgot?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 3 - What is the zorgot?) 1/6: As a dust maid, you're not equipped to recognize specialized lab equipment, including electronic devices. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 3 - What is the zorgot?) 1/6: As a dust maid, you're not equipped to recognize specialized lab equipment, including electronic devices. 2/6: Do you know someone who is? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 3 - What is the zorgot?) 1/6: As a dust maid, you're not equipped to recognize specialized lab equipment, including electronic devices. 2/6: Do you know someone who is? 3/6: Someone who is interested in electronics? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 3 - What is the zorgot?) 1/6: As a dust maid, you're not equipped to recognize specialized lab equipment, including electronic devices. 2/6: Do you know someone who is? 3/6: Someone who is interested in electronics? 4/6: Someone who once worked in the lab? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 3 - What is the zorgot?) 1/6: As a dust maid, you're not equipped to recognize specialized lab equipment, including electronic devices. 2/6: Do you know someone who is? 3/6: Someone who is interested in electronics? 4/6: Someone who once worked in the lab? 5/6: What about Tony Bleet? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dev 3) 1. What is the zorgot? 2. How do I operate the workstations? 3. How do I fix the slicer? (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Dressing room) 1. How do I get the gizmo? (Hints - Elsewhere in the Research Lab - Dressing room - How do I get the gizmo?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dressing room - How do I get the gizmo?) 1/6: You can't reach it, and the drain won't open. You'll need some kind of tool to assist you. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dressing room - How do I get the gizmo?) 1/6: You can't reach it, and the drain won't open. You'll need some kind of tool to assist you. 2/6: The gizmo is made of iron. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dressing room - How do I get the gizmo?) 1/6: You can't reach it, and the drain won't open. You'll need some kind of tool to assist you. 2/6: The gizmo is made of iron. 3/6: If nothing comes to mind that can help you, you probably don't have access to it yet. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dressing room - How do I get the gizmo?) 1/6: You can't reach it, and the drain won't open. You'll need some kind of tool to assist you. 2/6: The gizmo is made of iron. 3/6: If nothing comes to mind that can help you, you probably don't have access to it yet. 4/6: First, you need to figure out what the zorgot is. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Dressing room) 1. How do I get the gizmo? (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Storage Room) 1. How do I find the secret passage? 2. How do I find the terminal? (Hints - Elsewhere in the Research Lab - Storage Room - How do I find the secret passage?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Storage Room - How do I find the secret passage?) 1/1: You can't. (This page has just the one hint.) ------------------------ (Hints - Elsewhere in the Research Lab - Storage Room) 1. How do I find the secret passage? 2. How do I find the terminal? (Hints - Elsewhere in the Research Lab - Storage Room - How do I find the terminal?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Storage Room - How do I find the terminal?) 1/1: You can't. (This page has just the one hint.) ------------------------ (Hints - Elsewhere in the Research Lab - Storage Room) 1. How do I find the secret passage? 2. How do I find the terminal? (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Refrigeration unit) 1. I can't get through the refrigeration unit door. 2. I keep freezing to death. 3. How do I get the glass jar out of the tank? 4. What's inside the glass jar? 5. I keep getting killed by what's in the glass jar. (Hints - Elsewhere in the Research Lab - Refrigeration unit - I can't get through the refrigeration unit door.) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Refrigeration unit - I can't get through the refrigeration unit door.) 1/3: It can only be opened from a restricted place. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Refrigeration unit) 1. I can't get through the refrigeration unit door. 2. I keep freezing to death. 3. How do I get the glass jar out of the tank? 4. What's inside the glass jar? 5. I keep getting killed by what's in the glass jar. (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Lab director's office) 1. I am looking for documents. 2. How do I activate the screen/keyboard? 3. How do I get into the safe? 4. What is God's Holy Wrath? (Hints - Elsewhere in the Research Lab - Lab director's office - I am looking for documents.) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - I am looking for documents.) 1/3: Did you search the desk? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - I am looking for documents.) 1/3: Did you search the desk? 2/3: Investigate the safe? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - I am looking for documents.) 1/3: Did you search the desk? 2/3: Investigate the safe? 3/3: What about sitting in the lab director's chair? (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office) 1. I am looking for documents. 2. How do I activate the screen/keyboard? 3. How do I get into the safe? 4. What is God's Holy Wrath? (Hints - Elsewhere in the Research Lab - Lab director's office - How do I activate the screen/keyboard?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - How do I activate the screen/keyboard?) 1/1: Try sitting in the lab director's chair. (This page has just the one hint.) ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office) 1. I am looking for documents. 2. How do I activate the screen/keyboard? 3. How do I get into the safe? 4. What is God's Holy Wrath? (Hints - Elsewhere in the Research Lab - Lab director's office - How do I get into the safe?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - How do I get into the safe?) 1/8: Did you investigate the safe? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - How do I get into the safe?) 1/8: Did you investigate the safe? 2/8: You will not be able to unlock it normally. You'll have to think of something else. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - How do I get into the safe?) 1/8: Did you investigate the safe? 2/8: You will not be able to unlock it normally. You'll have to think of something else. 3/8: Have you come across something that can burn through metal? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - How do I get into the safe?) 1/8: Did you investigate the safe? 2/8: You will not be able to unlock it normally. You'll have to think of something else. 3/8: Have you come across something that can burn through metal? 4/8: The superacid in the tank in Refrigeration Unit should do the trick. But you'll need some way of transporting it. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office) 1. I am looking for documents. 2. How do I activate the screen/keyboard? 3. How do I get into the safe? 4. What is God's Holy Wrath? (Hints - Elsewhere in the Research Lab - Lab director's office - What is God's Holy Wrath?) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - What is God's Holy Wrath?) 1/6: Atikurrahman Vosh was a loyal member of the God and Freedom Church. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - What is God's Holy Wrath?) 1/6: Atikurrahman Vosh was a loyal member of the God and Freedom Church. 2/6: You won't have need of God's Holy Wrath until you have dealt with the documents. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - What is God's Holy Wrath?) 1/6: Atikurrahman Vosh was a loyal member of the God and Freedom Church. 2/6: You won't have need of God's Holy Wrath until you have dealt with the documents. 3/6: God's Holy Wrath sounds like a weapon. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - What is God's Holy Wrath?) 1/6: Atikurrahman Vosh was a loyal member of the God and Freedom Church. 2/6: You won't have need of God's Holy Wrath until you have dealt with the documents. 3/6: God's Holy Wrath sounds like a weapon. 4/6: You won't have need of God's Holy Wrath until you are looking for a trigger of some kind. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - What is God's Holy Wrath?) 1/6: Atikurrahman Vosh was a loyal member of the God and Freedom Church. 2/6: You won't have need of God's Holy Wrath until you have dealt with the documents. 3/6: God's Holy Wrath sounds like a weapon. 4/6: You won't have need of God's Holy Wrath until you are looking for a trigger of some kind. 5/6: God's Holy Wrath is the trigger that will conduct a controlled discharge of the EF harvester. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office - What is God's Holy Wrath?) 1/6: Atikurrahman Vosh was a loyal member of the God and Freedom Church. 2/6: You won't have need of God's Holy Wrath until you have dealt with the documents. 3/6: God's Holy Wrath sounds like a weapon. 4/6: You won't have need of God's Holy Wrath until you are looking for a trigger of some kind. 5/6: God's Holy Wrath is the trigger that will conduct a controlled discharge of the EF harvester. 6/6: It won't work if you have't dealt first with the documents. (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab - Lab director's office) 1. I am looking for documents. 2. How do I activate the screen/keyboard? 3. How do I get into the safe? 4. What is God's Holy Wrath? (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints - Elsewhere in the Research Lab - Vending machine) 1. The vending machine won't sell me anything. 2. I have the protective cover. Now what? 3. The vending machine has the protective cover. I still can't buy anything. (Hints - Elsewhere in the Research Lab - Vending machine - The vending machine won't sell me anything.) Press H to reveal the first hint. ------------------------ (Hints - Elsewhere in the Research Lab - Vending machine - The vending machine won't sell me anything.) 1/4: It wants its protective cover. Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Vending machine - The vending machine won't sell me anything.) 1/4: It wants its protective cover. 2/4: Have you seen anything like it around? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Vending machine - The vending machine won't sell me anything.) 1/4: It wants its protective cover. 2/4: Have you seen anything like it around? 3/4: Maybe out in the plaza? Press H to reveal another hint. ------------------------ (Hints - Elsewhere in the Research Lab - Vending machine - The vending machine won't sell me anything.) 1/4: It wants its protective cover. 2/4: Have you seen anything like it around? 3/4: Maybe out in the plaza? 4/4: The Ward of the State has it. (You have revealed all the hints on this page.) ------------------------ (Hints - Elsewhere in the Research Lab - Vending machine) 1. The vending machine won't sell me anything. 2. I have the protective cover. Now what? 3. The vending machine has the protective cover. I still can't buy anything. (Hints - Elsewhere in the Research Lab) 1. How do I get past the metal door in Lab Hallway Outward? 2. How do I get into the Lab Director's Office? 3. I can't get through the revolving door in the Lobby. 4. Depot 5. Dev 1 6. Dev 3 7. Dressing room 8. Storage Room 9. Refrigeration unit 0. Lab director's office A. Vending machine (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - Plaza) 1. The research lab keeps blowing up. 2. How do I get the plastex from the Ward of the State? 3. Can Tony Bleet help me? 4. Can the agent from Homeland Security help me? 5. I am being accosted by first responders from Defense. (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - Control) 1. The game ends while I am dealing with Control (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - The underground) 1. Do I have to cooperate with Asimov and Area 51? 2. How do I find the cell of the God and Freedom Church? 3. I know where the cell is. How do I destroy it? 4. I know where the cell is. How do I join them? 5. The menacing crowd (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - Waste of space) 1. A routine internal review has found that I'm a Waste of Space. (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (Hints - Accusing someone) 1. How do I successfully accuse someone? 2. Who can I accuse? (Hints) 1. What's going on? 2. I am in Lab Hallway Inward. How do I escape? 3. Can I get an Epsilon security clearance in this game? 4. Can I get a Delta security clearance in this game? 5. Every time I smell, I sneeze. 6. What is the zorgot? 7. The security camera keeps blasting me for no reason. 8. A search and extraction team or two thugs or a tall, gangly man show up and end the game. 9. Lobby 0. Elsewhere in the Research Lab A. Restricted Research Lab B. Plaza C. Control D. The underground E. Waste of space F. Accusing someone (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. New to Interactive Fiction 2. New to Nothing Could Be Further From the Truth 3. New to the Bunker 4. Credits 5. Hints Dev 1 A shallow depression in the center dominates this room. Above it, a crane protrudes from the ceiling. Hanging nearby from a thick wire that leads into the wall is a controller. On one wall hangs a whiteboard. Otherwise, this area is sparse. This place has a strange smell, and splotches of grime and corrosion can be seen on the walls and ceiling. Both are no doubt remnants of spectacularly promising experiments. A squat opening leads outward, and a doorway obscured by a thick, black curtain leads inward. The wall to the right is made entirely of glass, on the other side of which is the research lab's main hallway. It is accessible through an almost invisible door. >* wow this is a lot Come again? >save] Come again? >save Ok. >