text: [Themes: Science Fiction]
  
  > Look around
  You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. There's also a window, but it's locked tight and, in any event, too small to climb out of.
  
  A rickety wooden chair sits on the floor.
  
  > Go east
  You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. A large wooden panel covers the east wall.
  
  Of course, as you might imagine, not everyone can use a device
  like SADI. Can you imagine the chaos if everyone was running around with their own little version of SADI, moving scenery at will and messing with the very building blocks of creation? No, you don't want to imagine what it would be like because it wouldn't be pleasant.
  
  > release the door
  SADI emits a whistling sound, and the door reappears in its original location. The way into your cell is once more blocked, only this time you're outside the cell.
  
  > examine the panel
  A metallic panel clinging the wall.
  
  Everyone who can use a device like SADI is special. You have
  powers. The powers are, alas, nothing very special in themselves. You can't leap tall buildings, or lift a car above your head, or cause bullets to bounce off your chin, but you can - though it doesn't always work - get a bad feeling about certain things. And it allows you to use SADI.
  
  > Absorb panel
  SADI beeps and the panel vanishes. A storage room is revealed on the other side.
  
  > examine the storage room
  A storage room, previously hidden by the panel you absorbed.
  
  Your abilities have off days. Like today. Of all the days when you could really have benefited from them - when men with guns are coming for you! - and you don't get even a twinge warning you of danger.
  
  use SADI. If not for that, you'd still be trapped in your cell.
  
  > examine the alarm
  It looks fairly innocent, but you get the distinct impression it's anything but. Leave the building with this still working, and you'll have alarms ringing from one side of Bizan'Toll to the other. You're fairly certain you can disable it if you need to, but you can't even reach it from down here.
  
  > Go east
  A small room, hidden until you removed the wooden panel in the western wall. A single shelf clings to the wall, its surface covered with dust. There is a table in the middle of the room but little else of interest. One odd thing you notice is the distinct lack of other exits - was this room sealed off at some point and simply forgotten?
  
  > look at the table
  A rickety table, which looks to be very close to simply collapsing altogether. Atop it, someone has drawn a crude map. It appears to be of the very building you're standing in right now.
  
  > look at the map
  A map of the very building you're currently trapped in. Ideally you shouldn't need a map of a building, especially one you work in every day, but the building is actually very large and it's easy to get lost. As most of the map details areas of the building that are inaccessible to you (unless you care to get shot), it's not of much use, but you see one oddity that draws your attention: namely, a jagged line drawn in the wall of the room which was originally your cell. And a symbol next to this indicating "darkness" in Bizan'Toll terms. You wonder what it means.
  
  > absorb the southern wall
  SADI emits a frustrated beeping sound. Unfortunately, everything has limits, and SADI is no exception. Walls are one of the items of scenery it generally struggles with - as a rule because walls are attached to other walls, and often have foundations in the ground, so absorbing them is not as simple as absorbing, say, a pencil.
  
  > Go west
  The panel is in the way.
  
  > Absorb panel
  SADI beeps and the panel vanishes. The exit to the west is now open once more.
  
  > Go west
  You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. To the east, you can see a previously hidden storage room.
  
  > Release panel
  SADI emits a whistling sound, and the panel reappears in its original location, once more blocking off the storage room to the east.
  
  > Absorb door
  SADI emits a beep, and the door flickers once then is gone. You can once more see your cell to the west.
  
  > go west
  You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. There's also a window, but it's locked tight and, in any event, too small to climb out of.
  
  A rickety wooden chair sits on the floor.
  
  > examine the window
  A dust-smeared window set into the wall.
  
  > release the door
  SADI emits a whistling sound, and the door reappears in its original location.
  
  > Absorb window
  SADI emits a beep, and the window flickers out of existence, leaving behind a hole in the wall.