Start of a transcript of Trouble in Sector 471 A game by Arthur DiBianca Release 1 / Serial number 220923 / Inform 7 build 6L38 (I6/v6.33 lib 6/12N) Identification number: //FDAFC322-105A-40F2-94C4-A8DF4CBA7718// Interpreter version 1.3.5 / VM 3.1.2 / Library serial number 080126 Standard Rules version 3/120430 by Graham Nelson >about That's not an available function. (Type HELP for command info.) >help - You can SAVE, LOAD, RESTART, or QUIT. - You can move N, W, E, S. - You can LOOK (L) or WAIT (Z). - You can check your STATUS (ST) or your ID. - Type WINDOW to turn the side window on or off. Available bot functions: COM and ZAP. >id Name: Exter-17 Production timestamp: 27543.58 Firmware: 15.6.2 Primary activity: Threat neutralization Usefulness rating: Moderate Manipulation capability: None >x me Try ID instead. >* OK That's not an available function. (Type HELP for command info.) >st Cycles elapsed: 0 Available bot functions: COM and ZAP. >com COM ineffective: there's no bot present. >zap ZAP ineffective: no suitable target in view. >l Entry Node This is the primary entry and exit point for Sector 471. The transfer conduit ends in a big hole in the ceiling. Other than that, the room appears to be empty. It's quite dark, and everything is completely silent. There's a passage to the east. >x hole You won't need to examine things in this game. (Trust me.) >e Hall This dimly-lit hallway runs west to east. You can make out a closed door to the south. Something is embedded in the wall by the door. Gree-8 stands here, kind of drooped over and motionless. (Note: This game is unlosable. Don't be afraid to try things!) >* greet? That's not an available function. (Type HELP for command info.) >com Gree-8 does not respond, but that's to be expected, since the power is out. >x wal You won't need to examine things in this game. (Trust me.) >s The door is closed. >* I can't examine the wall? Oi That's not an available function. (Type HELP for command info.) >l Hall This dimly-lit hallway runs west to east. You can make out a closed door to the south. Something is embedded in the wall by the door. Gree-8 stands here, kind of drooped over and motionless. >e Chip Analysis There are several counters with a lot of stuff on them, and more stuff on the walls, but in the dim light you can't see any of it clearly. Exits lead east and west. >e Power Regulation This is the power regulation center. You can barely make out a lot of what must be complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, frozen in the act of something. Turning a knob, maybe. You can hear a soft gurgling sound to the south. >s Primary Power Conduit This is where power is supposed to enter the sector. A stripe is painted around the walls. Large transfer contacts project from the ceiling and floor. A doorway leads north. Oho! A big bug is blocking the power supply! It's a furry gray mass, wedged in between the contacts. Little sparks pop all around it. It chuckles and gurgles in a very unpleasant manner. >zap bug Just type ZAP. Additional designations are unneeded (and unpermitted). >zap You take aim with your pest neutralizer and fire. There's a loud BLAM, and the bug disintegrates into a multitude of little particles! Press SPACE to continue. With a mighty hum, bright blue power begins flowing between the contacts again. You hear a variety of distant sounds as the sector comes back to life. You receive a message from Central Processing: "Power detected in Sector 471. Primary objective complete. Auxiliary sector scan initiated......complete. Additional pest incursions detected. New primary objective: eliminate pests. Press SPACE to continue. "Transmitting map utility......complete. Press SPACE to continue. "Transmitting additional function driver......complete." (The ROX command is now available.) >rox You emit the signal, but nothing happens. >* dunno what ROX is That's not an available function. (Type HELP for command info.) >l Primary Power Conduit This is where power enters the sector. An orange stripe is painted around the walls. Large transfer contacts project from the ceiling and floor, and a wide stream of blue power hums between them. A doorway leads north. >n Power Regulation This is the power regulation center. It's got a lot of arcane and complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, fiddling with the controls. >com Engi-12 says, "I deal with the primary and auxiliary power regulators. For some incomprehensible reason, they also put the zirbol tank controls in here. Why the zirbol tank?" >rox You emit the signal, but nothing happens. >l Power Regulation This is the power regulation center. It's got a lot of arcane and complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, fiddling with the controls. >w Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >w Hall This paneled hallway runs west to east. There is a closed door to the south. An orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >com "Welcome to Sector 471!" cries Gree-8, a little too enthusiastically. >g That's not an available function. (Type HELP for command info.) >com "Welcome to Sector 471!" cries Gree-8, a little too enthusiastically. >* no g? That's not an available function. (Type HELP for command info.) >undo That's not an available function. (Type HELP for command info.) >*eed That's not an available function. (Type HELP for command info.) >s The door is closed. >rox The orange crystal lights up, and the door slides open. >* aha! That's not an available function. (Type HELP for command info.) >s Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 gasps. "I do mind my own business!" >rox You emit the signal, but nothing happens. Oper-4 flips a few switches. >com "Sorry, I'm quite busy." Oper-4 taps one of its appendages on the console. >g That's not an available function. (Type HELP for command info.) >com "Sorry, I'm quite busy." Oper-4 flips a few switches. >com "Sorry, I'm quite busy." Oper-4 taps one of its appendages on the console. >w Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com Exam-11 sniffs self-importantly. "If you need anything, come back and talk to me." >com Exam-11 says, "If you need anything, come back and talk to me." >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. An orange crystal is mounted on a pedestal nearby. The spindle is not moving. >rox The crystal starts glowing. You hear a surge from the spindle actuators. The spindle starts to rotate slowly. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle rotates a little faster. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle is now rotating at a comfortable speed. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle starts rotating kind of quickly. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle is going pretty fast now. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle starts going really fast. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. You hear a warning alarm. With a loud squeal, the spindle brakes to a stop. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle starts to rotate slowly. >l Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle rotates a little faster. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >e Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 flips a few switches. >e Storage 93A This room is crowded with containers of various sizes. They have cryptic labels like "7L45YOZ" and "KOV9MJJ7". A D-13 contregulator sits on one of the containers. >take That's not an available function. (Type HELP for command info.) >com COM ineffective: there's no bot present. You hear a skittering sound. >zap ZAP ineffective: no suitable target in view. >z A cycle passes. There's that skittering sound again. >z A cycle passes. A storage bug skitters up the wall from behind a container! >zap You blast the storage bug, and it explodes in a shower of purple sparks! (Bugs remaining: 11) >l Storage 93A This room is crowded with containers of various sizes. They have cryptic labels like "7L45YOZ" and "KOV9MJJ7". A D-13 contregulator sits on one of the containers. >help - You can SAVE, LOAD, RESTART, or QUIT. - You can move N, W, E, S. - You can LOOK (L) or WAIT (Z). - You can check your STATUS (ST) or your ID. - Type WINDOW to turn the side window on or off. - Type DECOR to change the side window decor. Available bot functions: COM, ZAP, and ROX. >decor Window decor is now Dots. >st Cycles elapsed: 50 Bugs remaining: 11 Available bot functions: COM, ZAP, and ROX. >id Name: Exter-17 Production timestamp: 27543.58 Firmware: 15.6.3 Primary activity: Threat neutralization Usefulness rating: Moderate Manipulation capability: None >z A cycle passes. >z A cycle passes. >z A cycle passes. >w Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "I'm connecting you now," says Oper-4. >com "Sorry, I'm quite busy." Oper-4 taps one of its appendages on the console. >w Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com Exam-11 says, "If you need anything, come back and talk to me." >e Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 says, "I'm sorry, but we're still backlogged from the power outage." >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >com "Halt!" cries Secu-10 in a squeaky voice. "All bots require general sector access to proceed!" And you just saved the whole sector from a power outage. Humph. >s "Halt! General sector access required to proceed." >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "That port is not responding," says Oper-4. >w Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com Exam-11 cocks its head. "Looks like you could use some general sector access. If you can spin up the validation spindle for me, I'll see what I can do." It waves vaguely toward the south. >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle is going pretty fast now. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com Exam-11 glances over at a gauge. "The spindle velocity isn't stable. You need to unpower the actuators." >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle starts to rotate slowly. >rox The crystal goes dark. >z A cycle passes. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com Exam-11 glances over at a gauge. "The validation spindle needs to go faster." >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. An orange crystal is mounted on a pedestal nearby. The spindle is rotating slowly. >rox The crystal starts glowing. You hear a surge from the spindle actuators. The spindle rotates a little faster. >rox The crystal goes dark. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com Exam-11 glances over at a gauge. "The validation spindle needs to go faster." >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. An orange crystal is mounted on a pedestal nearby. The spindle is rotating semi-slowly. >rox The crystal starts glowing. You hear a surge from the spindle actuators. The spindle is now rotating at a comfortable speed. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. A glowing orange crystal is mounted on a pedestal nearby. The spindle is going pretty fast now. >rox The crystal goes dark. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com Exam-11 glances over at a gauge. "Perfect! All right, here's your general sector access." It attaches an access module to your shoulder. "Don't get into any trouble!" >e Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "I'm connecting you now," says Oper-4. >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. Secu-10 nods at you, presumably to indicate that you may proceed now. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >com Secu-10 explains one of the new sector regulations. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. >z A cycle passes. >z A cycle passes. You hear a soft scratching above you. >z A cycle passes. >z A cycle passes. >z A cycle passes. You hear a soft scratching above you. >z A cycle passes. >z A cycle passes. >z A cycle passes. You hear a soft scratching above you. >zap ZAP ineffective: no suitable target in view. >rox You emit the signal, but nothing happens. >com COM ineffective: there's no bot present. >z A cycle passes. You hear a soft scratching above you. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. You hear a soft scratching above you. >zap ZAP ineffective: no suitable target in view. >g That's not an available function. (Type HELP for command info.) > That's not an available function. (Type HELP for command info.) >zap ZAP ineffective: no suitable target in view. >zap ZAP ineffective: no suitable target in view. You hear a soft scratching above you. >zap ZAP ineffective: no suitable target in view. >zap ZAP ineffective: no suitable target in view. >zap ZAP ineffective: no suitable target in view. You hear a soft scratching above you. >zap ZAP ineffective: no suitable target in view. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >za That's not an available function. (Type HELP for command info.) >zap ZAP ineffective: no suitable target in view. >w Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >cm That's not an available function. (Type HELP for command info.) >com "Why, I'm the best bot-spiffer in this or any other sector! Why don't you step into the grooming zone and let me take care of you." You enter the square outline, and Barb-6 gives you a once-over with some buffers and a little polish. You are now looking quite shiny! >n Upgrade Station This cluttered room seems to be where bots can come for enhancement. A variety of parts and tools are lying around. The exit is south. Mod-9 is trying to organize the tools, without much success. >com "Oh, hi!" says Mod-9, taking a good look at you. "Friend, you're in luck. All bots deserve an enhancement, and I can install one. Although...hold on." It looks through a couple of bins. "Actually I'm out of rivets, and someone shut off the supply. Hmm. If you can get me some more rivets, I'll set you up with a little surprise!" >s Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >s Empty Room This room is empty except for a blue crystal embedded in the wall. The letters "IC" are printed on a small sign above it. The only exit is north. A spindly gray bug stands hissing under the crystal. >zap You fire your neutralizer at the bug. It dissolves into fine gray powder. (Bugs remaining: 10) >rox The blue crystal lights up, and you hear a soft ticking sound. >n Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >e Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south, but the whole southern section of the floor is glowing red-hot. Clearly a problem. Engi-18 stands by a control console, unhappily wringing its manipulators. >com "We've got a situation!" cries Engi-18. "One of the contregulators went out, and the components under the floor there are overheating! If only I had another contregulator!" >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 taps one of its appendages on the console. >n Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >e Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >w Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >s Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 says, "I'm sorry, but we're still backlogged from the power outage." >e Storage 93A This room is crowded with containers of various sizes. They have cryptic labels like "7L45YOZ" and "KOV9MJJ7". A D-13 contregulator sits on one of the containers. >take That's not an available function. (Type HELP for command info.) >w Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 flips a few switches. >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. You hear a soft scratching above you. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 says, "I'm sorry, but we're still backlogged from the power outage." >w Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com "You're welcome!" >e Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "I'm connecting you now," says Oper-4. >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >com Secu-10 explains one of the new sector regulations. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. >com COM ineffective: there's no bot present. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >com COM ineffective: there's no bot present. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south, but the whole southern section of the floor is glowing red-hot. Clearly a problem. Engi-18 stands by a control console, unhappily wringing its manipulators. >com Engi-18 says, "One of the contregulators went out, and the components under the floor there are overheating! If only I had another contregulator!" >s You'd melt your locomotion units on the red-hot floor! >e Safety Override This room is dominated by a wall panel that shows three symbols: a smiley face, an eye, and a lightning bolt. A purple crystal is embedded next to the panel. Doorways lead east and west. >rox The crystal lights up. An arrow appears under the first symbol. >rox The crystal flashes, and the first symbol changes to an eye. >rox The crystal flashes, and the first symbol changes to a banana. >rox The crystal flashes, and the first symbol changes to a lightning bolt. >rox The crystal flashes, and the first symbol changes to a smiley face. >rox The crystal flashes, and the first symbol changes to an eye. >rox The crystal flashes, and the first symbol changes to a banana. >rox The crystal flashes, and the first symbol changes to a lightning bolt. >l Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, an eye, and a lightning bolt. An arrow is pointing to the first symbol. A purple crystal is embedded next to the panel. Doorways lead east and west. The arrow moves to the second symbol. >rox The crystal flashes, and the second symbol changes to a banana. >g That's not an available function. (Type HELP for command info.) >rox The crystal flashes, and the second symbol changes to a lightning bolt. >l Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a lightning bolt, and a lightning bolt. An arrow is pointing to the second symbol. A purple crystal is embedded next to the panel. Doorways lead east and west. The arrow moves to the third symbol. >e Parts Distribution Several parts conduits are run through this room. You can hear a rattling sound inside them. A sign on the wall says, "Today's item: RIVETS. Destination: Fabrication." A green crystal is mounted below the sign. The only exit is west. >rox The green crystal flashes. The sign changes to "Destination: Chip Analysis." The rattle in the conduits shifts. >rox The green crystal flashes. The sign changes to "Destination: Upgrade Station." The rattle in the conduits shifts. >w Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a lightning bolt, and a lightning bolt. A purple crystal is embedded next to the panel. Doorways lead east and west. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south, but the whole southern section of the floor is glowing red-hot. Clearly a problem. Engi-18 stands by a control console, unhappily wringing its manipulators. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >w Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >n Upgrade Station This cluttered room seems to be where bots can come for enhancement. A variety of parts and tools are lying around. The exit is south. Mod-9 is trying to organize the tools, without much success. >com "Hey, I've got rivets again! OK, now stand still." The bot quickly fastens a grabber to your frame. It doesn't hurt at all! (New function acquired! The PIK command is now available.) >s Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >e Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. You hear a soft scratching above you. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 taps one of its appendages on the console. >e Storage 93A This room is crowded with containers of various sizes. They have cryptic labels like "7L45YOZ" and "KOV9MJJ7". A D-13 contregulator sits on one of the containers. >pi That's not an available function. (Type HELP for command info.) >pik You grab the D-13 contregulator. (Note, while you are carrying something, you can access a short description of it in your STATUS.) >st Cycles elapsed: 186 Bugs remaining: 10 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a D-13 contregulator. (An electronic component frequently used in cooling systems.) >w Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "That port is not responding," says Oper-4. >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. You hear a soft scratching above you. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south, but the whole southern section of the floor is glowing red-hot. Clearly a problem. Engi-18 stands by a control console, unhappily wringing its manipulators. >com Engi-18 notices the item you're carrying. "I could really use that D-13!" >pik You hand the component to Engi-18, who sticks it into a slot in the console. "Perfect!" You hear a few beeps, and the red glow in the floor fades away. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. You seem to be in a new location. Press SPACE to continue. Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >s You can't go that way. >w Dark Place This location is, unfortunately, very dark. The only thing you can see is the exit to the east. Something is making an unpleasant rasping sound. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >e South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is a closed door to the east. Revi-11 is viewing the readouts intently. A weird prickly bug is clinging to the ceiling! When it sees you it squeals, shudders, and turns invisible! >zap ZAP ineffective: no suitable target in view. >com "Everything works better when the power is on," says Revi-11. >com "We need to go easy on all the bot charging," says Revi-11. You hear a soft squeak from the ceiling. >e The door is closed. >l Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is a closed door to the east. Revi-11 is viewing the readouts intently. >rox You emit the signal, but nothing happens. You hear something moving on the ceiling. >zap ZAP ineffective: no suitable target in view. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >com Mech-21 says, "Uh, I know this looks weird, but I need help running through the metacycling procedure. I'd do it myself, but the problem is, I can't do the crystal thing. Also, I can't read the screen from here. I can operate these switches, though! If you want to help, that would be great. Then again, you might find it's a bit too much for you right now." >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the dynamo switch." The white and green lights blink quickly. >com "Got it!" Mech-21 pulls the dynamo switch. The equipment starts to spin and hum. A yellow light starts blinking. >rox The white crystal flashes, but the screen just flickers. Maybe you should try again. The green and blue lights start flashing. >com "I don't know which switch to pull next!" cries Mech-21. You hear a buzzer, and a new message appears: "ERROR 17 - TAKING TOO LONG." The whole procedure shuts down. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the jumper switch." The yellow and green lights blink quickly. >com "Got it!" Mech-21 throws the jumper switch. The equipment starts to spin and hum. The yellow and green lights blink quickly. >com "I don't know which switch to pull next!" cries Mech-21. You hear a buzzer, and a new message appears: "ERROR 17 - TAKING TOO LONG." The whole procedure shuts down. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the inversion switch." The green and white lights blink quickly. >com "Got it!" Mech-21 flips the inversion switch. The equipment starts to spin and hum. The yellow and green lights alternate slowly. >rox The white crystal flashes, and a new message appears: "Next step: flip the discharge switch." The white and green lights blink quickly. >com "Got it!" Mech-21 throws the discharge switch. The equipment vibrates loudly. The blue and green lights blink quickly. >rox The white crystal flashes, but the screen just flickers. The green and red lights blink quickly. >com "I don't know which switch to pull next!" cries Mech-21. You hear a buzzer, and a new message appears: "ERROR 17 - TAKING TOO LONG." The whole procedure shuts down. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the doubling switch." A green light starts blinking. >com "Yep!" Mech-21 pulls the doubling switch. The equipment starts to spin and hum. The white and yellow lights blink quickly. >rox The white crystal flashes, and a new message appears: "Next step: flip the universal switch." The blue and white lights alternate slowly. >com "Got it!" Mech-21 flips the universal switch. The equipment vibrates loudly. The yellow and blue lights alternate slowly. >rox The white crystal flashes, but the screen just flickers. The white and red lights blink quickly. >undo That's not an available function. (Type HELP for command info.) >z A cycle passes. You hear a buzzer, and a new message appears: "ERROR 17 - TAKING TOO LONG." The whole procedure shuts down. >undo That's not an available function. (Type HELP for command info.) >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the induction switch." A yellow light starts flashing. >com "Yep!" Mech-21 pulls the induction switch. The equipment starts to spin and hum. The yellow and blue lights start flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the anticom switch." The white and yellow lights blink quickly. >com "Yep!" Mech-21 flips the anticom switch. The equipment speeds up. A red light starts flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the polarity switch." A laser beam sweeps across the floor and encounters your locomotion units. You hear a siren, and a new message appears: "ERROR 41 - INTRUSION." A burly dismissal bot appears from behind a panel and unceremoniously shoves you out of the room. Teleport A >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is a closed door to the east. Revi-11 is viewing the readouts intently. >com "Everything works better when the power is on," says Revi-11. You hear a soft squeak from the ceiling. >e The door is closed. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >com "The procedure aborted," says Mech-1. "Maybe we should try again." >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the doubling switch." The green and yellow lights blink quickly. >xcom That's not an available function. (Type HELP for command info.) >rox The white crystal flashes, but nothing happens. A white light starts blinking. >com "Got it!" Mech-21 pulls the doubling switch. The equipment starts to spin and hum. You hear a buzzer, and a new message appears: "ERROR 17 - TAKING TOO LONG." The whole procedure shuts down. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the discharge switch." The white and blue lights blink quickly. >com "Got it!" Mech-21 throws the discharge switch. The equipment starts to spin and hum. The white and green lights start flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the inversion switch." The green and red lights blink quickly. >com "OK!" Mech-21 pulls the inversion switch. The equipment vibrates loudly. A laser beam sweeps across the floor and encounters your locomotion units. You hear a siren, and a new message appears: "ERROR 41 - INTRUSION." A burly dismissal bot appears from behind a panel and gives you the bum's rush again. Teleport A >r That's not an available function. (Type HELP for command info.) >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the dynamo switch." A green light starts flashing. >com "Got it!" Mech-21 throws the dynamo switch. The equipment starts to spin and hum. A yellow light starts blinking. >rox The white crystal flashes, but the screen just flickers. The yellow and blue lights blink quickly. >com "I don't know which switch to pull next!" cries Mech-21. You hear a buzzer, and a new message appears: "ERROR 17 - TAKING TOO LONG." The whole procedure shuts down. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the inversion switch." The green and white lights start flashing. >com "Yep!" Mech-21 flips the inversion switch. The equipment starts to spin and hum. The white and blue lights alternate slowly. >rox The white crystal flashes, and a new message appears: "Next step: flip the discharge switch." The red and blue lights blink quickly. >com "Yep!" Mech-21 throws the discharge switch. The equipment adjusts position. A laser beam sweeps across the floor and encounters your locomotion units. You hear a siren, and a new message appears: "ERROR 41 - INTRUSION." A burly dismissal bot appears from behind a panel and shoves you out of the room. Teleport A >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the inversion switch." The white and blue lights blink quickly. >com "OK!" Mech-21 flips the inversion switch. The equipment starts to spin and hum. A blue light starts flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the induction switch." A green light starts flashing. >com "Got it!" Mech-21 pulls the induction switch. The equipment slows down. A red light starts blinking. >rox The white crystal flashes, and a new message appears: "Next step: flip the discharge switch." A laser beam sweeps across the floor and encounters your locomotion units. You hear a siren, and a new message appears: "ERROR 41 - INTRUSION." A burly dismissal bot appears from behind a panel and shoves you out of the room. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >e Examination Room This gray-paneled room contains several pieces of diagnostic equipment. One of them has a white crystal and a screen that says, "Reboot all 7-series bots." You can exit to the west. Jan-7 stands by the wall, twitching. It must be malfunctioning. >com Jan-7 does not respond. >rox The white crystal flashes, and you hear a bell ring. Jan-7 stops twitching and begins its reboot sequence. >com Jan-7 does not respond. It must be rebooting. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. Jan-7 comes back to life. "Oh, hi there!" >com Jan-7 says, "I've been in here a while. I don't know where Med-23 went. I just seem to keep going on the fritz." >w Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a lightning bolt, and a lightning bolt. A purple crystal is embedded next to the panel. Doorways lead east and west. >e Parts Distribution Several parts conduits are run through this room. You can hear a rattling sound inside them. A sign on the wall says, "Today's item: RIVETS. Destination: Upgrade Station." A green crystal is mounted below the sign. The only exit is west. >w Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a lightning bolt, and a lightning bolt. A purple crystal is embedded next to the panel. Doorways lead east and west. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >w You can't go that way. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >w Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >w Dark Place This location is, unfortunately, very dark. The only thing you can see is the exit to the east. Something is making an unpleasant rasping sound. >e South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is a closed door to the east. Revi-11 is viewing the readouts intently. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >nn That's not an available function. (Type HELP for command info.) >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 taps one of its appendages on the console. >w Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. An orange crystal is mounted on a pedestal nearby. The spindle is rotating pretty fast. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >e Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "That port is not responding," says Oper-4. >e Storage 93A This room is crowded with containers of various sizes. They have cryptic labels like "7L45YOZ" and "KOV9MJJ7". >w Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "I'm sorry, that connection is unavailable," says Oper-4. >n Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >e Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >e Power Regulation This is the power regulation center. It's got a lot of arcane and complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, fiddling with the controls. >s Primary Power Conduit This is where power enters the sector. An orange stripe is painted around the walls. Large transfer contacts project from the ceiling and floor, and a wide stream of blue power hums between them. A doorway leads north. >n Power Regulation This is the power regulation center. It's got a lot of arcane and complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, fiddling with the controls. >w Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >w Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >s Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 flips a few switches. >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. >e Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >com Wait-3 says, "You look pretty well powered, but if you ever run out of juice, come on back!" >n Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. A GX-series lopacitor lies discarded on the floor. A scissor-arm snips some cable into short pieces. >pik You grab the GX-series lopacitor. A handful of square plates drops in through a chute. >com COM ineffective: there's no bot present. A strange gizmo drops through a trapdoor. >z A cycle passes. A scissor-arm snips some cable into short pieces. >z A cycle passes. >z A cycle passes. A strange gizmo drops through a trapdoor. >z A cycle passes. A scissor-arm snips some cable into short pieces. >z A cycle passes. >e Processing Chamber Large banks of processing units hum away, processing whatever it is they process. A doorway leads west. A green rail hangs from the ceiling, running from the center of the room through an opening in the east wall. A series of magnetized metal plates zoom in and out along the rail. >e The opening is in the top half of the wall, so you can't walk through it. >s You can't go that way. >w Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. >s Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >w Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. You hear a soft scratching above you. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >e Examination Room This gray-paneled room contains several pieces of diagnostic equipment. One of them has a white crystal and a screen that says, "Reboot all 7-series bots." You can exit to the west. Jan-7 stands by the wall, twitching. It must be malfunctioning. >w Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >com Serg-18 looks up from the reports. "Stay out of trouble, kid." >rox The crystal flashes. A voice says, "Access prohibited by safety lock." >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a bratwurst. >rox The crystal flashes, and the carousel rotates. The next cell contains a crumpled document. >pik You put the GX-series lopacitor into the carousel and remove the crumpled document. >st Cycles elapsed: 355 Bugs remaining: 10 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a crumpled document. (Type can't be determined.) >rox The crystal flashes, and the carousel rotates. The next cell contains a square plate. >g That's not an available function. (Type HELP for command info.) >rox The crystal flashes, and the carousel rotates. The next cell is empty. >rox The crystal flashes, and the carousel rotates. The next cell contains a bratwurst. >rox The crystal flashes, and the carousel rotates. The next cell contains a GX-series lopacitor. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >rox You emit the signal, but nothing happens. >n Prototype Lab This lab is just a mess. It's full of half-completed gadgets and devices with labels like "Variational Actuizer" and "Quantum Multiplication Undulator". The exit is south. Res-10 is pressed up against the wall, looking fearful. A boxy bug sits in the middle of the floor, menacing the poor bot. >zap Just as you fire your neutralizer, the bug shimmers and changes phase! Your ray passes through it harmlessly. The bug calmly phases back. "I think my proto-rectifier gave it that power," says Res-10. "Sorry!" >com Res-10 says anxiously, "I thought I could destroy that bug with my proto-rectifier, but it only made it boxier! Could you get rid of it? I have a great new enhancement I could install on you!" >com Res-10 says anxiously, "Please get rid of that bug! I have a great new enhancement I could install on you!" >s Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >pik You put down the crumpled document. >st Cycles elapsed: 368 Bugs remaining: 10 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. >pik You grab the crumpled document. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >com Har-5 turns its attention to you. "Not long before the power outage, the sector took some kind of hit from an unknown source. The hallway here got pretty damaged. I'd like to fix it, but I would need a maintenance order." It sighs. "In the old days I could just...well, don't get me started." >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a GX-series lopacitor. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >sst That's not an available function. (Type HELP for command info.) >st Cycles elapsed: 376 Bugs remaining: 10 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a crumpled document. (Type can't be determined.) >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >pik You put down the crumpled document. >com Har-5 says, "I'd like to fix this damage, but I can't do it without a maintenance order." >pik You grab the crumpled document. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. You can see a magnetic nullifier here. >pik You put down the crumpled document, and you grab the magnetic nullifier. >e As you approach the doorway, an alarm sounds and red force beams prevent your exit. >w The door is closed. >pik You put down the magnetic nullifier, and you grab the crumpled document. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >w The door is closed. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >com Vari-20 looks down. "Can you help me out? That handle switches between coarse and fine control." >pik You put down the crumpled document and grab the handle. It pulls out a little bit, and all of the controls click simultaneously. Vari-20 adjusts some knobs and sliders. "Hey, thanks! You can let go now." >pik You let go of the handle, and it pops back in. You pick up the crumpled document. (Optional task completed: Give Vari-20 a hand.) (Note, optional tasks are potentially fun, but as the name suggests, they're optional. Your primary objective is to get rid of the bugs.) >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >s The way south is blocked. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >e The heavy door is closed. >help - You can SAVE, LOAD, RESTART, or QUIT. - You can move N, W, E, S. - You can LOOK (L) or WAIT (Z). - You can check your STATUS (ST) or your ID. - Type WINDOW to turn the side window on or off. - Type DECOR to change the side window decor. Available bot functions: COM, ZAP, ROX, and PIK. >st Cycles elapsed: 399 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a crumpled document. (Type can't be determined.) >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a GX-series lopacitor. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >pk That's not an available function. (Type HELP for command info.) >pik You put down the crumpled document. >pik You grab the crumpled document. >w Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >pik You put down the crumpled document, and you grab the magnetic nullifier. >w The door is closed. >rox You emit the signal, but nothing happens. >e As you approach the doorway, an alarm sounds and red force beams prevent your exit. >pik You put down the magnetic nullifier, and you grab the crumpled document. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >rox You emit the signal, but nothing happens. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >rox You emit the signal, but nothing happens. >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >s The way south is blocked. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >rox You emit the signal, but nothing happens. >pik You put down the crumpled document. >rox You emit the signal, but nothing happens. >pik You grab the crumpled document. >com COM ineffective: there's no bot present. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a GX-series lopacitor. >com COM ineffective: there's no bot present. >pik You put the crumpled document into the carousel and remove the GX-series lopacitor. >st Cycles elapsed: 432 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a GX-series lopacitor. (A component used in electromechanical modules. The GX series is quite fancy.) >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >pik You put down the GX-series lopacitor. >pik You grab the GX-series lopacitor. >n Prototype Lab This lab is just a mess. It's full of half-completed gadgets and devices with labels like "Variational Actuizer" and "Quantum Multiplication Undulator". The exit is south. Res-10 is pressed up against the wall, looking fearful. A boxy bug sits in the middle of the floor, menacing the poor bot. >pik You put down the GX-series lopacitor. >pik You grab the GX-series lopacitor. >zap Just as you fire your neutralizer, the bug shimmers and changes phase! Your ray passes through it harmlessly. The bug calmly phases back. >g That's not an available function. (Type HELP for command info.) >zap Just as you fire your neutralizer, the bug shimmers and changes phase! Your ray passes through it harmlessly. The bug calmly phases back. >s Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >com "Sorry," says Serg-18, "I'm not allowed to give you the override code." >e The heavy door is closed. >rox The crystal flashes. A voice says, "Access prohibited by safety lock." >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a crumpled document. >pik You put the GX-series lopacitor into the carousel and remove the crumpled document. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >st Cycles elapsed: 451 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a crumpled document. (Type can't be determined.) >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >pik You put down the crumpled document. >pik You grab the crumpled document. >com "Sorry," says Serg-18, "I'm not allowed to give you the override code." >rox The crystal flashes. A voice says, "Access prohibited by safety lock." >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a GX-series lopacitor. >pik You put the crumpled document into the carousel and remove the GX-series lopacitor. >rox The crystal flashes, and the carousel rotates. The next cell contains a square plate. >pik You put the GX-series lopacitor into the carousel and remove the square plate. >st Cycles elapsed: 467 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a square plate. (An old metal plate bearing an unusual checkered pattern.) >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >n Prototype Lab This lab is just a mess. It's full of half-completed gadgets and devices with labels like "Variational Actuizer" and "Quantum Multiplication Undulator". The exit is south. Res-10 is pressed up against the wall, looking fearful. A boxy bug sits in the middle of the floor, menacing the poor bot. >pick That's not an available function. (Type HELP for command info.) >pik You put down the square plate. >pik You grab the square plate. >s Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >pikc That's not an available function. (Type HELP for command info.) >pik You put down the square plate. >com Har-5 says, "I'd like to fix this damage, but I can't do it without a maintenance order." >pik You grab the square plate. >com Har-5 says, "I'd like to fix this damage, but I can't do it without a maintenance order." >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >com Vari-20 says, "I'm not sure this center was designed in the best possible way." >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >comp That's not an available function. (Type HELP for command info.) >pik You put down the square plate, and you grab the magnetic nullifier. >pik You put down the magnetic nullifier, and you grab the square plate. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >ro That's not an available function. (Type HELP for command info.) >rox The white crystal flashes, and you feel a strange vibration. Teleport A >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is a closed door to the east. Revi-11 is viewing the readouts intently. You hear a soft squeak from the ceiling. >com "Sector efficiency is up 7 percent," says Revi-11. >e The door is closed. >pik You put down the square plate. You hear a soft squeak from the ceiling. >rox You emit the signal, but nothing happens. >zap ZAP ineffective: no suitable target in view. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >w Dark Place This location is, unfortunately, very dark. The only thing you can see is the exit to the east. Something is making an unpleasant rasping sound. >e South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >pik PIK failed: there's nothing grabbable here. >i Your grabber is empty. >st Cycles elapsed: 501 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >com "The components are being cooled properly now. Thanks!" >rox You emit the signal, but nothing happens. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a GX-series lopacitor. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >rox The crystal flashes, and the carousel rotates. The next cell contains a bratwurst. >rox The crystal flashes, and the carousel rotates. The next cell contains a crumpled document. >pick That's not an available function. (Type HELP for command info.) >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >com COM ineffective: there's no bot present. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >pik PIK failed: there's nothing grabbable here. >st Cycles elapsed: 516 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >rox You emit the signal, but nothing happens. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >r That's not an available function. (Type HELP for command info.) >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a crumpled document. >pik You take the crumpled document from the carousel. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >pik You place the crumpled document in the bay on top of the machine, which automatically activates. Strange lights play all over it. You hear a loud hum. When the lights fade, you see the document has been restored to nearly-new condition! You retrieve it from the bay. >st Cycles elapsed: 527 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a maintenance order. (Highly official document.) >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >com Har-5 says, "I'd like to fix this damage, but I can't do it without a maintenance order." >pik You try to give the maintenance order to Har-5, but it shakes its head. "It isn't stamped." >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >pik You put down the maintenance order. >pik You grab the maintenance order. >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >com COM ineffective: there's no bot present. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 gasps. "I do mind my own business!" >com "Sorry, I'm quite busy." Oper-4 flips a few switches. >w Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com "I see you have a maintenance order." >pik You present the maintenance order to Exam-11. "Sure, I can take care of that." It produces an approval stamp and ker-chunks the document. "Here you go." >r That's not an available function. (Type HELP for command info.) >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. An orange crystal is mounted on a pedestal nearby. The spindle is rotating pretty fast. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >e Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "I'm connecting you now," says Oper-4. >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. You hear a soft scratching above you. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >rox You emit the signal, but nothing happens. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >rox You emit the signal, but nothing happens. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, stands here surveying the debris. >pil That's not an available function. (Type HELP for command info.) >pik You give the maintenance order to Har-5. "Hey, you got it!" The bot feeds the document into its form slot, and then starts working on the debris. >s The way south is blocked. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, is working to remove the debris. >s The way south is blocked. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. Unfortunately, the way south is blocked by a pile of debris. Har-5, a structural repair bot, is working to remove the debris. >z A cycle passes. Har-5 finishes clearing the debris. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is a closed door to the west. An orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >com Misc-7 just repeats your greeting back to you. >rox The orange crystal lights up, and the door slides open. Misc-7 issues a ROX signal. The crystal goes dark, and the door slides shut. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >com COM ineffective: there's no bot present. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the dynamo switch." The white and yellow lights start flashing. >com "Yep!" Mech-21 throws the dynamo switch. The equipment starts to spin and hum. The white and yellow lights start flashing. >rox The white crystal flashes, but the screen just flickers. The green and white lights blink quickly. >rox The white crystal flashes, and a new message appears: "Next step: flip the jumper switch." The green and white lights blink quickly. >com "Yep!" Mech-21 flips the jumper switch. The equipment reverses direction. A red light starts flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the doubling switch." A laser beam sweeps across the floor and encounters your locomotion units. You hear a siren, and a new message appears: "ERROR 41 - INTRUSION." A burly dismissal bot appears from behind a panel and shoves you out of the room. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a lightning bolt, and a lightning bolt. A purple crystal is embedded next to the panel. Doorways lead east and west. >e Parts Distribution Several parts conduits are run through this room. You can hear a rattling sound inside them. A sign on the wall says, "Today's item: RIVETS. Destination: Upgrade Station." A green crystal is mounted below the sign. The only exit is west. >w Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a lightning bolt, and a lightning bolt. A purple crystal is embedded next to the panel. Doorways lead east and west. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >e Examination Room This gray-paneled room contains several pieces of diagnostic equipment. One of them has a white crystal and a screen that says, "Reboot all 7-series bots." You can exit to the west. Jan-7 stands by the wall, twitching. It must be malfunctioning. >rox The white crystal flashes, and you hear a bell ring. Jan-7 stops twitching and begins its reboot sequence. >w Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is a closed door to the west. An orange crystal is embedded next to the door. Misc-7 stands in the corner, going through its boot sequence. >rox The orange cystal lights up, and the door slides open. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Repulsion". A green crystal is attached to it. A speckled bug is gnawing on one of the antennas. As soon as you enter, the antennas start buzzing. A wave of force strikes you and hurls you back out of the room! Press SPACE to continue. Decorated Hall >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Repulsion". A green crystal is attached to it. A speckled bug is gnawing on one of the antennas. As soon as you enter, the antennas start buzzing. A wave of force strikes you and hurls you back out of the room! Decorated Hall >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >rox You emit the signal, but nothing happens. >com Calc-17 says, "When the power went out, the sorting engine shut down. To restart it, I need to get those lights lit, but I don't know how. I think it may involve remote controls of some kind." >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >com COM ineffective: there's no bot present. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a lightning bolt, and a lightning bolt. A purple crystal is embedded next to the panel. Doorways lead east and west. >rox The crystal lights up. An arrow appears under the second symbol. >rox The crystal flashes, and the second symbol changes to a smiley face. >z A cycle passes. The arrow moves to the third symbol. >rox The crystal flashes, and the third symbol changes to a smiley face. >z A cycle passes. The arrow moves back to the first symbol. >rox The crystal flashes, and the first symbol changes to a smiley face. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a smiley face, a smiley face, and a smiley face. A purple crystal is embedded next to the panel. Doorways lead east and west. >rox The crystal lights up. An arrow appears under the first symbol. >rox The crystal flashes, and the first symbol changes to an eye. >z A cycle passes. The arrow moves to the second symbol. >rox The crystal flashes, and the second symbol changes to an eye. >z A cycle passes. The arrow moves to the third symbol. >rox The crystal flashes, and the third symbol changes to an eye. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >rox You emit the signal, but nothing happens. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: an eye, an eye, and an eye. A purple crystal is embedded next to the panel. Doorways lead east and west. >rox The crystal lights up. An arrow appears under the third symbol. >rox The crystal flashes, and the third symbol changes to a banana. >z A cycle passes. The arrow moves back to the first symbol. >rox The crystal flashes, and the first symbol changes to a banana. >z A cycle passes. The arrow moves to the second symbol. >rox The crystal flashes, and the second symbol changes to a banana. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a banana, a banana, and a banana. A purple crystal is embedded next to the panel. Doorways lead east and west. >rox The crystal lights up. An arrow appears under the second symbol. >rox The crystal flashes, and the second symbol changes to a lightning bolt. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >rox The crystal flashes. A voice says, "Access prohibited by safety lock." >w The door is closed. >e Sculpture Gallery This tasteful room contains a number of display stands, each of which holds a bot-created sculpture. Some of them aren't bad. An orange crystal is attached to a fixture on the ceiling. There is also a grab-handle on the wall. Exits are west and south. Cur-11, a nervous-looking bot, stands next to a small table. >com "Oh!" says Cur-11, "Perhaps you'd like to hear one of the notes. Just a moment please." It turns away from you and starts shuffling through some documents on the table. >z A cycle passes. Cur-11 picks out a document. It turns back toward you and reads, 'Recursion 5 was the first item to be added to this collection. Though rudimentary in conception, it is one of the better-executed works of melted plastic.' Fascinating, isn't it?" >pik You grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. You hear a gurgle, and a startled bug scuttles out from behind a sculpture! >zap You aim your neutralizer, but Cur-11 sees you and stops you. "No! You might damage a scultpure!" (Clearly it underestimates your powers of precision.) The bug cautiously crawls back behind the sculpture. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >pik You release the handle, and the extra stand slides back into the wall. Cur-11 picks out a document. It turns back toward you and reads, 'Ancestral Home was never completed. Its sculpt-bot was recommissioned and sent to Sector 328.' Remarkable." >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >pik You grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. Cur-11 picks out a document. It turns back toward you and reads, 'Brazen Memories took over 2,000 cycles to complete, and represents the meeting point of the quantifiable and the unquantifiable.' How interesting." >pik You release the handle, and the extra stand slides back into the wall. >pik You grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. >pik You release the handle, and the extra stand slides back into the wall. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >zap ZAP ineffective: no suitable target in view. Cur-11 picks out a document. It turns back toward you and reads, 'Electron Study is composed totally of burned-out crystal fragments.' Remarkable." >rox The crystal stops glowing, and the spotlight shuts off. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! >pik You grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. The bug cautiously crawls back behind the sculpture. >pik You release the handle, and the extra stand slides back into the wall. >rox The crystal stops glowing, and the spotlight shuts off. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. The bug cautiously crawls back behind the sculpture. >rox The crystal stops glowing, and the spotlight shuts off. Cur-11 picks out a document. It turns back toward you and reads, 'Recursion 5 was the first item to be added to this collection. Though rudimentary in conception, it is one of the better-executed works of melted plastic.' How interesting." >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! Cur-11 picks out a document. It turns back toward you and reads, 'Electron Study is composed totally of burned-out crystal fragments.' Remarkable." >zap You aim your neutralizer, but Cur-11 sees you and stops you. "No! You might damage a scultpure!" The bug cautiously crawls back behind the sculpture. >rox The crystal stops glowing, and the spotlight shuts off. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. The bug cautiously crawls back behind the sculpture. >zap ZAP ineffective: no suitable target in view. Cur-11 picks out a document. It turns back toward you and reads, 'Brazen Memories took over 2,000 cycles to complete, and represents the meeting point of the quantifiable and the unquantifiable.' Fascinating, isn't it?" >pik You grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. >w You can't really move while you're holding on to that grab-handle. >pi That's not an available function. (Type HELP for command info.) >pik You release the handle, and the extra stand slides back into the wall. >s Gymnasium This is the gym. Several bots are exercising on different devices near the walls. In the middle of the chamber, a cable extends between two rotator modules. An orange crystal is attached to one of the modules. Doorways lead north and west. Train-8 is here, holding a whistle. >com Train-8 says, "You should try the cable-clearing challenge! Fifty reps will get your name on the winners' list!" >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >pik PIK failed: there's nothing grabbable here. The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. >undo That's not an available function. (Type HELP for command info.) >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >rox The orange crystal goes dark, and the cable drops to the floor. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >rox The orange crystal goes dark, and the cable drops to the floor. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >com "Pay attention!" shouts Train-8. The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >rox The orange crystal goes dark, and the cable drops to the floor. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >rox The orange crystal goes dark, and the cable drops to the floor. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >rox The orange crystal goes dark, and the cable drops to the floor. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >rox The orange crystal goes dark, and the cable drops to the floor. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >z A cycle passes. The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >w But you're in the middle of the cable-clearing challenge! The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. >w Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. A phase restrictor is sitting in the corner. >com "Hi! I'm Tag-9. I monitor the east hallway. I like to hang out here because of the amazing walls." >com Tag-9 says, "I monitor the east hallway. I like to hang out here because of the amazing walls." >pik You grab the phase restrictor. >st Cycles elapsed: 743 Bugs remaining: 10 Optional tasks completed: 1/8 You have obtained general sector access and a grabber upgrade. Available bot functions: COM, ZAP, ROX, and PIK. You are looking shiny. You are carrying a phase restrictor. (Automatically clamps phase transitions in the vicinity.) >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >n Prototype Lab This lab is just a mess. It's full of half-completed gadgets and devices with labels like "Variational Actuizer" and "Quantum Multiplication Undulator". The exit is south. Res-10 is pressed up against the wall, looking fearful. A boxy bug sits in the middle of the floor, menacing the poor bot. >zap The bug shimmers a little, but fails to change phase! You fire your neutralizer and it disintegrates! "Whoa, thanks for getting rid of that," says Res-10, stepping away from the wall. "Let me know if you want a new upgrade." (Bugs remaining: 9) >com Res-10 looks you over. "Yeah, I think you have the basic hardware you need. This should be simple." It open one of your panels and inserts a small chip. "Give it a try!" (Congratulations! The HUP command is now available.) >hup You leap off the floor and come back down with a heavy thud. "Great, it works!" says Res-10. >s Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >e Gymnasium This is the gym. Several bots are exercising on different devices near the walls. In the middle of the chamber, a cable extends between two rotator modules. An orange crystal is attached to one of the modules. Doorways lead north and west. Train-8 is here, holding a whistle. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "One!" shouts Train-8. The cable slows down for a brief moment. >hup You leap off the floor, and come back down with a thud. Train-18 blows its whistle. "Fault! Overjump!" The crystal goes dark, and the cable stops. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >z A cycle passes. The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "One!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Two!" shouts Train-8. The cable flies over your head and back down toward the floor. >z A cycle passes. The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "One!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Two!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Three!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Four!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Five!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Six!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Seven!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Eight!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Nine!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Ten!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Eleven!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twelve!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirteen!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Fourteen!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Fifteen!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Sixteen!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Seventeen!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Eighteen!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Nineteen!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-one!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-two!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-three!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-four!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-five!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-six!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-seven!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-eight!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Twenty-nine!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-one!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-two!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-three!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-four!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-five!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-six!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-seven!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-eight!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Thirty-nine!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-one!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-two!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-three!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-four!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-five!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-six!" shouts Train-8. The cable slows down for a brief moment. >z A cycle passes. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-seven!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-eight!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Forty-nine!" shouts Train-8. The cable flies over your head and back down toward the floor. >hup You leap off the floor, and the cable passes beneath you. "Fifty!" shouts Train-8. "You did it!" The cable flies over your head and back down toward the floor. (Optional task completed: Beat the cable-clearing challenge.) >w But you're in the middle of the cable-clearing challenge! The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. "Congratulations, you beat the challenge!" says Train-8. "I'll add you to the winners' list!" >rox The orange crystal lights up. You step in between the rotators, and they start to spin. The cable flies over your head and back down toward the floor. >com "Pay attention!" shouts Train-8. The cable comes down and strikes your locomotion units. Train-18 blows its whistle. "Fault!" The crystal goes dark, and the cable stops. >com Train-8 says, "Your personal best is currently 50. That's great! Can you do even better?" >w Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >pik You put down the phase restrictor and grab the handle. It pulls out a little bit, and the door slides open. >w You can't really move while you're holding on to that grab-handle. >pik You let go of the handle, and it pops back in. The door slides closed. You pick up the phase restrictor. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >com Min-23 says, "I like this work, you can just kind of zone out." >pik You put down the phase restrictor. >pik You grab the phase restrictor. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >s Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Gilsap fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >com Mech-15 says, "I'd like to get Chroton fluid flowing swiftly in all the pipes, but I can't figure out how. What's weird is, when you activate the crystal in one room, it changes the crystal in the next room. Whose idea was that?" >rox The crystal flashes. You hear the clanking of valves. Chroton fluid starts flowing through the pipes. You also hear a whirring sound from the east. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >pik You put down the phase restrictor. >pik You grab the phase restrictor. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. There is a wide crack or fissure near the corner of the ceiling. That's not good! You can actually see the space outside Sector 471. It's uncanny. What even is it? A small black bug is crawling around on the pipes. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. A small black bug is crawling around on the pipes. >zap You blast the bug, and it vanishes in a puff of dust. A moment later, another little bug scurries in through the fissure. Oh brother. >zap You blast the bug, and it vanishes in a puff of dust. A moment later, yet another little bug scurries in through the fissure. >pik You put down the phase restrictor. >pik You grab the phase restrictor. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >w Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >n Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel is empty. >rox The crystal flashes, and the carousel rotates. The next cell contains a GX-series lopacitor. >rox The crystal flashes, and the carousel rotates. The next cell contains a bratwurst. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >rox The crystal flashes, and the carousel rotates. The next cell contains a GX-series lopacitor. >rox The crystal flashes, and the carousel rotates. The next cell contains a bratwurst. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. >pik You put down the phase restrictor. >hup You attempt to jump, but the magnetic floor holds you down. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Repulsion". A green crystal is attached to it. A speckled bug is gnawing on one of the antennas. As soon as you enter, the antennas start buzzing. A wave of force strikes you and hurls you back out of the room! Decorated Hall >l Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >rox The crystal flashes. A voice says, "Access prohibited by safety lock." >e Sculpture Gallery This tasteful room contains a number of display stands, each of which holds a bot-created sculpture. Some of them aren't bad. A glowing orange crystal is attached to a spotlight, which is shining down on the sculptures. There is also a grab-handle on the wall. Exits are west and south. Cur-11, a nervous-looking bot, stands next to a small table. >s Gymnasium This is the gym. Several bots are exercising on different devices near the walls. In the middle of the chamber, a cable extends between two rotator modules. An orange crystal is attached to one of the modules. Doorways lead north and west. Train-8 is here, holding a whistle. >w Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >n You can't go that way. >pik PIK failed: there's nothing grabbable here. >rox The crystal flashes. A voice says, "Access prohibited by safety lock." >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >w Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >w Dark Place This location is, unfortunately, very dark. The only thing you can see is the exit to the east. Something is making an unpleasant rasping sound. >e South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is a closed door to the east. Revi-11 is viewing the readouts intently. There is a square plate here. You hear something moving on the ceiling. >hup You leap off the floor and come back down with a heavy thud. >pik You grab the square plate. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. Tag-9 notices your square plate and stares at it. "Wow," it says. >s Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. A small black bug is crawling around on the pipes. >pik You put down the square plate. >zap You blast the bug, and it vanishes in a puff of dust. A moment later, yet another little bug scurries in through the fissure. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a pink crystal is mounted high on the wall. Gilsap fluid is trickling through the pipes. >rox The crystal flashes. The gilsap fluid begins to flow quickly. You also hear a whirring sound from the north. >rox The crystal flashes. You hear a thunk, and the fluid stops flowing. You also hear a whirring sound from the north. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >l Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >l Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a pink crystal is mounted high on the wall. Nothing is flowing through the pipes currently. >r That's not an available function. (Type HELP for command info.) >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the north. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >s Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >l Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a pink crystal is mounted high on the wall. Nothing is flowing through the pipes currently. >rox The crystal flashes. Chroton fluid starts to trickle through the pipes. You also hear a whirring sound from the north. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a pink crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >w Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a pink crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >s Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Chroton fluid is trickling through the pipes. >rox The crystal flashes. You hear the clanking of valves. Amberix fluid starts to trickle through the pipes. You also hear a whirring sound from the north. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >n Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >s Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >com "I don't like the look of that bug," says Main-16. >zap You fire, but your neutralizer ray is blocked by the glass wall of the tank. >rox The orange crystal flashes, and you hear a buzzer. Main-16 says, "You can't open the tank while it's full." >n Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >w Auxiliary Power Conduit This is supposed to be a backup source of power in case there are problems with the primary conduit. Transfer contacts project from the ceiling and floor. Doorways lead east and south. In one corner of the floor you see the opening of a trash chute. A hard-shelled bug is balanced carefully on the lower contact, slurping up power. Little blue sparks pop all around it. >zap You aim and fire, but the neutralizer ray bounces off the bug's thick shell! It doesn't even notice. >pik PIK failed: there's nothing grabbable here. >s Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >com Lib-13 frowns and says, "Three overdue disks have not been returned, and I'm quite unhappy about it." >w Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is a closed door to the west. An orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - * - - - - - - - - - - - - * - * - - - - - - - * - - - - - - - - - - - - * - - - * - * - - * - * Rad-8 is reviewing the scan data. >n Bot Storage This is where bots go for medium-term storage. About a dozen bots are suspended from the walls. They're all dormant. In the middle of the room you see a pedestal with a green crystal. The exit is south. >rox The green cystal flashes, and Burg-13 comes to life. >com Burg-13 looks at you slyly and says, "Two smiles and a banana. Don't tell Serg-18 I told you." >s Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is a closed door to the west. An orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - * - - - - - - - - - - - - * - * - - - - - - - * - - - - - - - - - - - - * - - - * - * - - * - * Rad-8 is reviewing the scan data. >w The door is closed. >pik PIK failed: there's nothing grabbable here. >e Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >e Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >e You can't go that way. >n Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >n You can't go that way. >n You can't go that way. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >com COM ineffective: there's no bot present. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a banana, a lightning bolt, and a banana. A purple crystal is embedded next to the panel. Doorways lead east and west. >rox The crystal lights up. An arrow appears under the second symbol. >g That's not an available function. (Type HELP for command info.) >rox The crystal flashes, and the second symbol changes to a smiley face. >z A cycle passes. The arrow moves to the third symbol. >rox The crystal flashes, and the third symbol changes to a lightning bolt. >rox The crystal flashes, and the third symbol changes to a smiley face. >z A cycle passes. The arrow moves back to the first symbol. >rox The crystal flashes, and the first symbol changes to a lightning bolt. >rox The crystal flashes, and the first symbol changes to a smiley face. >z A cycle passes. The arrow moves to the second symbol. >z A cycle passes. The arrow moves to the third symbol. >rox The crystal flashes, and the third symbol changes to an eye. >rox The crystal flashes, and the third symbol changes to a banana. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >pik You grab the handle. It pulls out a little bit, and all of the controls click simultaneously. Vari-20 looks down. "Uh, could you let go of that please?" >pik You let go of the handle, and it pops back in. >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a bratwurst. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >com Calc-17 says, "When the power went out, the sorting engine shut down. To restart it, I need to get those lights lit, but I don't know how. I think it may involve remote controls of some kind." >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >com "Sorry," says Serg-18, "I'm not allowed to give you the override code." >e The heavy door is closed. >rox The orange crystal lights up, and the door slides open. >e Jail This room includes three spartan cells, with bars and everything. An orange stripe runs around the walls. The exit is west. Cell 02 is occupied by Neer-15, who gazes at you sullenly. An illumination unit sits just inside the bars of Cell 01. You could probably grab it. >com Neer-15 says, "They gave me 4300 cycles for measly vandalism. There's no justice." >pik You grab the illumination unit. It clicks on, producing a moderately bright light. >w Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >w The door is closed. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >w The door is closed. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Repulsion". A green crystal is attached to it. A speckled bug is gnawing on one of the antennas. As soon as you enter, the antennas start buzzing. A wave of force strikes you and hurls you back out of the room! Decorated Hall >zap ZAP ineffective: no suitable target in view. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >w You can't go that way. >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >w Storage 68C This is another storage area. The walls are lined with shelves holding a variety of containers. Below one shelf you see a drawing of two dots and an eye. A dark green bug is scratching at one of the containers. A turquoise disk lies on a shelf. >zap You blast the bug with your neutralizer! It vanishes in a puff of particles. (Bugs remaining: 8) >pik You put down the illumination unit, and you grab the turquoise disk. >e South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a smiley face, a smiley face, and a banana. A purple crystal is embedded next to the panel. Doorways lead east and west. >ro That's not an available function. (Type HELP for command info.) >rox The crystal lights up. An arrow appears under the third symbol. >rox The crystal flashes, and the third symbol changes to a lightning bolt. >rox The crystal flashes, and the third symbol changes to a smiley face. >rox The crystal flashes, and the third symbol changes to an eye. >z A cycle passes. The arrow moves back to the first symbol. >rox The crystal flashes, and the first symbol changes to an eye. >rox The crystal flashes, and the first symbol changes to a banana. >rox The crystal flashes, and the first symbol changes to a lightning bolt. >rox The crystal flashes, and the first symbol changes to a smiley face. >rox The crystal flashes, and the first symbol changes to an eye. >rox The crystal flashes, and the first symbol changes to a banana. >z A cycle passes. The arrow moves to the second symbol. >rox The crystal flashes, and the second symbol changes to an eye. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >st Cycles elapsed: 1099 Bugs remaining: 8 Optional tasks completed: 2/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a turquoise disk. (Catalog no. 5672C - Anybot Can Play the Piano.) >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >s Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >w You can't go that way. >n Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >s Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >w Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >pik You hand the turquoise disk to Lib-13. "Why, thank you!" The bot inserts it into the correct storage unit and returns to the desk. >n Auxiliary Power Conduit This is supposed to be a backup source of power in case there are problems with the primary conduit. Transfer contacts project from the ceiling and floor. Doorways lead east and south. In one corner of the floor you see the opening of a trash chute. A hard-shelled bug is balanced carefully on the lower contact, slurping up power. Little blue sparks pop all around it. >e Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >pik You grab the handle. It pulls out a little bit, and the door slides open. >w You can't really move while you're holding on to that grab-handle. >pik You let go of the handle, and it pops back in. The door slides closed. >pik You grab the handle. It pulls out a little bit, and the door slides open. >st Cycles elapsed: 1116 Bugs remaining: 8 Optional tasks completed: 2/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. >rox You emit the signal, but nothing happens. >zap ZAP ineffective: no suitable target in view. >hup You can't really jump while you're holding that grab-handle. >e You can't really move while you're holding on to that grab-handle. >pik You let go of the handle, and it pops back in. The door slides closed. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >com Misc-7 just repeats your greeting back to you. >com Misc-7 just repeats your greeting back to you. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >ocm That's not an available function. (Type HELP for command info.) >com Calc-17 says, "When the power went out, the sorting engine shut down. To restart it, I need to get those lights lit, but I don't know how. I think it may involve remote controls of some kind." >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Repulsion". A green crystal is attached to it. A speckled bug is gnawing on one of the antennas. As soon as you enter, the antennas start buzzing. A wave of force strikes you and hurls you back out of the room! Decorated Hall >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >pik You grab the magnetic nullifier. >w The door is closed. >l Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. >pik You put down the magnetic nullifier. >hup You leap off the floor and come back down with a heavy thud. >hup You leap off the floor and come back down with a heavy thud. >pik You grab the magnetic nullifier. >zap ZAP ineffective: no suitable target in view. >com COM ineffective: there's no bot present. >rox You emit the signal, but nothing happens. >rox You emit the signal, but nothing happens. >e As you approach the doorway, an alarm sounds and red force beams prevent your exit. >pik You put down the magnetic nullifier. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel is empty. >rox The crystal flashes, and the carousel rotates. The next cell contains a GX-series lopacitor. >pik You take the GX-series lopacitor from the carousel. >st Cycles elapsed: 1150 Bugs remaining: 8 Optional tasks completed: 2/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a GX-series lopacitor. (A component used in electromechanical modules. The GX series is quite fancy.) >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >pik You put down the GX-series lopacitor, and you grab the magnetic nullifier. >e As you approach the doorway, an alarm sounds and red force beams prevent your exit. >pik You put down the magnetic nullifier, and you grab the GX-series lopacitor. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >com Misc-7 just repeats your greeting back to you. >pik You put down the GX-series lopacitor. Misc-7 mimics the action of putting something down. >pik You grab the GX-series lopacitor. Misc-7 mimics the action of picking something up. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >com Calc-17 says, "When the power went out, the sorting engine shut down. To restart it, I need to get those lights lit, but I don't know how. I think it may involve remote controls of some kind." >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >w The door is closed. >e Sculpture Gallery This tasteful room contains a number of display stands, each of which holds a bot-created sculpture. Some of them aren't bad. A glowing orange crystal is attached to a spotlight, which is shining down on the sculptures. There is also a grab-handle on the wall. Exits are west and south. Cur-11, a nervous-looking bot, stands next to a small table. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. Cur-11 picks out a document. It turns back toward you and reads, 'Ancestral Home was never completed. Its sculpt-bot was recommissioned and sent to Sector 328.' How interesting." >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >w Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >ro That's not an available function. (Type HELP for command info.) >com Tag-9 says, "I monitor the east hallway. I like to hang out here because of the amazing walls." >e Gymnasium This is the gym. Several bots are exercising on different devices near the walls. In the middle of the chamber, a cable extends between two rotator modules. An orange crystal is attached to one of the modules. Doorways lead north and west. Train-8 is here, holding a whistle. >w Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >w The door is closed. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >com Min-23 says, "I like this work, you can just kind of zone out." >rox You emit the signal, but nothing happens. (These crystals aren't connected to anything.) >pik You put down the GX-series lopacitor. >hup You leap off the floor and get a brief glimpse of the shelf. It's empty, but on the wall behind it you see a depiction of a banana between two dots. You land with a heavy thud. >pik You grab the GX-series lopacitor. >e You can't go that way. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a banana, an eye, and an eye. A purple crystal is embedded next to the panel. Doorways lead east and west. >rox The crystal lights up. An arrow appears under the second symbol. >rox The crystal flashes, and the second symbol changes to a banana. >z A cycle passes. The arrow moves to the third symbol. >z A cycle passes. The arrow moves back to the first symbol. >rox The crystal flashes, and the first symbol changes to a lightning bolt. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel is empty. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >com Calc-17 says, "When the power went out, the sorting engine shut down. To restart it, I need to get those lights lit, but I don't know how. I think it may involve remote controls of some kind." >help - You can SAVE, LOAD, RESTART, or QUIT. - You can move N, W, E, S. - You can LOOK (L) or WAIT (Z). - You can check your STATUS (ST) or your ID. - Type WINDOW to turn the side window on or off. - Type DECOR to change the side window decor. Available bot functions: COM, ZAP, ROX, PIK, and HUP. >window (Side window is OFF.) >window (Side window is ON.) >st Cycles elapsed: 1209 Bugs remaining: 8 Optional tasks completed: 2/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a GX-series lopacitor. (A component used in electromechanical modules. The GX series is quite fancy.) >l Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >pik You put down the GX-series lopacitor. >com Calc-17 says, "When the power went out, the sorting engine shut down. To restart it, I need to get those lights lit, but I don't know how. I think it may involve remote controls of some kind." >pik You grab the GX-series lopacitor. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >com Misc-7 just repeats your greeting back to you. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >n You can't go that way. >e Jail This room includes three spartan cells, with bars and everything. An orange stripe runs around the walls. The exit is west. Cell 02 is occupied by Neer-15, who gazes at you sullenly. >com Neer-15 says, "They gave me 4300 cycles for measly vandalism. There's no justice." >w Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >com Serg-18 glances at the door, then at you. "I wonder who tipped you off." >pik You put down the GX-series lopacitor. >pik You grab the GX-series lopacitor. >com Serg-18 glances at the door, then at you. "I wonder who tipped you off." >rox The orange crystal goes dark, and the door slides closed. >rox The orange crystal lights up, and the door slides open. >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel is empty. >rox The crystal flashes, and the carousel rotates. The next cell contains a bratwurst. >pik You put the GX-series lopacitor into the carousel and remove the bratwurst. >st Cycles elapsed: 1232 Bugs remaining: 8 Optional tasks completed: 2/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a bratwurst. (A common electronic component named for its resemblance to a sausage.) >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >pik You put down the bratwurst. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel contains a GX-series lopacitor. >pik You take the GX-series lopacitor from the carousel. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. There is a phase restrictor here. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel is empty. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >g That's not an available function. (Type HELP for command info.) >rox The crystal flashes, and the carousel rotates. The next cell is empty. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >rox The crystal flashes, and the carousel rotates. The next cell is empty. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. There is a phase restrictor here. >hup You attempt to jump, but the magnetic floor holds you down. >n Prototype Lab This lab is just a mess. It's full of half-completed gadgets and devices with labels like "Variational Actuizer" and "Quantum Multiplication Undulator". The exit is south. Res-10 is fiddling with one of the gadgets. >com Res-10 says, "Enjoy your new function!" >pik You put down the GX-series lopacitor. >pik You grab the GX-series lopacitor. >s Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. There is a phase restrictor here. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >e Adjustment Center The walls here are covered with adjustment controls: knobs and sliders for the most part, but also some levers and switches. They are unlabeled, which makes the whole thing seem quite unapproachable. A prominent red grab-handle stands out from the other controls. Vari-20 is up on a ladder, checking a clipboard and making adjustments. >com Vari-20 says, "I'm not sure this center was designed in the best possible way." >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and all of the controls click simultaneously. Vari-20 looks down. "Uh, could you let go of that please?" >pik You let go of the handle, and it pops back in. You pick up the GX-series lopacitor. >w East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >hup You leap off the floor and come back down with a heavy thud. >pik You put down the GX-series lopacitor, and you grab the magnetic nullifier. >e As you approach the doorway, an alarm sounds and red force beams prevent your exit. >pik You put down the magnetic nullifier, and you grab the GX-series lopacitor. >l Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >hup You leap off the floor and come back down with a heavy thud. >rox You emit the signal, but nothing happens. >com COM ineffective: there's no bot present. >w The door is closed. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >com Misc-7 just repeats your greeting back to you. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >com Calc-17 says, "When the power went out, the sorting engine shut down. To restart it, I need to get those lights lit, but I don't know how. I think it may involve remote controls of some kind." >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Repulsion". A green crystal is attached to it. A speckled bug is gnawing on one of the antennas. As soon as you enter, the antennas start buzzing. You feel a force starting to push you back out of the room. >rox The green crystal flashes. Now the screen says "Current Field - Oxidification". The tone of the antennas changes slightly. You feel a strange sensation all over your surface. >rox The green crystal flashes. Now the screen says "Current Field - Sparkization". The tone of the antennas changes slightly. Small sparks start popping in the air all around you. >zap You fire your neutralizer and vaporize the speckled bug! (Bugs remaining: 7) >rox The green crystal flashes. Now the screen says "Current Field - Repulsion". The tone of the antennas changes slightly. You feel a force starting to push you back out of the room. >rox The green crystal flashes. Now the screen says "Current Field - Oxidification". The tone of the antennas changes slightly. You feel a strange sensation all over your surface. >l Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Oxidification". A green crystal is attached to it. Your surface becomes spotted with patches of rust. >z A cycle passes. Your patches of rust get a tiny bit bigger. >z A cycle passes. Your patches of rust get a tiny bit bigger. >z A cycle passes. Your patches of rust get a tiny bit bigger. >z A cycle passes. Your patches of rust get a tiny bit bigger. >st Cycles elapsed: 1290 Bugs remaining: 7 Optional tasks completed: 2/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking rusty. You are carrying a GX-series lopacitor. (A component used in electromechanical modules. The GX series is quite fancy.) >e Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is a closed door to the west with an orange crystal embedded next to it. >w The door is closed. >rox The crystal lights up, and the door slides open. >w Bug Lab Several tables are covered with bug examination equipment. A shelf holds a number jars, each labeled with analytical information about a bug. You can exit to the east. Ent-22 is sitting at a table, peering through a strong lens. >* "number jars" is a typo That's not an available function. (Type HELP for command info.) >com Ent-22 looks up. "Oh, you got through the safety door! Well, I research bugs, as you can see. We're always looking for better ways to repel them. If you come across any bug parts, I could use them!" >rox You emit the signal, but nothing happens. >zap ZAP ineffective: no suitable target in view. >com Ent-22 says, "If you come across any bug parts, I could use them!" >pik You put down the GX-series lopacitor. >pik You grab the GX-series lopacitor. >e Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Oxidification". A green crystal is attached to it. As soon as you enter, the antennas start buzzing. Your patches of rust get a tiny bit bigger. >pik You put down the GX-series lopacitor. Your patches of rust get a tiny bit bigger. >pik You grab the GX-series lopacitor. Your patches of rust get a tiny bit bigger. >e Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. A closed door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >pik You put down the GX-series lopacitor, and you grab the magnetic nullifier. >e As you approach the doorway, an alarm sounds and red force beams prevent your exit. >pik You put down the magnetic nullifier, and you grab the GX-series lopacitor. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >w Bug Lab Several tables are covered with bug examination equipment. A shelf holds a number jars, each labeled with analytical information about a bug. You can exit to the east. Ent-22 is sitting at a table, peering through a strong lens. >hup You leap off the floor and come back down with a heavy thud. >e Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >hup You leap off the floor and come back down with a quiet thump. >e Sculpture Gallery This tasteful room contains a number of display stands, each of which holds a bot-created sculpture. Some of them aren't bad. A glowing orange crystal is attached to a spotlight, which is shining down on the sculptures. There is also a grab-handle on the wall. Exits are west and south. Cur-11, a nervous-looking bot, stands next to a small table. >zap ZAP ineffective: no suitable target in view. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >com "Uh, just a second," says Cur-11. Cur-11 picks out a document. It turns back toward you and reads, 'Recursion 5 was the first item to be added to this collection. Though rudimentary in conception, it is one of the better-executed works of melted plastic.' Remarkable." >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. Cur-11 picks out a document. It turns back toward you and reads, 'Ancestral Home was never completed. Its sculpt-bot was recommissioned and sent to Sector 328.' Fascinating, isn't it?" >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. Cur-11 picks out a document. It turns back toward you and reads, 'Recursion 5 was the first item to be added to this collection. Though rudimentary in conception, it is one of the better-executed works of melted plastic.' Remarkable." >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >hup You leap off the floor and come down with a loud thud. Cur-11 is so startled, it yelps and falls over! >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >rox The crystal stops glowing, and the spotlight shuts off. Cur-11 staggers to its feet and takes a moment to clear its head. "I guess these things happen," it says nervously. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! Cur-11 staggers to its feet and takes a moment to clear its head. >zap You aim your neutralizer, but Cur-11 sees you and stops you. "No! You might damage a scultpure!" The bug cautiously crawls back behind the sculpture. >hup You can't really jump while you're holding that grab-handle. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps. >rox The crystal stops glowing, and the spotlight shuts off. Cur-11 gets back up. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >hup You can't really jump while you're holding that grab-handle. Cur-11 staggers to its feet and takes a moment to clear its head. "I wonder if you could stop doing that," it says. >zap ZAP ineffective: no suitable target in view. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. The bug cautiously crawls back behind the sculpture. >hip That's not an available function. (Type HELP for command info.) >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >rox The crystal stops glowing, and the spotlight shuts off. Cur-11 staggers to its feet and takes a moment to clear its head. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! Cur-11 staggers to its feet and takes a moment to clear its head. >zap You aim your neutralizer, but Cur-11 sees you and stops you. "No! You might damage a scultpure!" The bug cautiously crawls back behind the sculpture. >undo That's not an available function. (Type HELP for command info.) >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again. >rox The crystal stops glowing, and the spotlight shuts off. Cur-11 gets back up. >st Cycles elapsed: 1362 Bugs remaining: 7 Optional tasks completed: 2/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking rusty. You are carrying a GX-series lopacitor. (A component used in electromechanical modules. The GX series is quite fancy.) >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >hup You leap off the floor and come down with a loud thud. Cur-11 is so startled, it yelps and falls over, scattering the documents! >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! Cur-11 staggers to its feet, leaving the documents on the floor. It takes a moment to clear its head. >zap You aim your neutralizer, but Cur-11 sees you and stops you. "No! You might damage a scultpure!" Cur-11 notices the stray documents and picks them up. The bug cautiously crawls back behind the sculpture. >rox The crystal stops glowing, and the spotlight shuts off. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! >zap You aim your neutralizer, but Cur-11 sees you and stops you. "No! You might damage a scultpure!" The bug cautiously crawls back behind the sculpture. >rox The crystal stops glowing, and the spotlight shuts off. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again, scattering the documents. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! Cur-11 staggers to its feet, leaving the documents on the floor. It takes a moment to clear its head. >zap You aim your neutralizer, but Cur-11 sees you and stops you. "No! You might damage a scultpure!" Cur-11 notices the stray documents and picks them up. The bug cautiously crawls back behind the sculpture. >zap ZAP ineffective: no suitable target in view. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again, scattering the documents. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. Cur-11 staggers to its feet, leaving the documents on the floor. It takes a moment to clear its head. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, awfully close to where Cur-11 is standing. Cur-11 notices the stray documents and picks them up. >jup That's not an available function. (Type HELP for command info.) >hup You can't really jump while you're holding that grab-handle. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again. >com Cur-11 just mumbles something inaudible. Cur-11 gets back up. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >hip That's not an available function. (Type HELP for command info.) >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again, scattering the documents. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >rox The crystal stops glowing, and the spotlight shuts off. Cur-11 staggers to its feet, leaving the documents on the floor. It takes a moment to clear its head. >hup You can't really jump while you're holding that grab-handle. Cur-11 notices the stray documents and picks them up. >pik You release the handle, and the extra stand slides back into the wall. You pick up the GX-series lopacitor. >w Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >com Tag-9 says, "I monitor the east hallway. I like to hang out here because of the amazing walls." >e Gymnasium This is the gym. Several bots are exercising on different devices near the walls. In the middle of the chamber, a cable extends between two rotator modules. An orange crystal is attached to one of the modules. Doorways lead north and west. Train-8 is here, holding a whistle. >w Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and the door slides open. >pik You let go of the handle, and it pops back in. The door slides closed. You pick up the GX-series lopacitor. >pik You put down the GX-series lopacitor and grab the handle. It pulls out a little bit, and the door slides open. >w You can't really move while you're holding on to that grab-handle. >hup You can't really jump while you're holding that grab-handle. >pik You let go of the handle, and it pops back in. The door slides closed. You pick up the GX-series lopacitor. >hup You leap off the floor and come back down with a heavy thud. >l Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >s Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >com Mech-15 says, "I'd like to get Chroton fluid flowing swiftly in all the pipes, but I can't figure out how. What's weird is, when you activate the crystal in one room, it changes the crystal in the next room. Whose idea was that?" >hup You leap off the floor and come back down with a heavy thud. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >hup You leap off the floor and come back down with a heavy thud. >rox You emit the signal, but nothing happens. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >zap You blast the bug, and it vanishes in a puff of dust. A moment later, yet another little bug scurries in through the fissure. >p That's not an available function. (Type HELP for command info.) >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Amberix fluid is trickling through the pipes. >rox The crystal flashes. You hear the clanking of valves. Gilsap fluid starts to trickle through the pipes. You also hear a whirring sound from the north. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >w Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >rox The crystal flashes. You hear the clanking of valves. Amberix fluid starts flowing through the pipes. You also hear a whirring sound from the east. >r That's not an available function. (Type HELP for command info.) >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a pink crystal is mounted high on the wall. Gilsap fluid is trickling through the pipes. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Gilsap fluid is trickling through the pipes. >rox You emit the signal, but nothing happens. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Gilsap fluid is trickling through the pipes. >rox The crystal flashes. You hear the clanking of valves. Chroton fluid starts to trickle through the pipes. You also hear a whirring sound from the north. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a pink crystal is mounted high on the wall. Chroton fluid is trickling through the pipes. >rox The crystal flashes. The chroton fluid begins to flow quickly. You also hear a whirring sound from the north. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >s Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a pink crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >w Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >rox The crystal flashes. You hear the clanking of valves. Gilsap fluid starts flowing through the pipes. You also hear a whirring sound from the south. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a cracked pink crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Gilsap fluid is flowing swiftly through the pipes. >rox The crystal flashes. You hear the clanking of valves. Chroton fluid starts flowing through the pipes. You also hear a whirring sound from the south. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox You emit the signal, but nothing happens. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >w Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >rox You emit the signal, but nothing happens. >s Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >rox The crystal flashes. You hear the clanking of valves. Amberix fluid starts flowing through the pipes. You also hear a whirring sound from the south. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >z A cycle passes. >l Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >w Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A panel with a red crystal is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A panel with a pink crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. >rox The crystal flashes. You hear a thunk, and the fluid stops flowing. You also hear a whirring sound from the north. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >rox The crystal flashes. You hear the clanking of valves. Gilsap fluid starts flowing through the pipes. You also hear a whirring sound from the east. >rox The crystal flashes. You hear the clanking of valves. Chroton fluid starts flowing through the pipes. You also hear a whirring sound from the east. >com Mech-15 says, "I'd like to get Chroton fluid flowing swiftly in all the pipes, but I can't figure out how. What's weird is, when you activate the crystal in one room, it changes the crystal in the next room. Whose idea was that?" >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >rox The crystal flashes. You hear the clanking of valves. You also hear a whirring sound from the west. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >l Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. You are alarmed to see a wide fissure near the corner of the ceiling. Through it you can see the weird space outside Sector 471. There is a square plate here. A small black bug is crawling around on the pipes. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >w You can't go that way. >n Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >hup You leap off the floor and get a brief glimpse of the shelf. It's empty, but on the wall behind it you see a depiction of a banana between two dots. You land with a heavy thud. Min-23 puts the polished crystal into an output chute, and picks up another one. >com Min-23 says, "I like this work, you can just kind of zone out." >s Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >hup You leap off the floor and come back down with a heavy thud. >com Main-16 says, "I think there's a bot somewhere in this sector who can drain the tank. I forget who it is, though." >n Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >com Min-23 says, "I like this work, you can just kind of zone out." >w Auxiliary Power Conduit This is supposed to be a backup source of power in case there are problems with the primary conduit. Transfer contacts project from the ceiling and floor. Doorways lead east and south. In one corner of the floor you see the opening of a trash chute. A hard-shelled bug is balanced carefully on the lower contact, slurping up power. Little blue sparks pop all around it. >com COM ineffective: there's no bot present. >hup You leap off the floor and come back down with a heavy thud. The bug teeters and rolls off the contact! It lands on its back, exposing its underside. >zap You take aim and fire at the vulnerable bug. It vanishes in a spray of dust and sparks! The force of the blast causes the outer shell to roll across the floor and fall into the trash chute. (Bugs remaining: 6) >e Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >e Jail This room includes three spartan cells, with bars and everything. An orange stripe runs around the walls. The exit is west. Cell 02 is occupied by Neer-15, who gazes at you sullenly. >w Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >pik You put down the GX-series lopacitor. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >e Trash Repository Anything that gets thrown away in this sector ends up here. It's nicer than you might expect, though. An orderly trash carousel occupies the east part of the room, and next to it stands a pedestal with a green crystal. The exit is west. The trash carousel is empty. >rox The crystal flashes, and the carousel rotates. The next cell contains a bug shell. >pik You take the bug shell from the carousel. >w Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. There is a GX-series lopacitor here. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >w Bug Lab Several tables are covered with bug examination equipment. A shelf holds a number jars, each labeled with analytical information about a bug. You can exit to the east. Ent-22 is sitting at a table, peering through a strong lens. >pik You give the bug shell to Ent-22. "Oh, this is great! Armored bugs are always a headache. I can use this to improve our auto-detection devices." (Optional task completed: Deliver a bug part to Ent-22.) >e Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >s Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >n Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. There is a GX-series lopacitor here. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >n Station This is the place where misbehaving bots are processed. A wide desk is covered with reports. There's a heavy door in the east wall marked JAIL, and an orange crystal is embedded next to it. A doorway leads south. Serg-18 is sitting behind the desk, reviewing reports. >s Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. There is a GX-series lopacitor here. >pik You grab the GX-series lopacitor. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >w Auxiliary Power Conduit This is a backup source of power in case there are problems with the primary conduit. Transfer contacts project from the ceiling and floor, and a stream of blue power flows between them. Doorways lead east and south. In one corner of the floor you see the opening of a trash chute. >hup You leap off the floor and come back down with a heavy thud. >com COM ineffective: there's no bot present. >rox You emit the signal, but nothing happens. >s Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >com Lib-13 frowns and says, "Two overdue disks still have not been returned." >hup You leap off the floor and come back down with a heavy thud. >rox You emit the signal, but nothing happens. >l Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >n Auxiliary Power Conduit This is a backup source of power in case there are problems with the primary conduit. Transfer contacts project from the ceiling and floor, and a stream of blue power flows between them. Doorways lead east and south. In one corner of the floor you see the opening of a trash chute. >s Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >e Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >w Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >w Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is a closed door to the west. An orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - * - - - - - - - - - - - - * - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - * - * Rad-8 is reviewing the scan data. >rox The orange crystal lights up, and the door slides open. >n Bot Storage This is where bots go for medium-term storage. About a dozen bots are suspended from the walls. They're all dormant, except one. In the middle of the room you see a pedestal with a green crystal. The exit is south. Burg-13 is looking around shiftily. >com Burg-13 looks at you slyly and says, "Two smiles and a banana. Don't tell Serg-18 I told you." >rog That's not an available function. (Type HELP for command info.) >rox The green cystal flashes. Burg-13 goes limp, and Stu-15 jerks to life. >com Stu-15 says, "The last time I went to the Archives, I got a neat disk that explains how invisibility is a magnetic phenomenon. I can't remember what I did with it." >rox The green cystal flashes. Stu-15 goes dormant, and Phys-4 comes to life. >com Phys-4 says, "Modern lopacitors have a side effect of absorbing field energy, which prevents their use in certain modules. It's important to know that." >rox The green cystal flashes. Phys-4 deactivates, and Hist-10 comes to life. >com Hist-10 says, "I've heard that the orange stripes are significant." >* figured That's not an available function. (Type HELP for command info.) >rox The green cystal flashes. Hist-10 goes dormant, and Burg-13 comes to life. >com Burg-13 looks at you slyly and says, "Two smiles and a banana. Don't tell Serg-18 I told you." >pik You put down the GX-series lopacitor. >pik You grab the GX-series lopacitor. >s Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - * - - - - - - - - - - - - * - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - * - * Rad-8 is reviewing the scan data. >e Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >e Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >e You can't go that way. >n Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. >pik You put down the GX-series lopacitor. Misc-7 mimics the action of putting something down. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a bratwurst here. >pik You grab the bratwurst. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >s Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >w Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >w Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - * - - - - - - - - - - - - * - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - * - * Rad-8 is reviewing the scan data. >w Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. You hear a soft squeak from the ceiling. >com "We need to go easy on all the bot charging," says Revi-11. >hup You leap off the floor and come back down with a heavy thud. >com "Sector efficiency is up 7 percent," says Revi-11. You hear a soft squeak from the ceiling. >com "We need to go easy on all the bot charging," says Revi-11. >com "Sector efficiency is up 7 percent," says Revi-11. >com "Everything works better when the power is on," says Revi-11. You hear something moving on the ceiling. >l Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. >st Cycles elapsed: 1604 Bugs remaining: 6 Optional tasks completed: 3/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking rusty. You are carrying a bratwurst. (A common electronic component named for its resemblance to a sausage.) >zap ZAP ineffective: no suitable target in view. >rox You emit the signal, but nothing happens. You hear a soft squeak from the ceiling. >pik You put down the bratwurst. >pik You grab the bratwurst. >hup You leap off the floor and come back down with a heavy thud. You hear something moving on the ceiling. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >w Storage 68C This is another storage area. The walls are lined with shelves holding a variety of containers. Below one shelf you see a drawing of two dots and an eye. There is an illumination unit here. >hup You leap off the floor and come back down with a heavy thud. >e South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >com Mech-21 says, "We could try again, if you want." >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the jumper switch." The white and green lights alternate slowly. >com "Yep!" Mech-21 pulls the jumper switch. The equipment starts to spin and hum. The yellow and white lights blink quickly. >rox The white crystal flashes, but the screen just flickers. The blue and green lights start flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the dynamo switch." The red and white lights blink quickly. >com "OK!" Mech-21 throws the dynamo switch. The equipment slows down. A laser beam sweeps across the floor and encounters your locomotion units. You hear a siren, and a new message appears: "ERROR 41 - INTRUSION." A burly dismissal bot appears from behind a panel and shoves you out of the room. Teleport A >e Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >rox The white crystal flashes. A message appears on the screen: "New metacycling run initiated. First step: flip the inversion switch." The green and yellow lights alternate slowly. >com "Yep!" Mech-21 pulls the inversion switch. The equipment starts to spin and hum. The blue and yellow lights alternate slowly. >rox The white crystal flashes, but the screen just flickers. A red light starts flashing. >hup Just as you leap, a laser beam sweeps across the floor. You come back down with a heavy thud. A blue light starts blinking. >rox The white crystal flashes, and a new message appears: "Next step: flip the primary switch." The blue and yellow lights blink quickly. >com "Yep!" Mech-21 throws the primary switch. The equipment vibrates loudly. A yellow light starts blinking. >rox The white crystal flashes, and a new message appears: "Next step: flip the anticom switch." A red light starts flashing. >hup Just as you leap, a laser beam sweeps across the floor. You come back down with a heavy thud. The yellow and blue lights alternate slowly. >com "OK!" Mech-21 flips the anticom switch. The equipment adjusts position. A white light starts blinking. >rox The white crystal flashes, and a new message appears: "Next step: flip the discharge switch." A red light starts flashing. >hup Just as you leap, a laser beam sweeps across the floor. You come back down with a heavy thud. The white and green lights alternate slowly. >com "OK!" Mech-21 throws the discharge switch. The equipment reverses direction. The white and yellow lights blink quickly. >rox The white crystal flashes, but the screen just flickers. The yellow and blue lights start flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the polarity switch." A yellow light starts blinking. >com "Yep!" Mech-21 flips the polarity switch. The equipment slows down. A blue light starts blinking. >rox The white crystal flashes, but the screen just flickers. The white and red lights start flashing. >hup Just as you leap, a laser beam sweeps across the floor. You come back down with a heavy thud. The yellow and green lights blink quickly. >rox The white crystal flashes, and a new message appears: "Next step: flip the induction switch." A yellow light starts blinking. >com "Yep!" Mech-21 throws the induction switch. The equipment makes a whooshing sound. A red light starts blinking. >hup Just as you leap, a laser beam sweeps across the floor. You come back down with a heavy thud. The green and blue lights start flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the universal switch." A blue light starts blinking. >com "Yep!" Mech-21 flips the universal switch. The equipment speeds up. A red light starts flashing. >hup Just as you leap, a laser beam sweeps across the floor. You come back down with a heavy thud. The yellow and blue lights start flashing. >rox The white crystal flashes, and a new message appears: "Next step: flip the jumper switch." The white and blue lights start flashing. >com "OK!" Mech-21 pulls the jumper switch. You hear a chime, and a new message appears: "Metacycling procedure executed successfully." The equipment shuts down. "All right!" says Mech-21. (Optional task completed: Execute the metacycling procedure.) >l Metacycling Chamber This room is lined with intricate metacycling equipment. A console contains a blank screen, a white crystal, and a large bank of lights. A doorway leads west. Mech-21 is hanging from the ceiling near a bunch of switches. >com "I'll just hang here for a while," says Mech-21. >w Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >pik You place the bratwurst in the bay on top of the machine, which automatically activates. Strange lights play all over it. You hear a loud hum. When the lights fade, you retrieve the bratwurst. It looks a little bit fresher. >pik You place the bratwurst in the bay on top of the machine, which automatically activates. Strange lights play all over it. You hear a loud hum. When the lights fade, you retrieve the bratwurst. It looks a little bit fresher. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >com "The components are being cooled properly now. Thanks!" >e Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a banana, and an eye. A purple crystal is embedded next to the panel. Doorways lead east and west. >hup You leap off the floor and come back down with a heavy thud. >l Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a banana, and an eye. A purple crystal is embedded next to the panel. Doorways lead east and west. >com COM ineffective: there's no bot present. >e Parts Distribution Several parts conduits are run through this room. You can hear a rattling sound inside them. A sign on the wall says, "Today's item: RIVETS. Destination: Upgrade Station." A green crystal is mounted below the sign. The only exit is west. >w Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a banana, and an eye. A purple crystal is embedded next to the panel. Doorways lead east and west. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >w You can't go that way. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >hup You leap off the floor and come back down with a heavy thud. >pik You put down the bratwurst. >pik You grab the bratwurst. >e Examination Room This gray-paneled room contains several pieces of diagnostic equipment. One of them has a white crystal and a screen that says, "Reboot all 7-series bots." You can exit to the west. Jan-7 stands by the wall, twitching. It must be malfunctioning. >com Jan-7 does not respond. >w Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >w Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >com "You're a mess! Get into that grooming zone." You enter the square outline, and Barb-6 gives you a once-over with some buffers and a little polish. You are now looking quite shiny! >s Empty Room This room is empty except for a blue crystal embedded in the wall. The letters "IC" are printed on a small sign above it. The only exit is north. >rox The blue crystal lights up, and you hear a soft ticking sound. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >z A cycle passes. >rox The crystal flickers, and the ticking continues. >z A cycle passes. >z A cycle passes. >z A cycle passes. The ticking stops, and the blue crystal goes dark. >z A cycle passes. >l Empty Room This room is empty except for a blue crystal embedded in the wall. The letters "IC" are printed on a small sign above it. The only exit is north. >n Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >n Upgrade Station This cluttered room seems to be where bots can come for enhancement. A variety of parts and tools are lying around. The exit is south. Mod-9 is trying to organize the tools, without much success. >com "I have a strict policy: only one upgrade per bot per day." >hup You leap off the floor and come back down with a heavy thud. >s Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >e Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them seems kind of loose. You hear a soft scratching above you. >hup You leap off the floor and come back down with a heavy thud. The loose housing shakes and rattles. >hup You leap off the floor and come back down with a heavy thud. The loose housing falls open, and a spiny bug falls out! It screeches with annoyance. >zap You fire your neutralizer at the spiny bug. It vaporizes! (Bugs remaining: 5) >save Ok. >l Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >e Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >com Wait-3 says, "You look pretty well powered, but if you ever run out of juice, come on back!" >n Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. >hup You leap off the floor and come back down with a heavy thud. The equipment solders some pieces together. >hup You leap off the floor and come back down with a heavy thud. >hup You leap off the floor and come back down with a heavy thud. A scissor-arm snips some cable into short pieces. >e Processing Chamber Large banks of processing units hum away, processing whatever it is they process. A doorway leads west. A green rail hangs from the ceiling, running from the center of the room through an opening in the east wall. A series of magnetized metal plates zoom in and out along the rail. >hup You leap off the floor, and with a CLANK, your head sticks to one of the metal plates! You are whisked through the opening.... Press SPACE to continue. Processing Annex This annex has even more processing units. The green rail runs back through the opening in the west wall. A doorway leads north, and there is a closed door to the east. An orange crystal is embedded by the door. The plate releases you, and you drop to the floor. >ro That's not an available function. (Type HELP for command info.) >rox The orange crystal lights up, and the door slides open. >e Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. An open door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a magnetic nullifier here. >pik You put down the bratwurst, and you grab the magnetic nullifier. >w You hear a weak buzzing as you pass the door, but nothing else happens. Processing Annex This annex has even more processing units. The green rail runs back through the opening in the west wall. A doorway leads north, and there is an open door to the east. A glowing orange crystal is embedded by the door. >pik You put down the magnetic nullifier. >e Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. An open door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. There is a bratwurst here. >pik You grab the bratwurst. >w Processing Annex This annex has even more processing units. The green rail runs back through the opening in the west wall. A doorway leads north, and there is an open door to the east. A glowing orange crystal is embedded by the door. There is a magnetic nullifier here. >pik You put down the bratwurst, and you grab the magnetic nullifier. >n Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 is cowering under the desk. A large bristly bug is sitting on top of the desk, poking at the documents. >zap You fire your neutralizer at the bug, and it disintegrates into dark smoke! Dir-2 gets up. "Wow, thanks! I hope these reports aren't too damaged!" It sits down and begins sifting through the documents. (Bugs remaining: 4) >com Dir-2 says, "Thanks for getting rid of that bug! Now I can make some headway on this backlog." >l Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 sits at the desk, busily processing documents. Dir-2 tosses a document into the outbox. >hup You leap off the floor and come back down with a heavy thud. Dir-2 tosses a document into the outbox. >com Dir-2 says, "Thanks for getting rid of that bug! Now I can make some headway on this backlog." >n Interport Control This appears to be a control center for the conduits that carry items in and out of Sector 471. There's a big console with a lot of blinking lights and readouts. The exit is south. Cont-9 is keeping an eye on the console. >com Cont-9 says, "The interports are functioning normally. I wish they could operate a little faster, but oh well." It gestures at the wall. "It's weird, a panel opened on that wall recently. It stayed open for eleven cycles, then it closed again." >s Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 sits at the desk, busily processing documents. >s Processing Annex This annex has even more processing units. The green rail runs back through the opening in the west wall. A doorway leads north, and there is an open door to the east. A glowing orange crystal is embedded by the door. There is a bratwurst here. >w The opening is in the top half of the wall, so you can't walk through it. >hup You leap up and stick to one of the metal plates. You are whisked through the opening. Processing Chamber >w Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. A completed housing drops through a trapdoor. >s Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >w Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport B >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, because the entire floor seems to be magnetized. Doorways lead north and east. You can see a small object lying on top of one of the modules. There is a phase restrictor here. >hup You attempt to jump, but the magnetic floor holds you down. >i You are carrying a magnetic nullifier. (Counteracts nearby magnetism. Must be dropped to activate.) >pik You put down the magnetic nullifier, and you grab the phase restrictor. You sense that the floor is no longer magnetized. >hup You leap off the floor, and see that the small object is actually a gray disk. Unfortunately you can't grab it because you're already holding the phase restrictor. You land with a thud. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >pik You put down the phase restrictor. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, although the floor is not currently magnetized. Doorways lead north and east. You can see a gray disk lying on top of one of the modules. There is a magnetic nullifier here. >hup You leap off the floor and get briefly within reach of the gray disk. You impulsively grab it! You land with a thud. >st Cycles elapsed: 1745 Bugs remaining: 4 Optional tasks completed: 4/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a gray disk. (Catalog no. 9010E - How to Enjoy Recursion Without Overdoing It. The disk has a large scratch.) >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a phase restrictor here. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >s Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >w Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >pik "That disk has been scratched!" cries Lib-13, horrified. >com Lib-13 frowns and says, "Two overdue disks still have not been returned." >pik "That disk has been scratched!" cries Lib-13, horrified. >st Cycles elapsed: 1757 Bugs remaining: 4 Optional tasks completed: 4/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a gray disk. (Catalog no. 9010E - How to Enjoy Recursion Without Overdoing It. The disk has a large scratch.) >s You can't go that way. >w Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - * - * Rad-8 is reviewing the scan data. >w Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >pik You place the gray disk in the bay on top of the machine, which automatically activates. Strange lights play all over it. You hear a loud hum. When the lights fade, you see the disk has been cured of its scratch! You retrieve it from the bay. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. You hear a soft squeak from the ceiling. >e Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - * - * Rad-8 is reviewing the scan data. >e Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >pik You hand the gray disk to Lib-13. "Why, thank you!" The bot inserts it into the correct storage unit and returns to the desk. >e Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is swimming around inside the tank. >n Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >w Secure Chamber This is where important and sensitive items are kept safe. Sort of a vault. Counters hold a number of locked containers. An open door leads west, and there's a doorway to the east. Both exits are surrounded by red lights and sensors, but the lights around the western exit are flickering weakly. >n You can't go that way. >e East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a phase restrictor here. >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, although the floor is not currently magnetized. Doorways lead north and east. There is a magnetic nullifier here. >n Prototype Lab This lab is just a mess. It's full of half-completed gadgets and devices with labels like "Variational Actuizer" and "Quantum Multiplication Undulator". The exit is south. Res-10 is fiddling with one of the gadgets. >s Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, although the floor is not currently magnetized. Doorways lead north and east. There is a magnetic nullifier here. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. There is a phase restrictor here. >pik You grab the phase restrictor. >st Cycles elapsed: 1786 Bugs remaining: 4 Optional tasks completed: 4/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a phase restrictor. (Automatically clamps phase transitions in the vicinity.) >w Module Room This room contains several tall electromechanical modules, whose purpose you are unable to fathom. There must be some kind of shielding problem, although the floor is not currently magnetized. Doorways lead north and east. There is a magnetic nullifier here. >pik You put down the phase restrictor, and you grab the magnetic nullifier. You sense that the floor has re-magnetized. >e Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >n Teleport B This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >rox The white crystal flashes, and you feel a strange vibration. Teleport A >w Restoration The walls of this room are covered with a grid of softly humming wires. In the middle of the floor stands a machine with a sign: "Insert items in need of restoration." A doorway leads east. >e Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >w Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >s Empty Room This room is empty except for a blue crystal embedded in the wall. The letters "IC" are printed on a small sign above it. The only exit is north. >pik You put down the magnetic nullifier. >pik You grab the magnetic nullifier. >rox The blue crystal lights up, and you hear a soft ticking sound. >n Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >n Upgrade Station This cluttered room seems to be where bots can come for enhancement. A variety of parts and tools are lying around. The exit is south. Mod-9 is trying to organize the tools, without much success. >s Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >s Empty Room This room is empty except for a glowing blue crystal embedded in the wall. The letters "IC" are printed on a small sign above it. The only exit is north. The crystal is ticking softly. >pik You put down the magnetic nullifier. >pik You grab the magnetic nullifier. >rox The crystal flickers, and the ticking continues. >rox The crystal flickers, and the ticking continues. >rox The crystal flickers, and the ticking continues. >z A cycle passes. >z A cycle passes. The ticking stops, and the blue crystal goes dark. >z A cycle passes. >rox The blue crystal lights up, and you hear a soft ticking sound. >n Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >e Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >e Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >n Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. >e Processing Chamber Large banks of processing units hum away, processing whatever it is they process. A doorway leads west. A green rail hangs from the ceiling, running from the center of the room through an opening in the east wall. A series of magnetized metal plates zoom in and out along the rail. >hup You leap up and stick to one of the metal plates. You are whisked through the opening. Processing Annex >n Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 sits at the desk, busily processing documents. Dir-2 tosses a document into the outbox. >n Interport Control This appears to be a control center for the conduits that carry items in and out of Sector 471. There's a big console with a lot of blinking lights and readouts. The exit is south. A panel has opened in the wall, revealing a sausage-shaped depression. Cont-9 is staring at the open panel. >pik You put down the magnetic nullifier. >s Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 sits at the desk, busily processing documents. Dir-2 tosses a document into the outbox. >n Interport Control This appears to be a control center for the conduits that carry items in and out of Sector 471. There's a big console with a lot of blinking lights and readouts. The exit is south. Cont-9 is keeping an eye on the console. There is a magnetic nullifier here. >s Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 sits at the desk, busily processing documents. >s Processing Annex This annex has even more processing units. The green rail runs back through the opening in the west wall. A doorway leads north, and there is an open door to the east. A glowing orange crystal is embedded by the door. There is a bratwurst here. >pik You grab the bratwurst. >hup You leap up and stick to one of the metal plates. You are whisked through the opening. Processing Chamber >w Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. A scissor-arm snips some cable into short pieces. >s Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >w Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >w Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >s Empty Room This room is empty except for a blue crystal embedded in the wall. The letters "IC" are printed on a small sign above it. The only exit is north. >rox The blue crystal lights up, and you hear a soft ticking sound. >n Salon This is where bots come to get shined up. A square outline is painted in the middle of the floor. Doorways lead north, east, and south. Barb-6 is sweeping the floor. >e Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >e Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >n Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. A completed housing drops through a trapdoor. >e Processing Chamber Large banks of processing units hum away, processing whatever it is they process. A doorway leads west. A green rail hangs from the ceiling, running from the center of the room through an opening in the east wall. A series of magnetized metal plates zoom in and out along the rail. >hup You leap up and stick to one of the metal plates. You are whisked through the opening. Processing Annex >n Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 sits at the desk, busily processing documents. >n Interport Control This appears to be a control center for the conduits that carry items in and out of Sector 471. There's a big console with a lot of blinking lights and readouts. The exit is south. A panel has opened in the wall, revealing a sausage-shaped depression. Cont-9 is staring at the open panel. There is a magnetic nullifier here. >pik You place the bratwurst into the depresson. You hear a short fanfare, the panel closes, and all the lights on the console start blinking faster. "Wow, this is great!" cries Cont-9. "Interport throughput has just increased by 24 percent!" (Optional task completed: Restore the secret interport booster.) >pik You grab the magnetic nullifier. >s Management This looks like Sector 471's main office. In the middle of the room there's a big desk covered with reports and other documents. Doorways lead north and south. Dir-2 sits at the desk, busily processing documents. Dir-2 takes a document from the inbox. >s Processing Annex This annex has even more processing units. The green rail runs back through the opening in the west wall. A doorway leads north, and there is an open door to the east. A glowing orange crystal is embedded by the door. >hup You leap up and stick to one of the metal plates. You are whisked through the opening. Processing Chamber >w Fabrication An array of automated equipment takes incoming parts and assembles them into various components and small devices. There's a lot of whirring, clicking, and clacking. Doorways lead east and south. A handful of square plates drops in through a chute. >s Charging Cafe Bots come here to relax and recharge. Several are sitting around small tables and chatting. You can exit north or west. Wait-3 is cruising from table to table. >w Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >w You can't go that way. > That's not an available function. (Type HELP for command info.) >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >hup You leap off the floor and come back down with a heavy thud. >com Secu-10 explains one of the new sector regulations. >i You are carrying a magnetic nullifier. (Counteracts nearby magnetism. Must be dropped to activate.) >st Cycles elapsed: 1860 Bugs remaining: 4 Optional tasks completed: 5/8 You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. You are carrying a magnetic nullifier. (Counteracts nearby magnetism. Must be dropped to activate.) >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "That port is not responding," says Oper-4. >cop That's not an available function. (Type HELP for command info.) >com "Sorry, I'm quite busy." "I'm connecting you now," says Oper-4. >com "Sorry, I'm quite busy." Oper-4 says, "I'm sorry, but we're still backlogged from the power outage." >e Storage 93A This room is crowded with containers of various sizes. They have cryptic labels like "7L45YOZ" and "KOV9MJJ7". >com COM ineffective: there's no bot present. >w Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 gasps. "I do mind my own business!" >w Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >com "You're welcome!" >com "You're welcome!" >com "You're welcome!" >s Spindle Room There are various pieces of strange equipment in this room, but the main feature is a floor-to-ceiling spindle. An orange crystal is mounted on a pedestal nearby. The spindle is rotating pretty fast. >n Validation Center A lot of checking, authorizing, and validating goes on here. Most of it is performed from the desk in the middle of the room. You can exit to the east or south. Exam-11 sits in a squeaky chair with its feet up on the desk. >e Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "I'm connecting you now," says Oper-4. >n Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >com "Welcome to Sector 471!" cries Gree-8, a little too enthusiastically. >w Entry Node This is the primary entry and exit point for Sector 471. The transfer conduit ends in a big hole in the ceiling. Other than that, the room is empty. There's a passage to the east. >hup You leap off the floor and come back down with a heavy thud. >e Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >hup You leap off the floor and come back down with a heavy thud. >e Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >hup You leap off the floor and come back down with a heavy thud. >w Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >s Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 gasps. "I do mind my own business!" >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >e Safety Override This room is dominated by a wall panel that shows three symbols: a lightning bolt, a banana, and an eye. A purple crystal is embedded next to the panel. Doorways lead east and west. >w Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "I'm connecting you now," says Oper-4. >n Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >e Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >e Power Regulation This is the power regulation center. It's got a lot of arcane and complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, fiddling with the controls. >com Engi-12 says, "Oh, you've been to the zirbol tank? I can control it here. I'll just go ahead and start the drain for you. It will refill after a little while." The bot flips a switch marked ZTD. >w Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >w Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >s Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 says, "I'm sorry, but we're still backlogged from the power outage." >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. >e Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - * - * Rad-8 is reviewing the scan data. >e Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >e Zirbol Tank Most of this chamber is occupied by a rounded glass tank, which is empty. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. A sleek grayish bug is flopping around inside the tank. >zap You fire, but your neutralizer ray is blocked by the glass wall of the tank. >rox The orange crystal lights up, and the tank slowly opens. >zap You blast the bug and pulverize it into dust! Main-16 takes its mop and quickly swishes the dust out of the tank. (Bugs remaining: 3) >com Main-16 says, "Thanks for getting rid of that bug. Yuck." >w Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >w Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - - - * Rad-8 is reviewing the scan data. >w Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. "That port is not responding," says Oper-4. >n Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >e Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >e Power Regulation This is the power regulation center. It's got a lot of arcane and complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, fiddling with the controls. >s Primary Power Conduit This is where power enters the sector. An orange stripe is painted around the walls. Large transfer contacts project from the ceiling and floor, and a wide stream of blue power hums between them. A doorway leads north. >rox You emit the signal, but nothing happens. >n Power Regulation This is the power regulation center. It's got a lot of arcane and complicated gadgetry. Doorways lead west and south. Engi-12 is sitting at a console, fiddling with the controls. >w Chip Analysis Several long counters are covered with chips and circuit boards, and various analytical instruments are hanging on the walls. It's pretty disorderly, to be honest. Between two of the instruments you see a depiction of a lightning bolt followed by two dots. Exits lead east and west. >w Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >s Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 says, "I'm sorry, but we're still backlogged from the power outage." >s Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >s Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >s Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >s Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >s Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >s South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >e Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. You hear something moving on the ceiling. >e Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * - - - - - - - - - - - - - - - - - - * - - - - * Rad-8 is reviewing the scan data. >help - You can SAVE, LOAD, RESTART, or QUIT. - You can move N, W, E, S. - You can LOOK (L) or WAIT (Z). - You can check your STATUS (ST) or your ID. - Type WINDOW to turn the side window on or off. - Type DECOR to change the side window decor. Available bot functions: COM, ZAP, ROX, PIK, and HUP. >hint That's not an available function. (Type HELP for command info.) >s You can't go that way. >w Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. >hup You leap off the floor and come back down with a heavy thud. >hup You leap off the floor and come back down with a heavy thud. You hear a soft squeak from the ceiling. >i You are carrying a magnetic nullifier. (Counteracts nearby magnetism. Must be dropped to activate.) >drop That's not an available function. (Type HELP for command info.) >pik You put down the magnetic nullifier. With a squeak, the prickly bug reappears! >zap You take aim and fire your neutralizer at the bug. It disintegrates into faint sparks! (Bugs remaining: 2) >e Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * - - - - - - - - - - - - - - - - - - - - - - - * Rad-8 is reviewing the scan data. >e Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >e Zirbol Tank Most of this chamber is occupied by a rounded glass tank full of sloshing zirbol fluid. An orange crystal is attached to the tank. Exits lead north and west. Main-16 is mopping the floor. >n Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >n Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >e Sorting Center Mechanical equipment fills the room. A prominent section has three large lights, none of which is lit. An orange stripe runs around the walls. A doorway leads west. Calc-17 stands here, scratching its head. >w Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >e Sculpture Gallery This tasteful room contains a number of display stands, each of which holds a bot-created sculpture. Some of them aren't bad. An orange crystal is attached to a fixture on the ceiling. There is also a grab-handle on the wall. Exits are west and south. Cur-11, a nervous-looking bot, stands next to a small table. >* got a hint on the last step here -- guessable, I guess That's not an available function. (Type HELP for command info.) >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! >rox The crystal stops glowing, and the spotlight shuts off. The bug cautiously crawls back behind the sculpture. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you and starts shuffling through some documents on the table. >hup You leap off the floor and come down with a loud thud. Cur-11 yelps and falls over again, scattering the documents. >pik You grab the handle. It pulls out a little bit, and an extra display stand pops out from the wall, knocking Cur-11 on the head! >com Cur-11 just mumbles something inaudible. Cur-11 staggers to its feet, leaving the documents on the floor. It takes a moment to clear its head. >com Cur-11 says, "Oh, would you like to hear another note?" It turns away from you, then notices the documents on the floor. "Just a moment." Still facing away, it bends down and picks them up. >rox The crystal starts to glow, and a bright spotlight appears, shining on the sculptures. The startled bug scuttles back out into view! "Now let's find another note," says Cur-11 as it shuffles through the documents. >zap You aim your neutralizer and blast the bug to smithereens! Cur-11 spins around. "Hey, that was dangerous!" (Bugs remaining: 1) >* phew That's not an available function. (Type HELP for command info.) >w You can't really move while you're holding on to that grab-handle. >pik You release the handle, and the extra stand slides back into the wall. >w Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >n East Hall This shiny metallic corridor continues south, and there are doorways in the other three directions. The debris has been cleared. Har-5, a structural repair bot, stands here with a look of satisfaction. >com "What?" cries Har-5. "There's an integrity breach in the Pipes section? That's a very serious matter! I must go immediately!" The bot rushes off to the south. >* oh that's handy That's not an available function. (Type HELP for command info.) >s Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >s Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >ss That's not an available function. (Type HELP for command info.) >s Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. >e Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. Har-5 is here, patching the fissure in the ceiling. There is a square plate here. A small black bug is crawling around on the pipes. As you enter, Har-5 puts the finishing touches on its work. "Whew! I'm glad you let me know about this integrity breach. This patch should keep any more bugs from getting into the sector." >zap You blast the little bug, and it vanishes in a puff of dust! "Nice one!" says Har-5. (Bugs remaining: 0) You receive a message from Central Processing: "Auxiliary sector scan finds no additional pests. Objective complete. You may return to Entry Node for extrication." >st Cycles elapsed: 1981 Bugs remaining: 0 Optional tasks completed: 5/8 You may return to the Entry Node at any time. You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking shiny. >* huh, not sure how to get through the other door That's not an available function. (Type HELP for command info.) >n Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >w Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >n Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >pik You grab the handle. It pulls out a little bit, and the door slides open. >pik You let go of the handle, and it pops back in. The door slides closed. >pik You grab the handle. It pulls out a little bit, and the door slides open. >hup You can't really jump while you're holding that grab-handle. >e You can't really move while you're holding on to that grab-handle. >pik You let go of the handle, and it pops back in. The door slides closed. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >n Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Oxidification". A green crystal is attached to it. As soon as you enter, the antennas start buzzing. Your surface quickly becomes spotted with patches of rust. >rox The green crystal flashes. Now the screen says "Current Field - Sparkization". The tone of the antennas changes slightly. Large sparks start popping in the air all around you. >e Decorated Hall This hallway continues north and south. The walls here are decorated with what must be bot-created artwork. It's pretty procedural stuff, but at least it's colorful. A doorway leads east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. Misc-7 stands in the corner, looking quite immature. There is a GX-series lopacitor here. >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Sparkization". A green crystal is attached to it. Large sparks are going off all around you. As soon as you enter, the antennas start buzzing. Large sparks start popping in the air all around you. >z A cycle passes. >z A cycle passes. >z A cycle passes. >rox The green crystal flashes. Now the screen says "Current Field - Repulsion". The tone of the antennas changes slightly. A wave of force strikes you and hurls you back out of the room! Decorated Hall >w Field Generator The walls of this room are covered with small antennas. A console in one corner has a screen that says "Current Field - Repulsion". A green crystal is attached to it. As soon as you enter, the antennas start buzzing. A wave of force strikes you and hurls you back out of the room! Decorated Hall >s Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >t That's not an available function. (Type HELP for command info.) >st Cycles elapsed: 2005 Bugs remaining: 0 Optional tasks completed: 5/8 You may return to the Entry Node at any time. You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking rusty. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. >pik You grab the handle. It pulls out a little bit, and the door slides open. >pik You let go of the handle, and it pops back in. The door slides closed. >w The door is closed. >e Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >n Insulated Hall The hall continues north and south. This section is covered with thick beige insulation. A doorway leads east, and there is an open door to the west with a glowing orange crystal embedded next to it. >s Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. >s Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >e Pipes (NE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the west and south. A blank panel is mounted high on the wall. Amberix fluid is flowing swiftly through the pipes. >s Pipes (SE) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and west. A panel with a red crystal is mounted high on the wall. Nothing is flowing through the pipes currently. Har-5 is here, admiring the patch in the ceiling. There is a square plate here. >pik You grab the square plate. >w Pipes (SW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the north and east. A blank panel is mounted high on the wall. Nothing is flowing through the pipes currently. >n Pipes (NW) The walls here are covered with an array of pipes that extend into the adjacent rooms to the east and south. There is also a doorway to the north. A panel with a red crystal is mounted high on the wall. Chroton fluid is flowing swiftly through the pipes. Mech-15 stands here, examining the pipes. >n Checkered Hall The hallway bends here, continuing north and west. The walls are colored in a blue-and-white check pattern. There are also exits east and south. Tag-9 is here, gazing at the walls. Tag-9 notices your square plate and stares at it. "Wow," it says again. >w Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is a closed door to the west. A red grab-handle is installed near the door. Tag-9 follows after you. >pik You put down the square plate and grab the handle. It pulls out a little bit, and the door slides open. >com Tag-9 breaks away from the square plate and glances around the hall. "Oh, you want me to grab that handle for you?" It grabs it for you. >* aha! That's not an available function. (Type HELP for command info.) >w Storage 71B This storage area is packed floor-to-ceiling with boxes. It's not easy to get around. You can exit to the east. A brown disk is sticking out from under a stack of boxes. >pik You grab the brown disk. >e Tarnished Hall The hall from the east ends here. Unlike most of Sector 471, the walls and floor are kind of tarnished. A doorway leads south, and there is an open door to the west. A red grab-handle is installed near the door. Tag-9 is here, holding the grab-handle and staring intently at a square plate on the floor. >s Crystal Workshop One of Sector 471's primary functions is to produce crystals, and most of that goes on here. There are four little tables with benches, and one of them currently has a bin full of unpolished crystals. There is also one shelf just above your eye level. You can exit north, west, or south. Min-23 is busy polishing a crystal. >w Auxiliary Power Conduit This is a backup source of power in case there are problems with the primary conduit. Transfer contacts project from the ceiling and floor, and a stream of blue power flows between them. Doorways lead east and south. In one corner of the floor you see the opening of a trash chute. >s Archives The walls here are covered with narrow storage units that hold a wide variety of informational disks. Doorways lead north, west, and east. Lib-13 sits at the circulation desk, working on a crossword puzzle. >st Cycles elapsed: 2028 Bugs remaining: 0 Optional tasks completed: 5/8 You may return to the Entry Node at any time. You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking rusty. You are carrying a brown disk. (Catalog no. 3325M - All About Invisibility.) >pik You hand the brown disk to Lib-13. "Why, thank you!" The bot inserts it into the correct storage unit and returns to the desk. (Optional task completed: Return the overdue archive disks.) >w Scanning Hub You hear a quiet jumble of bleeps and boings as these banks of scanning equipment do their work. Doorways lead north and east, and there is an open door to the west. A glowing orange crystal is embedded next to the door. One monitor marked "Threats" displays a grid: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Rad-8 is reviewing the scan data. >st Cycles elapsed: 2030 Bugs remaining: 0 Optional tasks completed: 6/8 You may return to the Entry Node at any time. You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking rusty. >* I think that's enough -- the pipe puzzle will be annoying That's not an available function. (Type HELP for command info.) >* Not sure what the last optional task is -- something to do with tarnished vs. shiny? That's not an available function. (Type HELP for command info.) >w Performance Assessment The walls here are covered with displays and readouts. A hallway leads west, and there is an open door to the east. Revi-11 is viewing the readouts intently. There is a magnetic nullifier here. >n You can't go that way. >w South Hall This shiny aluminum hallway features an orange stripe around the walls. The hallway extends east and west, and there's a doorway to the north. >n Teleport A This appears to be a teleportation chamber. Everything pulses with a soft blue glow. A white crystal is embedded in the ceiling. There are exits in all directions. >st Cycles elapsed: 2034 Bugs remaining: 0 Optional tasks completed: 6/8 You may return to the Entry Node at any time. You have obtained general sector access, a grabber upgrade, and a verticality chip. Available bot functions: COM, ZAP, ROX, PIK, and HUP. You are looking rusty. >n Thermal Exchange Numerous pipes run along the walls and ceiling, occasionally venting puffs of steam. There are exits north, east, and south. Engi-18 stands by a control console, watching the readouts closely. >n Junction Corridors proceed from this junction in all directions. The austerity is eased slightly by a large artificial plant standing in one corner. >n Monitors The west wall is covered with an array of monitors that show lots of complicated data about the status of the sector. Doorways lead north, east, and south. There are several bulky silicon housings attached to the ceiling, and one of them is hanging open. >n Conveyors Just above head-level, four wide conveyor belts carry assorted parts, boxes, and other items to and fro. Passages go north and south. Secu-10 stands frowning by the south wall. >n Switchboard A ring-like console fills the room. It is dotted with countless interface ports. There are exits in all directions. Oper-4 sits inside the ring, constantly connecting and disconnecting its twelve interface appendages. Oper-4 flips a few switches. >n Hall This paneled hallway runs west to east. There is an open door to the south. A glowing orange crystal is embedded in the wall by the door. Gree-8 stands here, just waiting to be spoken to. >save Ok. >w Entry Node This is the primary entry and exit point for Sector 471. The transfer conduit ends in a big hole in the ceiling. Other than that, the room is empty. There's a passage to the east. You feel a strong suction coming from the conduit. >huo That's not an available function. (Type HELP for command info.) >hup You leap off the floor and get sucked into the conduit! You are transported back to your home station in Sector 252. You receive a job report from Central Processing: Primary objective 1: Restore power. Complete. Primary objective 2: Eliminate pests. Complete. Optional tasks completed: 6/8 Completion time: 2041 cycles New usefulness rating: Very High This is great! Now you get perks like Tier 2 Lounge access, permanent ROX, a fancy hull upgrade, and a gold-plated neutralizer unit! Another job like this, and you'll definitely get promoted to the Second Stratum! (Congratulations! If you want to return to Sector 471 and work on optional tasks, type CONTINUE. Or you can QUIT.) >