text: > Go down
  This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.
  
  Obvious exits: North, East, Up
  
  > look at the desk
  The desk is the familiar model you've seen in many Legion offices, with a built-in console and a single shallow drawer.
  
  > look at the console
  It's a standard model console, with a 50 cm screen and a datatab slot. On an ordinary world it would be connected to the planet-wide datanet, but you doubt that such a thing exists on Elysium.
  
  > Examine slot
  It's about 8mm long.
  
  > examine portrait
  The portrait provides evidence that even on this insignificant world someone is taking regular care of the Legion office, since it's a portrait of Charles V, who ascended the throne only a few months ago. He's a man of about thirty, trying to look formal despite the twinkle in his eye, dressed in the traditional gold-trimmed purple cloak and golden laurel-wreath crown of his office.
  
  > open the drawer
  Opening the drawer reveals a purple datatab and a pair of safety pins.
  
  > Point drik at eagle
  Which eagle do you mean, the eagle on your tunic, or the eagle on the wall?
  
  > Wall
  Okay, you point the drik at the large golden eagle.
  
  > Point drik at console
  A stream of coloured dots runs along the blade of the drik and disappears into the handle; but this is just what you'd expect for the console.
  
  > point the drik at yourself
  Okay, you point the drik at yourself.
  
  > Point drik at slot
  Okay, you point the drik at the portrait of the Emperor.
  
  Okay, you point the drik at the slot.
  
  > Point drik at datatab
  Okay, you point the drik at the purple datatab.
  
  > take all from the drawer
  purple datatab: Taken.
  pair of safety pins: Taken.
  
  > close the drawer
  Closed.
  
  > put the drik in the belt
  Done.
  
  > put the datatab in the console
  The screen displays: "Please enter your Authorization Code: "
  
  > enter Code
  (on the console)
  You need to enter the actual code, not the words "code".
  
  > read the iD
  Your ID card is a rectangle of white data-plastic about two centimetres wide by four long. It bears a small photograph of you and identifies you as Praefect Andrew Holt of the Imperial Sovereign Legion.
  
  > read the paper
  Your ID card is a rectangle of white data-plastic about two centimetres wide by four long. It bears a small photograph of you and identifies you as Praefect Andrew Holt of the Imperial Sovereign Legion.
  
  (first taking the crumpled piece of paper from your right pocket) After the standard preamble, it goes on:
  
  "I'm sorry to dump this on you, but the Federation crisis means that we've had to pull all but skeleton resources out of this sector, and you're the nearest Legion officer to hand. As a result, we need you to include Elysium in your rounds. It's a sensitive planet - probably one of the most sensitive settlements in the Empire - but provided you go straight in and straight out and stick strictly to these orders you shouldn't have any problems.
  
  The purpose of your visit is simply to remind the local leadership that they are still part of the Empire and that we are still keeping tabs on them; quite literally, you're just there to 'show the flag'. To do this you'll need to make your way to the Legion office in what passes for the settlement's capital, and, once there, hoist the imperial flag above the building to show the local Elders that you're open for business. One or more of them should then come to call on you within the hour. When they do, be as diplomatic and courteous as possible, but otherwise keep the conversation to a minimum. Inform them in the simplest possible terms of the nature of the Federation crisis, emphasising that the Empire will continue to guard them from intrusion. Ask them if they have anything they want to raise with you. Almost certainly they won't, apart from their standard grumbles about imperial interference. Say as little as possible in reply beyond promising to pass their comments on. Once you have completed this conversation get out of there as quickly as you can.
  
  The most important thing to understand about the Elysians is that they have made a religion of technophobia. Their idea of a paradisal society is a pre-industrial society, so try not to flaunt any technology you bring with you; the less the settlers see of any thirtieth-century technology, the better you'll get on with them.
  
  Finally, I cannot stress too strongly that you should on no account get involved in any of the internal affairs of Elysium, and that you should if at all possible avoid any contact with any of the settlers apart from the Elders who come to meet you. Terrible mistakes have been made on Elysium in the past, and any problems that come up in the present must be left to officers with a deep understanding of the situation there, which does not include you. So, get in, keep the chat nice and short, and get straight out again.
  
  I look forward to receiving your report in due course.
  Subtribune G.F. Booker (C/O Sect PP12, ISL)
  13-Sep-2980.
  
  [Auth Code: ISL-GF-PPn342]"
  
  > enter isl-GF-ppn342
  (on the console)
  The screen displays: "Authorization Code Correct! Access permitted.
  "
  
  The console screen displays a recent report on the status of Elysium.
  
  The summary page tells you that the current population of the planet is a mere 11,345 (as of the latest count, last year), and that Elysium has the lowest GDP per head of any planet of the Empire by a very long way. The population apparently peaked at around fifteen thousand about a century ago and has been declining slowly ever since (there's a link to a lengthy social-scientific analysis of this, but you're content with the summary, which suggests that the society has simply become too stagnant). The prognosis is that within a century or two Elysian society will have become non-viable and the Empire will be able (and obliged) to move in with a fresh bunch of settlers and make something of the world (though this is not to be communicated to any of the current inhabitants) but in the meanwhile, the Elysians are to be left alone to decay as they wish, since there must be no repetition of past tragedies (there's a link to a file explaining this in more detail, but it turns out you don't have the security clearance to read it). The summary ends with an instruction to all imperial personnel operating on Elysium to keep contact and interference to the bare minimum required to monitor the status of Elysian society and ensure no outside interference.
  
  > take the datatab
  As you remove the purple datatab, the console screen goes blank.
  
  > put the datatab in the drawer
  (first opening the drawer)
  Done.
  
  > search eagle
  (the purple eagle)
  There's nothing unusual in the purple eagle.
  
  > leave
  (first opening the street door)
  
  The north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.
  
  Obvious exits: North, South, East, West, Southeast
  
  > go to the south-east
  (first trying to open the green door)
  The green door seems to be locked.
  
  > Go east
  (first opening the east door)
  
  This small bedroom is presumably provided in case a visiting Legion officer needs to stay overnight, but there's not much here apart from a single bed hard against the wall, a small wardrobe, and a small chest of drawers. There's a door to the west back into the office, and a tiny bathroom to the south.
  
  Obvious exits: South, West
  
  > open the wardrobe
  Inside the wardrobe is a small domestic robot.
  
  > examine the robot
  You see nothing unusual under the chest of drawers.
  
  It's one of those small cylindrical jobs, basic but robust.
  Presumably it carries out the routine maintenance and cleaning in this building. There's a yellow sticker attached to it. It's currently plugged into the wall, charging.
  
  > look under the wardrobe
  You see nothing unusual under the wardrobe.
  
  It strikes you that you should really hurry up and get that flag hoisted over the Legion Building, like your orders said.
  
  > read the sticker
  The sticker reads, "Last maintenance check 14-Mar-80: Fixed glitch in laundry program." Under the notation is a Harcourt Research Logo.
  
  > Examine logo
  The logo depicts a pair of spaceships orbiting a sun in a manner that resembles a pair of electrons orbiting an atomic nucleus. The intention is presumably to convey that Harcourt Research's technological competence encompasses all scales.
  
  > open the drawers
  bottom drawer: Opening the bottom drawer reveals a plain white sheet.
  
  top drawer: Opening the top drawer reveals a duvet.
  
  middle drawer: Opening the middle drawer reveals a fluffy pink towel.
  
  > take the sheet
  Taken. Moving the plain white sheet reveals an imperial flag underneath.
  
  > examine the flag
  Taken.
  
  You know that the imperial flag depicts a large golden eagle on a purple background, though it's a little difficult to tell that while it's folded.
  
  > Unfold flag
  You unfold the imperial flag.
  
  > examine the flag
  The imperial flag depicts a large golden eagle on a purple background.
  
  > fold it
  You fold the imperial flag.
  
  > Go west
  This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.
  
  Obvious exits: North, East, Up
  
  > go upward
  Although the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.
  
  Obvious exits: Down
  
  > examine the panels
  The array of four solar panels at the east end of the roof is arranged to catch as much sunlight as possible during the course of the day. You suspect that they convert the sun's energy into electricity using photovoltaic cells, and that the power is then stored in batteries. These panels wouldn't give enough power for continuous use all the year round, but they probably generate enough for the few days a year on which this building is actually used.
  
  > Point drik at panels
  (first taking the drik from the purple belt)
  Okay, you point the drik at the solar panels.
  
  > press the green
  The drik lights up.
  
  > Point drik at panels
  Okay, you point the drik at the solar panels.
  
  > press the green
  The drik goes dark.
  
  > Fuck
  The word "fuck" is not necessary in this story. Using obscenities may
  
  > open the locker
  make you feel better, but it won't progress the game!
  
  Opening the locker reveals a white pillowcase.
  
  > examine the pillowcase
  It's just an ordinary plain pillowcase of the sort used to put pillows in. It's freshly laundered and neatly folded.
  
  > unfold it
  (first taking the white pillowcase)
  You unfold the white pillowcase.
  
  > put it on head
  You can't manipulate it in any way; it's simply part of your ID card.
  
  > wear the sheet
  The white pillowcase contains a tiny black object.
  
  You wrap the sheet round yourself like a toga, but the style doesn't go with your uniform, and in any case the sheet quickly slips off again.
  
  > fold the sheet
  You fold the plain white sheet.
  
  > examine the object
  You almost missed it, it's so tiny. It's round and black and smaller than a pea, and could easily be mistaken for an innocuous piece of dirt. But it also looks suspiciously artificial.
  
  > get the object
  Taken.
  
  > Point drik at object
  (first taking the drik from the purple belt)
  The drik blade flashes red and emits a little beep, indicating that you have discovered a listening device. The next question is where the receiver is; given the limited range of such a tiny listening device it can't be too far away from where the bug was planted - somewhere else in the town perhaps.
  
  > Break device
  It's tougher than it looks.
  
  > go to the east
  This small bedroom is presumably provided in case a visiting Legion officer needs to stay overnight, but there's not much here apart from a single bed hard against the wall, a small wardrobe, and a small chest of drawers. There's a door to the west back into the office, and a tiny bathroom to the south.
  
  The middle drawer contains a fluffy pink towel. The top drawer contains a duvet.
  
  Inside the wardrobe is a small domestic robot.
  
  Obvious exits: South, West
  
  > fly flag
  You pop your head into the bathroom, and note that it neatly contains all the essential facilities in the minimum of space, but since you don't want to wash or relieve yourself right now, there's nothing here you need, so you return to the bedroom.
  
  You need to attach the flag to something before hoisting it.
  
  > throw the device
  What do you want to throw it at?
  
  > Town
  The town is too far away.
  
  > Go west
  This is the centre of the town, such as it is. The main street, if it can be called a street, runs east and west from here, crossing a track that runs north and south. To the northwest is a market area, opposite a large barn on the south side of the street, while to the east the street runs between a small white building (on its south side) and a large wooden hall (on its north).
  
  Obvious exits: North, South, East, West, Northwest
  
  > go to the west
  The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.
  
  Obvious exits: North, South, East
  
  > Point drik at device
  (first taking the drik from the purple belt)
  The drik blade flashes red and emits a little beep, indicating that you have discovered a listening device. The next question is where the receiver is; given the limited range of such a tiny listening device it can't be too far away from where the bug was planted - somewhere else in the town perhaps.
  
  The blue stud on your drik starts flashing, indicating that someone is trying to contact you; to accept the call, press the blue stud.
  
  > No
  Nothing obvious happens.
  
  > No
  "No, I haven't come across any Elders yet," you tell her.
  
  "You have hoisted the flag, haven't you, sir?" she asks.
  
  > No
  "No I haven't got round to it yet," you admit.
  
  "Don't you think you should be making it your top priority, sir?" she asks.
  
  > No
  "No, I have other things I need to look into first," you tell her.
  
  "Well, if you say so, sir," she replies dubiously, "but if I were in your place I wouldn't delay too long in carrying out my orders!"
  
  > put the bug in the river
  You don't want to put the tiny black bug in the river; you might never be able to recover it.
  
  > Oops drik
  Although you probably could swallow it whole, that might not be a very good idea.
  
  You can only use OOPS to correct a misspelling immediately after the story points out a word it doesn't know.
  
  > Bug
  There's no point trying to shoot that; you can't stun a tiny black bug.
  
  > Point drik at barn
  The drik lights up.
  
  Okay, you point the drik at the barn.
  
  > Point drik at shack
  Okay, you point the drik at the tumbledown shacks.
  
  > drop the bug
  Dropped.
  
  The drik light goes out to conserve power.
  
  > go east
  This is the centre of the town, such as it is. The main street, if it can be called a street, runs east and west from here, crossing a track that runs north and south. To the northwest is a market area, opposite a large barn on the south side of the street, while to the east the street runs between a small white building (on its south side) and a large wooden hall (on its north).
  
  Obvious exits: North, South, East, West, Northwest
  
  > ask pilot about Harcourt
  "What do you think of Harcourt Research, sublieutenant?" you ask.
  
  "From what point of view, sir?" she asks, "They make a lot of decent products, but as a corporation they stink, as I'm sure I have no need to tell you! I mean, Senator Harcourt has been arrested for treason!"
  
  > ask pilot about the Senator
  "What was that, sir?" she asks, "I'm afraid I didn't quite copy."
  
  > ask pilot about Harcourt
  "As you say, sublieutenant, Senator Harcourt's been arrested for treason," you muse, "Among other things, his Federation links are under the microscope. I wonder - his massive multiplanetary conglomerate had a reputation for swallowing things even before the good Senator got himself arrested; could Harcourt Research have had designs on Elysium?"
  
  "I hardly see how, sir," Sublieutenant Soolin protests, "Anywhere that offered fewer prospects for a hi-tech company like Harcourt Research would be impossible to imagine!"
  
  > ask the pilot about Harcourt
  "Obviously Harcourt Research wouldn't find much of a market on Elysium, and obviously they wouldn't find much use for native labour either, but apart from the tiny area of cultivated land, there's a whole unexploited world out there," you point out, "Could it have something they want? Some valuable raw material perhaps?"
  
  "With respect, sir, aren't you extrapolating rather wildly beyond the evidence?" Sublieutenant Soolin points out.
  
  > ask the pilot about the evidence
  Her reply is lost in a burst of static.
  
  > Bye
  "Over and out," you say.
  
  "Over and out, sir," she confirms, just before the comms link goes dead.
  
  > Go west
  The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.
  
  You see a tiny black bug here.
  
  Obvious exits: North, South, East
  
  > go south
  (first trying to open the barn door)
  The barn door seems to be locked.
  
  > look at the barn
  It's the largest building at this end of the town, perhaps some nine or ten metres high; it's basically a plain wooden structure with its gable end presented to the street. Since it's just across the street from the market area, you surmise that it's probably used to store produce for the market.
  
  > examine the barn door
  It's just a big barn door. It's closed.
  
  > examine the gable
  It's the largest building at this end of the town, perhaps some nine or ten metres high; it's basically a plain wooden structure with its gable end presented to the street.
  
  > kick the barn door
  It seems singularly impervious to your attack,
  
  > Go north
  This fenced-in area of a few dozen square metres looks like it might be used for a market, both from the rubbish that's been left lying around, and the impress in the muddy ground of what might be stalls or tables. A small shed stands near the centre of the area, with a trestle table off to one side. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.
  
  On the trestle table are a carrot and a parsnip.
  
  A large black dog is sniffing around, scavenging for food.
  
  Obvious exits: North, South, Southeast, In The dog charges up to you and starts snapping at your heels.
  
  > take the food
  parsnip: The dog growls at you so fiercely as your hand approaches the parsnip that you decide you'd better leave it alone.
  
  carrot: The dog growls at you so fiercely as your hand approaches the carrot that you decide you'd better leave it alone.
  
  > examine the dog
  It's an ugly black mongrel with fierce-looking teeth. He's scavenging for food.
  
  The dog sniffs round the table.
  
  > examine shed
  The small wooden shed might be for storage, or it might be some sort of stall. Either way it's a crude wooden structure with a plain wooden door.
  
  The dog leaps up on the table and snatches the parsnip. Then it drops back down and starts chewing it.
  
  > Stun dog
  (with the drik)
  (first taking the drik from the purple belt)
  The dog lets out a startled whine, then topples over with legs splaying. His legs give a final couple of twitches, and then he lies still.
  
  > take the food
  Taken.
  
  > Inventory
  You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, an imperial flag, a white pillowcase, a drik, and a carrot. You're wearing a purple belt and a white uniform.
  
  > open the shed
  Opened.
  
  > go inside
  Two people standing inside this tiny hut would be cramped; three would be excessively intimate. It is almost completely bare apart from a small hook fixed to the west wall.
  
  A folded piece of cloth lies on the floor of the hut.
  
  A fishing rod is leaning against the wall.
  
  On the small hook is a small iron key.
  
  There's a faint cheesy smell from somewhere.
  
  Obvious exits: Out
  
  > Oops drik
  Done.
  
  There's a faint cheesy smell from somewhere.
  
  > Smell
  There's a faint cheesy smell from somewhere.
  
  > look at the hook
  For some reason the small hook has a very sharp point. On the small hook is a small iron key.
  
  There's a faint cheesy smell from somewhere.
  
  > take the key
  Taken.
  
  > move the sheet
  Moving the plain white sheet has no effect.
  
  There's a faint cheesy smell from somewhere.
  
  > take sheet
  You are already carrying the plain white sheet.