text: > Go downward
  This staircase leads from the basement to the roof. Access to relevant floors is provided by the keycards each CS student carries.
  
  The door to the undergraduate labs lies to the east.
  
  > Go east
  (first opening the lab door)
  You stand so that your keycard is adjacent to the scanner, but instead of unlocking the door, it just beeps angrily. That's odd. Someone must have disabled your keycard.
  
  > kick the door
  Extreme violence is really more Janet's forte.
  
  > Go west
  The west end of Knuth has a nondescript door that leads out into the parking lot on the edge of campus. The lobby itself lies back to the east.
  
  > go to the west
  You push the door open and start working your way towards the tram station. You hear an annoying buzzing sound in the back of your mind. Normally you'd shake this off, especially given your bigger problems at the moment -- the cultists seem to have noticed you. In fact, there's a good half dozen or so closing in on you right now.
  
  Throwing stealth to the wind, you break into a run -- or try to. Something in the back of your mind is refusing to let you move. Your vision dims as they approach, no doubt to "help" you...
  
  Active Agent: Janet
  
  Hal's status: OK
  Benj's status: CAPTURED
  Janet's status: OK
  
  It may be silly and melodramatic, but it is pretty cool. Anyone can take the bus to this stop. Anyone can walk into this office building. But when they do so, not just anyone finds herself in a room capable of monitoring and controlling a thousand secret operations around the world.
  
  You aren't just anyone.
  
  Neither are Hal and Benj.
  
  Where is Benj, anyway?
  
  This is a dead-end hallway somewhere in the depths of the Weishaupt Foundation building. "You will receive further instructions once you arrive," according to the receptionist, but Benj is nowhere to be found.
  
  Hal stands around, tapping his foot impatiently while you pace. The hall ends at three adjacent doors in the north wall.
  
  > ask Hal about Benj
  "Any idea where Benj is?"
  
  Hal shrugs. "No clue."
  
  > About yourself
  You're in somewhat better shape, and a lot stronger, than you were a year or so ago before your initation, but you're still basically the same old Janet.
  
  > examine hal
  He's pretty out of shape, even if you use normal standards instead of yours. Then again, he's had a bit of a paunch for as long as you've known him, and he wears glasses so thick you can barely see his eyes for the distortion, so you imagine your Unknown Benefactors didn't recruit him for his skills as a field agent.
  
  He's bright - no denying that - but you still don't really know why they'd be interested in him personally.
  
  > Kiss hal
  You try to avoid romantic entanglements with coworkers. Besides, he's not really your type.
  
  > examine the doors
  The hall dead-ends at these doors. Each door has one of your names embossed on it in neat type.
  
  > look at what you're carrying with you
  You are carrying:
  a pager
  
  > open the door
  You should probably wait for instructions first. They aren't long in coming; the north doors swing open and you hear the PA system intone, "Scholars unit 17E, report individually through the doors before you."
  
  You and Hal exchange a brief glance, shrug, and proceed through your doors.
  
  Hopefully they'll see fit to tell you what's going on with Benj, too.
  
  This room is almost a hall; it's maybe ten feet wide and 30 feet long, and the doors are very nearly diagonally opposite one another. The exit door stands open in the north wall.
  
  It's so aggressively unremarkable that it makes you suspicious. If rooms had eyes, this one's would be shifty.
  
  > look at the door
  Which do you mean, the hallway door or the white door?
  
  > White
  This door leads south, back to the foyer. You need to go north.
  
  > look at the hallway door
  The hallway door to your north leads to the briefing room, which is where you're supposed to be going. It stands invitingly open.
  
  > jump
  You jump on the spot, fruitlessly.
  
  > go north
  You take a couple of steps towards the north door, then catch something out of the corner of your eye. You leap backwards just as one of the ceiling tiles comes crashing to the floor right were you were standing.
  
  > Dance
  You prefer sparring to dance.
  
  > examine the ceiling
  An ordinary rectangle of acoustic tile, perhaps six square feet or so.
  
  > get tile
  Not only is it useless, it's unwieldy.
  
  > Up
  You don't have a lot of room to move here, but the tight space won't slow you down much, either.
  
  The crawlspace extends to the east, and there's a hole at the south end of the room where you came in.
  
  > Go east
  The crawlspace continues east to west here. Cables extend in pairs from the tiles beneath you and lead off to the west.
  
  > examine the cables
  Cables lead out of the ceiling off to the east and west.
  
  > take the cables
  They are firmly attached.
  
  > jump
  You jump on the spot, fruitlessly.
  
  > Go east
  The crawlspace ends here, and extends out only to the west. Cables extend from some panels and lead off to the west.
  
  Some kind of device squats here, with wires spreading out from it all over this crawlspace.
  
  > look at the device
  It's a largish black box. About fifty cables come from it, burying themselves in the ceiling below. Two of those cables appear to connect to the gap off to the west you came in from.
  
  The gadgetry is currently switched on.
  
  > turn off the device
  You switch the gadgetry off.
  
  > take the device
  That's fixed in place.
  
  > examine the device
  It's a largish black box. About fifty cables come from it, burying themselves in the ceiling below. Two of those cables appear to connect to the gap off to the west you came in from.
  
  The gadgetry is currently switched off.
  
  > verify
  The game file has verified as intact.
  
  > Go west
  The crawlspace continues east to west here. Cables extend in pairs from the tiles beneath you and lead off to the west.
  
  > go to the west
  You don't have a lot of room to move here, but the tight space won't slow you down much, either.
  
  The crawlspace extends to the east, and there's a hole at the south end of the room where you came in.