text: [Themes: Science Fiction, Espionage, twist, spy, technology, espionage, spies]
  
  > Go downwards
  You drop lightly to the ground, flexing your stiff hands.
  
  > Go north
  You flip the orange switch on. The scrambler's status dot goes green, and an almost inaudible whine begins within it.
  
  The door to the north is closed.
  
  > turn on toggle
  You flip the orange switch on. The scrambler's status dot goes green, and an almost inaudible whine begins within it.
  
  > Go southeast
  You step across the line and continue down the corridor.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "...with the metal of the wrench hidden from our ever-watchful scan web. A wonderful artifact, your little orange pyramid." The man spreads his hands in assumed awe, then shakes his head. "I don't think your techniques are quite that good. You could muffle the metal signature, I would say, but not perfectly. It would leave eddies. Small ones -- within the error tolerances of our scan, enough to hide the wrench for a few minutes -- but after that? A dozen acceptable errors within ten minutes is... not acceptable at all.
  
  "And we picked up no such suspicious sequence; and therefore, you did not carry the wrench across that line. Did you."
  
  > Yes
  He stares at you for a moment. "Even if you claim your scrambler works perfectly," he continues, "...we found the wrench sitting on the crate in the closet." He smiles briefly.
  
  ...glaring light --
  
  [Hit any key.]
  White Junction
  You stand lightly in a bare tiled corridor, white tiles and cold white walls. The ceiling is acoustical panelling divided by illuminated strips of plastic. The hall runs north and east, with a branch curving away to the southeast.
  
  > connect the toggle to the scrambler
  You connect the toggle switch to the scan scrambler. The toggle switch turns orange to confirm the match.
  
  > Go southeast
  You step across the line and continue down the corridor.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  The man nods with consideration. "And off you went, through our secure zone like a scalpel through cheese. A plastic scalpel," he adds, smiling distantly, "so I don't know why you turned on that charming device. As I said, it couldn't have hidden metal for any length of time. Thus -- you had none. At least our scan-web keeps spies from carrying guns with them when they stroll through our bases." He pauses a moment. "Or does your side have nonmetallic guns now?"
  
  > say yes
  "Now you're lying again. We would know if you had such things, and you would know that we would..." A silence draws out, and you look to find the man staring at a far wall, as if you and your chair had dissolved away. Then, thoughtfully, "For all the effort we put into secrets, my people and yours, do we ever manage to keep any?" His eyes are on you again.
  
  > say yes
  "Yes, and here you are. Because you don't have this one. And this is the secret that matters. You didn't get it, and we can keep it just a little longer."
  
  > No
  "A little longer is all we need."
  
  He shakes his head sharply. "A bit more time here, as well. And please don't waste any more of it with fantasy. Your next move must have been..."
  
  ...glaring light --
  
  [Hit any key.]
  Tee Junction
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  You hear footsteps somewhere to the north.
  
  > look at what you're carrying with you
  You are carrying nothing worthy of attention, except a wrapped package, a lockpick and a toolcase (which is open) (in which are a scan scrambler (connected to a toggle switch), a blast tab, a radio module, a timer, a minilamp, a pushbutton, an acid pack, a voice module, a voice transmitter and a key transmitter).
  
  The footsteps seem to be approaching.
  
  > look
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  > Go west
  This bare stretch of hallway angles from the northwest to the east; another short hall leads south.
  
  Distant footsteps sound somewhere to the east.
  
  > Go south
  You take half a step and nearly trip as you turn. A woman is standing to the south, at the end of the hall. She leans on the frame of an open door, talking to someone in the room beyond. If you continue, she will certainly notice you.
  
  > go to the north
  Hallways run northwest, east, and south.
  
  The footsteps to the east grow louder.
  
  The woman nods and leans back.
  
  > go northwest
  You return up the corridor, across the red line.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "I don't think so. There were people up and down the west corridor during that interval. You weren't seen back there. Besides, it would hardly be elegant," and he smiles very suddenly. "We've had that part of the story. Repeating it would be redundant, yes? Bad art."
  
  > No
  "You don't think so? You must not have had my fiction tutor." You did not expect to hear a chuckle in this room. "For all the stakes, it comes down to you telling stories, doesn't it? You spin me a story, and I listen."
  
  > say yes
  He nods. "The oldest profession. Although you've been reluctant -- I can't expect better, I suppose. Anyway." He blinks. "This verse isn't yet right." He touches a control.
  
  ...glaring light --
  
  [Hit any key.]
  Tee Junction
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  You hear footsteps somewhere to the north.
  
  > Go south
  The metal door is very definitely closed.
  
  The footsteps seem to be approaching.
  
  > look at the door
  The door to the south is metal. As usual, it has a black sensor plate beside it. The door is closed.
  
  > look
  The pick locks itself rigidly to the black plate by the door. Its status dot flashes to yellow.
  
  The footsteps to the north grow louder.
  
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  The lockpick is clinging to the black plate by the door.
  
  The footsteps move out of a branch corridor to the north -- a trio of guards, still heading this way. You dodge back out of their line of view, flattening yourself inside the west side of the tee.
  
  The lockpick's status dot is sliding towards green.
  
  > wait a while
  Time passes.
  
  You hear the guards coming closer.
  
  The lockpick's status dot is sliding towards green.
  
  > Wait
  Time passes.
  
  You hear the guards coming closer.
  
  The lockpick's status dot fades to pure green, and flicks steady blue.
  
  The metal door slides open. To the north, the footfalls of the guards cease, startled by this apparition. Then they begin again -- hurrying.
  
  > Go south
  You hurl yourself towards the open door, snatching at the lockpick as you go by. Nearly -- but your fingers close wrong, and the silver rod clatters to the floor behind you as you dive over the threshold. The door slides closed; you are left in quiet dark.
  
  A moment later, the door slides open again. A surprising number of pulse guns are aimed through it, all at you.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  Impatience is plain between his eyes, now. "Yes, you had time to get inside. But the door, did you notice, would have come open in full view of Mobile Three? You did notice, in truth, that's what you showed me."
  
  He shakes his head. "But Three says they didn't see you at all, and they certainly didn't see you fooling around with that door, and they certainly didn't enact that tableau at the end. With the guns." He seems particularly disgusted with that touch, for some reason. "Is it, what, you just enjoy a dramatic scene?"
  
  > Yes
  "Spare me." He touches a control.
  
  ...glaring light --
  
  [Hit any key.]
  Tee Junction
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  You hear footsteps somewhere to the north.
  
  > go east
  The corridor ends here, blank, with a single steel door on the north wall. The door is closed.
  
  Distant footsteps sound somewhere to the west.
  
  > examine door
  The door to the north is metal. As usual, it has a black sensor plate beside it. The door is closed.
  
  Distant footsteps sound somewhere to the west.
  
  > touch the lockpick to the plate
  The metal door to the north isn't important.
  
  The footsteps are clearer now.
  
  > Go north
  The metal door is very definitely closed.
  
  The footsteps to the west grow louder.
  
  > look
  The corridor ends here, blank, with a single steel door on the north wall. The door is closed.
  
  > examine the door
  The door to the north is metal. As usual, it has a black sensor plate beside it. The door is closed.
  
  The footsteps to the west grow louder.
  
  > unlock the door with the pick
  It's not clear precisely how the lockpick can be used to unlock that.
  
  The guards come around the corner. Well-trained guards, of course, look both ways when they enter an intersection. For a moment you stare at them staring at you. Then they draw their weapons.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "The squad on Mobile Three, the ones you say stumbled into you. You do have their images right; I know you saw them. But they say they never saw you. Did they lie?"
  
  > No
  "A helpful answer at last! Thank you. Now let's have it again."
  
  ...glaring light --
  
  [Hit any key.]
  Tee Junction
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  You hear footsteps somewhere to the north.
  
  > Go west
  This bare stretch of hallway angles from the northwest to the east; another short hall leads south.
  
  Distant footsteps sound somewhere to the east.
  
  > Go south
  You take half a step and nearly trip as you turn. A woman is standing to the south, at the end of the hall. She leans on the frame of an open door, talking to someone in the room beyond. If you continue, she will certainly notice you.
  
  > Go northwest
  You return up the corridor, across the red line.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "Stories or none, I know you haven't been back to the west corridor." The man touches a control.
  
  ...glaring light --
  
  [Hit any key.]
  Tee Junction
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  You hear footsteps somewhere to the north.
  
  > go to the north
  The pick locks itself rigidly to the black plate by the door. Its status dot flashes to yellow.
  
  The footsteps seem to be approaching.
  
  The corridor runs north and south, like every other hallway in this place. A short hallway branches off to the northeast. To the west is a blank metal door, with attendant black plate beside it.
  
  As you step into the intersection, three guards walk out of the northeast branch. For a moment they stare at you staring at them. Then they draw their weapons.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "No, understand, this isn't in question. The guards did not see you, not toenail or eyebrow. They heard a noise, something clattering across the floor, in the eastern dead-end corridor. That's what they investigated. That's what you're trying to explain here. Clear?"
  
  > say yes
  "Good."
  
  ...glaring light --
  
  [Hit any key.]
  Tee Junction
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  You hear footsteps somewhere to the north.
  
  > check your inventory
  You are carrying nothing worthy of attention, except a lockpick, a wrapped package and a toolcase (which is open) (in which are a scan scrambler (connected to a toggle switch), a blast tab, a radio module, a timer, a minilamp, a pushbutton, an acid pack, a voice module, a voice transmitter and a key transmitter).
  
  Distant footsteps sound somewhere to the west.
  
  > go west
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  The footsteps move out of a branch corridor to the north -- a trio of guards, still heading this way. You dodge back out of their line of view, flattening yourself inside the west side of the tee.
  
  > throw radio module east
  (first taking the radio module)
  The radio module clatters down the hall into the dead end.
  
  "Did you hear that?" comes a voice from the north. "Sounded like it was coming from the wiring closet," another guard says, a frown in his tone.
  
  The footsteps begin to hurry. The three guards round the corner, and run down the east hall -- without a glance at where you huddle in the western branch.
  
  > Go north
  You hold your breath and slip around the corner, out of the guards' line of sight. And pause... and there is no cry of alarm. You exhale -- silently -- and stroll off to the north.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "A streetcorner dazzler would be proud. You distract Mobile Three with the radio module; when they follow the noise, you walk up the corridor. Yes?"
  
  > Yes
  "...and then they bring the radio module to Security's attention." He turns a palm out, displaying the silver rod in his hand. "And it looks, instead, a great deal like your lockpick. Not that they knew what it was at the time, of course. But we may as well correct the detail of which object you threw." He touches a control.
  
  ...glaring light --
  
  [Hit any key.]
  Tee Junction
  The white corridor runs east to west here, with a branch leading off to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
  
  You hear footsteps somewhere to the north.
  
  > wait
  Time passes.
  
  The footsteps seem to be approaching.
  
  > wait
  Time passes.
  
  The footsteps to the north grow louder.
  
  > wait for a while
  Time passes.
  
  The footsteps move out of a branch corridor to the north -- a trio of guards, still heading this way. You dodge back out of their line of view, flattening yourself inside the west side of the tee.
  
  > throw the lockpick east
  The lockpick clatters down the hall into the dead end.
  
  "Did you hear that?" comes a voice from the north. "Sounded like it was coming from the wiring closet," another guard says, a frown in his tone.
  
  The footsteps begin to hurry. The three guards round the corner, and run down the east hall -- without a glance at where you huddle in the western branch.
  
  > go to the north
  You hold your breath and slip around the corner, out of the guards' line of sight. And pause... and there is no cry of alarm. You exhale -- silently -- and stroll off to the north.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "Very neat. Behind the backs of the guards, and leave them to mumble over the lockpick -- not that they knew what it was at the time, of course. And you slip north into the core areas."
  
  > No
  "There's nowhere else," says the man, almost patiently. "I assumed Security was later, because the lab is your primary objective. Was, to say." His voice slows, again contemplative, unsettling to you. "Your story is predictable. Did you expect that?"
  
  > Yes
  "There is tension, but the flow is clear. The hero will extract the secret plans and escape; I wouldn't believe you if you said anything else. Except, of course, you didn't escape."
  
  He is still seated, but his eyes are the eyes of a man pacing. "This isn't a story. Do you have any imagination? Do you realize what this technology will be used for?" He seems as astonished at the outburst as you.
  
  > say no
  "Naturally. You were sent for, and so you came." That must be a quote. "Implications are someone else's job. 'Clean War.' No troops, no civilian blood. One man at a time, slipped into an office or a palace, beyond any hope of wall or guard. Or not even a man -- a grenade, a canister of gas. The end," wryly -- "of security. I'd be out of a job." His eyes are distant, and again you feel that you are the least important thing in the room.
  
  "Bad enough if we get it first. We'll take you apart, or just threaten to. Harsh but quick. It would be over, we'd have won. But if your people get it too, if you'd gotten out with the data, do you realize...?"
  
  > say no
  "Of course you don't. You just march. But see... Knives at each other's throats. How long could that last? Two years, five. Eventually it would be too tempting, some premier or on-commander who poses too much immediate threat." Somehow his eyes are holding yours. "Then it would be literal knives at each other's literal cursed throats. Whole governments beheaded overnight. Same for anyone who tries to move up, take charge. It wouldn't end. Could you swear, honestly, that anyone left on your side wouldn't keep using it on anyone left on our side? Senate-men? Troops? Farmers?"
  
  > say no
  There is a long pause; and then the man smiles... not at you. "And in spite of that, or anything -- I march too. Let's get back to that. The lab."
  
  ...glaring light --
  
  [Hit any key.]
  Outside Laboratory
  The corridor from the east ends here, and a single door looms to the west. It's no larger than the doors you've seen elsewhere; but it somehow looks... heavy. Unyielding. Reinforcing struts cross the door's face, and the surface is sheathed with some black coating.
  
  > look at the door
  The door is no larger than the doors you've seen elsewhere; but it somehow looks... heavy. Unyielding. Reinforcing struts cross the door's face, and the surface is sheathed with some black coating. However, the black plate beside the door is quite standard.
  
  > examine the coating
  The door and its struts are coated with some dead-black material. You do not recognize it.
  
  > examine the struts
  The door is reinforced with thick square bars, which run down and along its entire front. The struts are coated with the same black material as the rest of the door.
  
  > touch the door
  The black surface gives very slightly to your touch -- soft, but thin, over steel.
  
  > look
  The corridor from the east ends here, and a single door looms to the west. It's no larger than the doors you've seen elsewhere; but it somehow looks... heavy. Unyielding. Reinforcing struts cross the door's face, and the surface is sheathed with some black coating.
  
  > go west
  The laboratory door is very definitely closed.
  
  > examine the panel
  Wide rectangles cover the ceiling with the grey, dimpled texture of good acoustical insulation. Between the panels are the glowing strips which illuminate the area, and also the characteristic glitter of a scan web.
  
  > touch panel
  The ceiling is a foot out of your reach.
  
  > look at the door
  The door is no larger than the doors you've seen elsewhere; but it somehow looks... heavy. Unyielding. Reinforcing struts cross the door's face, and the surface is sheathed with some black coating. However, the black plate beside the door is quite standard.
  
  > look at the plate
  A featureless, dull black rectangle is embedded in the wall beside the laboratory door.
  
  > touch the plate
  Nothing happens.
  
  > Go east
  You follow the corridor's curve to the southeast.
  
  The white corridor runs south and east from here, with a wide branch curving northwest towards the laboratory.
  
  You jerk back from the intersection, a reflexive startled leap; there are six guards down the hall to the south. They do not seem to have seen you.
  
  > look
  The white corridor runs south and east from here, with a wide branch curving northwest towards the laboratory. You are standing just inside the northwest branch, out of sight of the guards to the south.
  
  You hear voices among the guards to the south.
  
  > listen
  (to the guards)
  One of the guards is talking quietly. The words, of course, are drowned out by the ever-present ventilation.
  
  One of the guards says "Yes, with'."
  
  > go east
  You duck across the intersection. The guards to the south, distracted by their own business, do not notice you; so you continue unchallenged to the east.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "You could have used the blast tab, did you realize? It would have punched through the door, I'm sure. You would have been in and out. By that much you missed starting a war. Or ending the one we've got."
  
  The man stops, gives you a measured glance. "This is a war, for all that we're not shooting."
  
  > say yes
  A wry chuckle. "Truly, you think more like me than my own by-commander does. I think: if this is peace, why are the armies getting larger? And even more money on secrets than on simple guns."
  
  > say yes
  A one-sided smile. "I'll make a note of that, for our estimates of your budget schedules."
  
  He passes that off with a tense wave. "It's frustrating. You say you haven't thought about this technology. It could put our footprints on the moons. We could walk to other stars as easily as to the bathhouse. Oceans and mountains wouldn't be walls..." Again he is watching you intently.
  
  "That, I think, is what our masters are afraid of. They'll face death before living without walls. You, is that why you're here? Why you're willing to unchain a war of assassination?"
  
  > say no
  "Then why... no. Business first." He takes a breath, and calms.
  
  "You left the lab without using your explosive. You came back to Security. To get your precious lockpick, for the lab door?" The silver rod flashes between his fingers; you had forgotten he was holding it.
  
  > say no
  "Perhaps other reasons as well, but I think the pick must have been first in your mind. Show me."
  
  ...glaring light --
  
  [Hit any key.]
  Security Annex
  This is the end of a short hallway, which runs southwest back to the main corridor. Three large doorways open to the north, east, and south.
  
  > go east
  Before you can move, a buzzer begins sounding up and down the halls. Moments later, you hear guards running in your direction.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "Yes, the wonderful scan-scrambler. But, as I said earlier, it cannot be miraculous. The high-sensitivity webs around Security could be fooled; but the scrambler's presence would leave eddies. Glitches, you understand. More than a few of those in a handful of seconds, and the watchdogs get suspicious. As you showed me -- the alarms would ring." He raises an eyebrow. "In fact, you couldn't have made it up the corridor with the scrambler active. Let's just take it as read that it wasn't."
  
  ...glaring light --
  
  [Hit any key.]
  Security Annex
  This is the end of a short hallway, which runs southwest back to the main corridor. Three large doorways open to the north, east, and south.
  
  > examine the scrambler
  It's a small orange pyramid, traced with conductor matrix. It can detect and scramble scan-web on any frequency... or so the theory is drawn. There's a minus link on one edge.
  
  > go north
  As you step into the room, a buzzer begins to sound.
  
  You are in a dim room, bounded by metal walls. A steel chair squats on a low pedestal; facing it is an instrument-covered desk. Otherwise the room is sterile. The bright hallway waits to the south.
  
  The harsh buzz continues. Within moments you also hear footsteps hurrying towards you.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "An amateur, I think, could have walked through a doorway without ever seeing the scan-web above it. You haven't impressed me thus far, but I don't truly think you're incompetent."
  
  ...glaring light --
  
  [Hit any key.]
  Security Annex
  This is the end of a short hallway, which runs southwest back to the main corridor. Three large doorways open to the north, east, and south.
  
  > go to the southwest
  The corridor runs north and south, like every other hallway in this place. A short hallway branches off to the northeast. To the west is a blank metal door, with attendant black plate beside it.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  "Are you saying you left without this?" The man produces a pen and holds it up for your inspection.
  
  > examine the pen
  It's an ordinary-looking pen. It's hard to tell from this distance, but the nib appears to be missing, and there seems to be a dark stain on the tip of the casing.
  
  > say no
  "That's better. One of my people is still recovering from its effect."
  
  ...glaring light --
  
  [Hit any key.]
  Security Annex
  This is the end of a short hallway, which runs southwest back to the main corridor. Three large doorways open to the north, east, and south.
  
  > go south
  As you step into the room, a buzzer begins to sound.
  
  This narrow room is lined with steel lockers. There is a plain table at the south end, and the doorway to the north exits to the corridor. All the lockers are closed.
  
  On the table is a pen.
  
  The harsh buzz continues. Within moments you also hear footsteps hurrying towards you.
  
  -- glaring light...
  
  [Hit any key.]
  Interrogation Chamber (imprisoned in the chair)
  You blink away memory. The dim room comes again into focus, and the man behind the desk.
  
  He looks irritable. "No, no scan-web alarms. Not then, not at all."
  
  ...glaring light --
  
  [Hit any key.]
  Security Annex
  This is the end of a short hallway, which runs southwest back to the main corridor. Three large doorways open to the north, east, and south.
  
  > connect the scrambler to the toggle
  You connect the toggle switch to the scan scrambler. The toggle switch turns orange to confirm the match.
  
  The scrambler's status dot goes green, and an almost inaudible whine begins within it.
  
  > turn on the toggle
  The switch is already on.
  
  > Go south
  This narrow room is lined with steel lockers. There is a plain table at the south end, and the doorway to the north exits to the corridor. All the lockers are closed.
  
  On the table is a pen.
  
  A moment after you step into the room, the scrambler emits a sharp squeal. Then a sharper crackling noise -- and then a thread of smoke, as its quiet vibration ceases.
  
  > look at the table
  It's just a plastic worktable, a slab built onto the south wall. There is nothing on the table.
  
  > search the lockers
  All the lockers are closed.
  
  > examine the lockers
  The locker doors vary in size, from palm-length cubbies to a closet apparently large enough to walk into. All the doors are closed. Each locker has a four-digit number on it.
  
  > examine the pen
  It's an ordinary-looking pen. The nib looks a bit sharp, though.