The Chronicler by John Evans.

Ah, the good old why's-everyone-dead-at-the-research-station genre.

Your ship touches down and you disembark. Just another research colony that's lost touch with the rest of humanity. Curious, though, that they seemed to have enough techies to replace a radio antenna. Whatever happened, it's your job to figure it out.

The Chronicler
by John Evans, jevans@alum.mit.edu, September 2010
(For assistance, type "ABOUT")
Release 0 / Serial number 100930 / Inform v6.21 Library 6/10

Landing Site
What started as a natural canyon has been widened into a ship landing site. Light gray rhyolite surrounds you, roughly flattened, walls carved out of the mountain. Your ship rests to the south on its landing treads. To the north is a narrow defile to the main complex that you've been assigned to investigate.

> about

The Chronicler created by John Evans
jevans@alum.mit.edu
http://alum.mit.edu/www/jevans
http://chaoseed.com

for the Interactive Fiction Competition, 2010 http://ifcomp.org

(For game help, type HELP)

> i
You are carrying a TS-021 uniform (being worn).

> x uniform
The TS-021 is about as simple and standard as it gets. It's a gray jumpsuit with piping of a darker gray to break up the monotony. Earlier uniforms, including those worn at this facility, had comp packs built into the shoulders; the chips handled direction finding, net uplink and so forth. However, since all the basic tasks are handled by your brainchip, the TS-021 is just cloth.

> x me
As good-looking as ever.

> n

Hallway
Passing through the security locks, you've made it to a standard issue colony hallway. White plastic forms a square corridor, lit by subtly placed light panels. The corridor forms a T-intersection, leading west, south and east. Off to the west you can see a blue flickering, like lightning hanging in the air.

> s

Landing Site
What started as a natural canyon has been widened into a ship landing site. Light gray rhyolite surrounds you, roughly flattened, walls carved out of the mountain. Your ship rests to the south on its landing treads. To the north is a narrow defile to the main complex that you've been assigned to investigate.

> s
You haven't even bothered to investigate the complex! Your ship will wait here until you return with enough information to make a report.

> n

Hallway
Passing through the security locks, you've made it to a standard issue colony hallway. White plastic forms a square corridor, lit by subtly placed light panels. The corridor forms a T-intersection, leading west, south and east. Off to the west you can see a blue flickering, like lightning hanging in the air.

> w

Suddenly blue energy crackles around you! It seizes your form and sends you hurtling in a direction you can't quite understand.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

A black device of some kind rests on the floor.

Why does there have to be a special phrasing for pressing a button? Let me just "press button".

> x device
A black plastic box, molded together with no screws or joins visible. It bears two lights, one green and one blue, and a black button. Currently the green light is illuminated. (To press the button, simply "use" or "activate" the device.)

> get device
Taken.

> press button
You can't see any such thing.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

> w

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> e

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Lamps hang from the ceiling, providing light.

> e

Large Room
A large, but bare room. There is one exit, west. Lamps set into the walls provide light.

A knife lies on the floor.

> get knofe
You can't see any such thing.

> get knife
Taken.

> x it
An ordinary chef's knife, about a handspan long. It looks to have already seen a lot of service in some kitchen, but it's also got a lot of good years left.

> w

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Lamps hang from the ceiling, providing light.

> x door
You can't see any such thing.

> x lamps
You can't see any such thing.

> get lamp
You can't see any such thing.

> s

Closet
This room appears unfinished, pipes and cables exposed on the walls. There are a couple of the glowing panels flush against the walls, and there is also one light fixture attached to the south wall by simple screws. The one exit is north.

> x device
A black plastic box, molded together with no screws or joins visible. It bears two lights, one green and one blue, and a black button. Currently the blue light is illuminated. (To press the button, simply "use" or "activate" the device.)

> x panel
You can't see any such thing.

> x fixture
A light fixture, giving out a warm light. A cable leads from it to the wall, and the cable does not look like it can be unattached. It does have a certain amount of slack, however.

> x panels
You can't see any such thing.

> n

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Lamps hang from the ceiling, providing light.

> w

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> e

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Lamps hang from the ceiling, providing light.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

> x rubble
You can't see any such thing.

> e

Darkness
It is pitch dark, and you can't see a thing.

> e
You can't go that way.

> s
You can't go that way.

> n
You can't go that way.

> w

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

> w

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

> press button
You can't see any such thing.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> e

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Lamps hang from the ceiling, providing light.

> s

Closet
This room appears unfinished, pipes and cables exposed on the walls. There are a couple of the glowing panels flush against the walls, and there is also one light fixture attached to the south wall by simple screws. The one exit is north.

> get fixture
It turns out the screws are easy to undo, even without a screwdriver.

Taken.

> n

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Lamps hang from the ceiling, providing light.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> e

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> save
Ok.

> press button
Suddenly green energy arcs around you, sending you hurtling through space!

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> press button
Suddenly green energy arcs around you, sending you hurtling through space!

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> press button
Suddenly green energy arcs around you, sending you hurtling through space!

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> n

If there's a room full of machines I want to be able to examine them.

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> x machines
You can't see any such thing.

> x machine
You can't see any such thing.

> w

Power Room
The walls here are metal and mechanical, blinking through a coating of dust, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

> score
You have so far scored 0 out of a possible 0, in 49 turns.

> x design
You can't see any such thing.

> i
You are carrying a knife, a black device and a TS-021 uniform (being worn).

> x circles
You can't see any such thing.

> x walls
You can't see any such thing.

> put device in center
You can't see any such thing.

> drop device
Dropped.

> z
Time passes.

> get device
Taken.

> e

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> s

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> n

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> e

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Lamps hang from the ceiling, providing light.

You can see a light fixture here.

> e

Large Room
A large, but bare room. There is one exit, west. Lamps set into the walls provide light.

> e
You can't go that way.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> e

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> press button
Suddenly green energy arcs around you, sending you hurtling through space!

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> x rocks
You can't see any such thing.

> s
Rubble blocks your way.

> n

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> s

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> x panel
You can't see any such thing.

> u
You can't go that way.

> n

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> n
You can't go that way.

> w

Power Room
The walls here are metal and mechanical, blinking through a coating of dust, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

> x center
You can't see any such thing.

> x wires
You can't see any such thing.

> x cables
You can't see any such thing.

> i
You are carrying a black device, a knife and a TS-021 uniform (being worn).

> cut cables
You can't see any such thing.

> x knife
An ordinary chef's knife, about a handspan long. It looks to have already seen a lot of service in some kitchen, but it's also got a lot of good years left.

> cut wrists
You can't see any such thing.

> n
You can't go that way.

> w
You can't go that way.

> s
You can't go that way.

> e

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> listen
You hear nothing unexpected.

> s

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> n

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> e
You can't go that way.

> i
You are carrying a black device, a knife and a TS-021 uniform (being worn).

> x uniform
The TS-021 is about as simple and standard as it gets. It's a gray jumpsuit with piping of a darker gray to break up the monotony. Earlier uniforms, including those worn at this facility, had comp packs built into the shoulders; the chips handled direction finding, net uplink and so forth. However, since all the basic tasks are handled by your brainchip, the TS-021 is just cloth.

> x brainchip
You can't see any such thing.

> remove uniform
You pull off your uniform. You are now nude.

> x me
As good-looking as ever.

> wear uniform
You put on the TS-021 uniform.

> look in it
You find nothing of interest.

> cut device
What do you want to cut the black device with?

> knife
Cutting that up would achieve little.

> w

Power Room
The walls here are metal and mechanical, blinking through a coating of dust, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

> get all
There are none at all available!

> e

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> get all
There are none at all available!

> s

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> get all
green button: That's fixed in place.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. A white button glows on the floor.

> get all
white button: That's hardly portable.

> e
You can't go that way.

> x white
A large button, about 10 cm in diameter and sticking up a centimeter from the floor. It glows faintly.

> save
Ok.

> press white button
As you press the button, it recedes into the floor...then the floor itself extends downward, hissing softly as stairs melt into existence below the new opening!

> d

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Also, a spiral staircase leads upward. Lamps hang from the ceiling, providing light.

You can see a light fixture here.

> w

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> e

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Also, a spiral staircase leads upward. Lamps hang from the ceiling, providing light.

You can see a light fixture here.

> e

Large Room
A large, but bare room. There is one exit, west. Lamps set into the walls provide light.

> w

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Also, a spiral staircase leads upward. Lamps hang from the ceiling, providing light.

You can see a light fixture here.

> u

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> n

Engineering
This is quite a large room, filled with blinking, whirring machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. There are pathways leading west and south.

> n
You can't go that way.

> w

Power Room
The walls here are metal and mechanical, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> e

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> w

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> u
You can't go that way.

> e

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> press button
Suddenly green energy arcs around you, sending you hurtling through space!

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> n

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> w

Power Room
The walls here are metal and mechanical, blinking through a coating of dust, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

> i
You are carrying a black device, a knife and a TS-021 uniform (being worn).

> e

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> s

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> press green
Suddenly green energy arcs around you, sending you hurtling through space!

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> w

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> w

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> x ceiling
You see nothing special about the ceiling.

> jump
You jump on the spot, fruitlessly.

> break ceiling
Violence isn't the answer to this one.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> undo
Bare Room
[Previous turn undone.]

> e

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> undo
Large Room
[Previous turn undone.]

> press green
Suddenly green energy arcs around you, sending you hurtling through space!

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> undo
Hallway 0
[Previous turn undone.]

> n

Engineering
This is quite a large room, filled with machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. Most of the machines are silent, but a few still blink and hum; there's a patina of dust and grease over everything. Pathways lead west and south.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> undo
Engineering
[Previous turn undone.]

> n
You can't go that way.

> w

Power Room
The walls here are metal and mechanical, blinking through a coating of dust, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> undo
Power Room
[Previous turn undone.]

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room gleam with the promise of plastic futures.

> e

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Also, a spiral staircase leads upward. Lamps hang from the ceiling, providing light.

You can see a light fixture here.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> undo
Bare Room
[Previous turn undone.]

> s

Closet
This room appears unfinished, pipes and cables exposed on the walls. There are a couple of the glowing panels flush against the walls, and there is also one light fixture attached to the south wall by simple screws. The one exit is north.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> undo
Closet
[Previous turn undone.]

> n

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Also, a spiral staircase leads upward. Lamps hang from the ceiling, providing light.

You can see a light fixture here.

> e

Large Room
A large, but bare room. There is one exit, west. Lamps set into the walls provide light.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> undo
Large Room
[Previous turn undone.]

> l

Large Room
A large, but bare room. There is one exit, west. Lamps set into the walls provide light.

> u
You can't go that way.

> w

Bare Room
A bare room. It forms a corridor running east-west, and there is a small doorway to the south. Also, a spiral staircase leads upward. Lamps hang from the ceiling, providing light.

You can see a light fixture here.

> u

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> undo
Hallway 0
[Previous turn undone.]

> n

Engineering
This is quite a large room, filled with blinking, whirring machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. There are pathways leading west and south.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> undo
Engineering
[Previous turn undone.]

> w

Power Room
The walls here are metal and mechanical, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> undo
Power Room
[Previous turn undone.]

The game isn't finished, but you only tell me this when I give up and ask for help? Nice.

> help
Chronicler is a short game for the Interactive Fiction Competition 2010. Unfortunately, due to time constraints it's only half finished, or perhaps three-quarters. I can only hope that you'll find some amusement from the manipulations of objects it affords, while apologizing for the shortness of the experience.

Packaged with this game you should have found a text file named something along the lines of "chronicler_help0.txt", which should offer answers to the various puzzles.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> s
You can't get through the rubble.

> s
You can't get through the rubble.

> n
You can't go that way.

> e

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> s
You can't go that way.

> press green
Suddenly green energy arcs around you, sending you hurtling through space!

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> s
Rubble blocks your way.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> s

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> e

Mining Area
This is a square metal room. A doorway leads west, and a large security door leads east; the security door appears to have several different locks and checks. All of the lights and gauges are red. A small monitor displays the words: "Primary Power Unavailable, Backup Power Unavailable, Both Required For Teleport Assurance".

> w

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> s

Labs
This room contains workbenches and computer terminals. There are exits north and south; north is a standard exit to the hall, but south is a heavy-duty security door with a monitor reading: "Warning, Automatic Security Systems Engaged Beyond This Point". Also, on the wall you can see a heavy-duty switch.

> n

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> w
The security door refuses to open as you approach. It must require you to be carrying a keychip!

> i
You are carrying a black device, a knife and a TS-021 uniform (being worn).

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

South Intersection
The dimly lit hallway continues north and south, also branching off to the east, although rubble blocks the way north. To the west is a doorway missing its door.

> w

Storeroom 0
A small room carved from the gabbro. It boasts a few damp, disintegrated boxes and one cracked, but still functioning, light. The only exit is east, a doorway that is missing its door.

A battered power core cart rests here.

A dark keychip lies abandoned on the floor.

> get keychip
Taken.

> get core
That's fixed in place.

> get cart
That's fixed in place.

> e

South Intersection
The dimly lit hallway continues north and south, also branching off to the east, although rubble blocks the way north. To the west is a doorway missing its door.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> w
The security door opens for you.

Storeroom 0
A small room carved from the gabbro, empty but for a light panel. To the east is a doorway, with a security door.

A green keychip lies abandoned on the floor.

A power core cart rests here.

> get keychip
(the green keychip)
Taken.

> get cart
That's fixed in place.

> push cart e
You get the power core cart smoothly rolling.
The security door opens for you.

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> push cart n
You get the power core cart smoothly rolling.

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> push cart n
You get the power core cart smoothly rolling.

Engineering
This is quite a large room, filled with blinking, whirring machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. There are pathways leading west and south.

> push cart w
You get the power core cart smoothly rolling.

Power Room
The walls here are metal and mechanical, much like those of Engineering; however, there are many more wires and cables. The design of the room is in concentric circles, as if something is meant to be in the center.

Cables snake out from the walls and attach themselves to the power core!

> e

Engineering
This is quite a large room, filled with blinking, whirring machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. There are pathways leading west and south.

> s

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> s

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

South Intersection
The dimly lit hallway continues north and south, also branching off to the east, although rubble blocks the way north. To the west is a doorway missing its door.

> w

Storeroom 0
A small room carved from the gabbro. It boasts a few damp, disintegrated boxes and one cracked, but still functioning, light. The only exit is east, a doorway that is missing its door.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> w
The security door opens for you.

Storeroom 0
A small room carved from the gabbro, empty but for a light panel. To the east is a doorway, with a security door.

> e
The security door opens for you.

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> n

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> n

Engineering
This is quite a large room, filled with blinking, whirring machines; it doesn't have walls as much as boundaries beyond which the machines are too dense to explore. There are pathways leading west and south.

> n
You can't go that way.

> w

Power Room
The walls here are metal and mechanical, much like those of Engineering; however, there are many more wires and cables. Many of these wires and cables lead downward and into the center of the room, attached to the power core.

A power core cart rests here.

> x core
The power core is a brightly glowing white sphere. As the cores are rather heavy, they're usually mounted on wheeled metal carts that may be pushed around. Cables have attached themselves to the cart, drawing power from it. Many more of the meters on the walls have lit up, showing increased availability of power.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Transfer Room
A cubicle illuminated by glowing panels. There is one exit, east. The smooth white surfaces of the room sport a patina of grime.

> s
You can't go that way.

> e

Bare Room
A bare room. It forms a corridor running east-west. There was a doorway to the south, but it has been buried under rubble. The lights in this corridor are cracked and broken, but the transfer room to the west provides enough illumination to see by.

A battered light fixture lays on the ground, giving out a dim light.

> s
You can't get through the rubble.

> e

Large Room
A large, but bare room. There is one exit, west. A couple broken bulbs hang from the ceiling. A light fixture in the hallway to the west is giving out just enough light to see by.

A green button is set into the wall.

> press green
(the green button)
Suddenly green energy arcs around you, sending you hurtling through space!

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. Dust and rocks litter the floor, harbingers of the rubble blocking the way south.

A green button is set into the wall.

> s
Rubble blocks your way.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Hallway 0
A hallway extending north-south, roughly carved from dark gabbro and decorated with occasional light panels. One nearby plastic panel has a large "0" emblazoned upon it. The hallway appears quite clean. An opening in the floor leads down spiral stairs.

> s

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

South Intersection
The dimly lit hallway continues north and south, also branching off to the east, although rubble blocks the way north. To the west is a doorway missing its door.

> w

Storeroom 0
A small room carved from the gabbro. It boasts a few damp, disintegrated boxes and one cracked, but still functioning, light. The only exit is east, a doorway that is missing its door.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> w
The security door opens for you.

Storeroom 0
A small room carved from the gabbro, empty but for a light panel. To the east is a doorway, with a security door.

> e
The security door opens for you.

South Intersection
The brightly lit hallway continues north and south, also branching off to the east. To the west is a security door.

> s

Labs
This room contains workbenches and computer terminals. There are exits north and south; north is a standard exit to the hall, but south is a heavy-duty security door with a monitor reading: "Warning, Automatic Security Systems Engaged Beyond This Point". Also, on the wall you can see a heavy-duty switch.

> press switch
You are unable to.

> pull switch
You are unable to.

> push switch
You are unable to.

> switch switch
You push the switch to the other position and its light changes to green.

> s

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

> w

Machine Store
An empty plastic room, like many others you've seen. The only exit is east.

A brightly shining sphere rests on the ground.

> get sphere
Taken.

> e

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

> e
The door's lights are red. You can't go through it.

> n
The door doesn't open! A monitor reads "Automatic Security Measures Engaged".

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a bank of machinery against the north wall, right near the security door, although the consoles are all destroyed; to the east there is a pile of rubble where there might have been a door once, and to the west is another door.

> n
The door is completely silent and motionless.

> e
You can catch sight of a door, but it's completely blocked.

> w

Machine Store
An empty, dusty plastic room, like many others you've seen. The only exit is east.

> e

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a bank of machinery against the north wall, right near the security door, although the consoles are all destroyed; to the east there is a pile of rubble where there might have been a door once, and to the west is another door.

> i
You are carrying a brightly shining power core, a green keychip, a black device, a knife and a TS-021 uniform (being worn).

> n
The door is completely silent and motionless.

> winnable
That's not a verb I recognize.

> n
The door is completely silent and motionless.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

> n
The door doesn't open! A monitor reads "Automatic Security Measures Engaged".

> cut cables
You can't see any such thing.

> e
The door's lights are red. You can't go through it.

> w

Machine Store
An empty plastic room, like many others you've seen. The only exit is east.

> e

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

> s

Machine
The machine thrums and throbs with hidden energy. The scale of it is immense; it fills the southern wall. The only way back is north.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a bank of machinery against the north wall, right near the security door, although the consoles are all destroyed; to the east there is a pile of rubble where there might have been a door once, and to the west is another door.

> s

Machine
The machine crackles with blue and green energy, though there is a curious sense of hollowness to the sound. The scale of the machine is immense; it fills the southern wall. The only way back is north.

You can see a charred uniform here.

> x uniform
(the charred uniform)
This is a charred uniform, much like the one you wear. Some incendiary abuse has turned it completely black.

Upon closer inspection, you realize that it really is a TS-021 and not a less recent model. You're fairly sure none of these uniforms were supposed to be assigned to this colony; how did it get here?

> n

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

> n
The door doesn't open! A monitor reads "Automatic Security Measures Engaged".

> break door
You can't see any such thing.

> x door
You can't see any such thing.

> x bank
This bank of machinery contains several computers, as well as two large round sockets. A monitor reads: "Power Estimated 0%; Test Procedure Unavailable". As you watch, the number flickers up and down, from 0 to 3.

> put sphere in socket
Which do you mean, the left socket or the right socket?

> left
You put the brightly shining power core into the left socket.

> z
Time passes.

> n
The door doesn't open! A monitor reads "Automatic Security Measures Engaged".

> i
You are carrying a green keychip, a black device, a knife and a TS-021 uniform (being worn).

> put keychip in socket
Which do you mean, the left socket or the right socket?

> right
That doesn't fit in the right socket.

> n
The door doesn't open! A monitor reads "Automatic Security Measures Engaged".

> s

Machine
The machine thrums and throbs with hidden energy. The scale of it is immense; it fills the southern wall. The only way back is north.

> n

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

> w

Machine Store
An empty plastic room, like many others you've seen. The only exit is east.

> e

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

Is it still winnable? No idea.

> walkthrough
That's not a verb I recognize.

> help
Chronicler is a short game for the Interactive Fiction Competition 2010. Unfortunately, due to time constraints it's only half finished, or perhaps three-quarters. I can only hope that you'll find some amusement from the manipulations of objects it affords, while apologizing for the shortness of the experience.

Packaged with this game you should have found a text file named something along the lines of "chronicler_help0.txt", which should offer answers to the various puzzles.

> i
You are carrying a green keychip, a black device, a knife and a TS-021 uniform (being worn).

> x bank
This bank of machinery contains several computers, as well as two large round sockets. A monitor reads: "Power Estimated 52%; Test Procedure Unavailable". As you watch, the number flickers up and down, from 48 to 56.

> x left
A brightly shining crystal is set in the left socket.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a bank of machinery against the north wall, right near the security door, although the consoles are all destroyed; to the east there is a pile of rubble where there might have been a door once, and to the west is another door.

> x left
You can't see any such thing.

> x bank
This bank of machinery is completely destroyed. It almost appears twisted in place.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

> get sphere
Taken.

> drop sphere
Dropped.

> use device
You activate the device and have a distinct sensation of rushing "forward". Things swirl around you and seem very different then they were a moment ago.

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a bank of machinery against the north wall, right near the security door, although the consoles are all destroyed; to the east there is a pile of rubble where there might have been a door once, and to the west is another door.

A dimly glowing sphere rests on the ground.

> x bank
This bank of machinery is completely destroyed. It almost appears twisted in place.

> get sphere
Taken.

> use device
You activate the gizmo and have a distinct sensation of rushing "backward". Things swirl around you and seem very different then they were a moment ago.

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

You can see a brightly shining power core here.

> i
You are carrying a dimly glowing power core, a green keychip, a black device, a knife and a TS-021 uniform (being worn).

> put dimly in left
You put the dimly glowing power core into the left socket.

Does Inform still not have automatic take for putting things in things? This always annoys me.

> put brightly in right
You need to be holding the brightly shining power core before you can put it into something else.

> put brightly in right
You need to be holding the brightly shining power core before you can put it into something else.

> get brightly
Taken.

> put brightly in right
You put the brightly shining power core into the right socket.

The power cores glow brightly from the bank of machinery, and the computers light up with gauges and meters. To the south, blue energy arcs around the machine. To the east, another door is lit up.

> save
Ok.

> s

As you step south, you are caught up in the crackling energy! A numbness creeps over you as bright light surrounds you. You catch a momentary glimpse of a girl with blue eyes and blonde hair, whispering something..."Thank you."

*** You have won ***

In that game you scored 0 out of a possible 0, in 258 turns.

Would you like to RESTART, RESTORE a saved game or QUIT?
>
aaa what the fuck
Please give one of the answers above.
>
undo

Great Machine
[Previous turn undone.]

>
I beg your pardon?

> e

East Room
This is a short hallway. To the west is the security door back to the room with the large machine. To the east you see a familiar blue energy sparking in the air...

> e

A strange force grabs you and hurtles you through space!

Plastic Room
A large, but bare plastic room. There is one exit, west. Subtle panels set into the walls provide light.

> undo
East Room
[Previous turn undone.]

> l

East Room
This is a short hallway. To the west is the security door back to the room with the large machine. To the east you see a familiar blue energy sparking in the air...

> w

Great Machine
This is a wide room, more of a cavern. A large machine dominates the southern part of the room. It's spheroid in shape, a port on the front glowing with an intense blue light. Great cables run from it to the ceiling and floor. Nothing in your training gives you any hint at what the machine might be. In any case, there is a gleaming bank of machinery against the north wall, right near the security door, and there are more doors to the east and west.

The power cores glow brightly from the bank of machinery, and the computers light up with gauges and meters. To the south, blue energy arcs around the machine. To the east, another door is lit up.

> x machine
You can't see any such thing.

> x bank
This bank of machinery contains several computers, as well as two large round sockets. A monitor reads: "Power Estimated 52%; Test Procedure Unavailable". As you watch, the number flickers up and down, from 48 to 56.

The power cores glow brightly from the bank of machinery, and the computers light up with gauges and meters. To the south, blue energy arcs around the machine. To the east, another door is lit up.

> x computers
This bank of machinery contains several computers, as well as two large round sockets. A monitor reads: "Power Estimated 52%; Test Procedure Unavailable". As you watch, the number flickers up and down, from 48 to 56.

The power cores glow brightly from the bank of machinery, and the computers light up with gauges and meters. To the south, blue energy arcs around the machine. To the east, another door is lit up.

> i
You are carrying a green keychip, a black device, a knife and a TS-021 uniform (being worn).

The power cores glow brightly from the bank of machinery, and the computers light up with gauges and meters. To the south, blue energy arcs around the machine. To the east, another door is lit up.

> e

East Room
This is a short hallway. To the west is the security door back to the room with the large machine. To the east you see a familiar blue energy sparking in the air...

> e

A strange force grabs you and hurtles you through space!

Plastic Room
A large, but bare plastic room. There is one exit, west. Subtle panels set into the walls provide light.

> w

Hallway
Once again you find yourself in the corridor just outside the landing side. Still white plastic, still a T-intersection leading west, south and east. However, rubble blocks the path west.

> s

Landing Site
What started as a natural canyon has been widened into a ship landing site. Light gray rhyolite surrounds you, roughly flattened, walls carved out of the mountain. Your ship rests to the south on its landing treads. To the north is a narrow defile to the main complex that you've been assigned to investigate.

> s

"you scored 0 out of a possible 0"

Generic setting, dull, unfinished. Next.

The researchers at this complex were toying with amazing forces. You've learned enough to know that a larger investigation is required. As you board your ship, you begin composing your report in your head, while you wonder idly if you will be able to join the investigating crew and satisfy your curiosity as to what truly happened here...

*** You have won ***

In that game you scored 0 out of a possible 0, in 268 turns.

Would you like to RESTART, RESTORE a saved game or QUIT?
>
q