text: [Themes: Science Fiction, complex NPC, science fiction]
  
  > Go downwards
  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
  
  There's a faint cheesy smell from somewhere.
  
  > take the purple datatab
  As you remove the purple datatab, the console screen goes blank.
  
  > take the black datatab
  You are already carrying the black datatab.
  
  > put the black datatab in the slot
  (the slot)
  The screen displays: "Enter Password: "
  
  > enter Harcourt
  (on the console)
  The console beeps and displays:
  
  "ACCESS DENIED
  
  Enter Password: "
  
  There's a faint cheesy smell from somewhere.
  
  > enter isl-GF-ppn342
  (on the console)
  The console beeps and displays:
  
  "ACCESS DENIED
  
  Enter Password: "
  
  > look under the chair
  Which chair do you mean, the red chair, the comfortable mock-leather chair, or the white chair?
  
  > Red
  You see nothing unusual under the red chair.
  
  There's a faint cheesy smell from somewhere.
  
  > look at the cube
  The small black cube looks like it's made of some kind of shiny plastic, and seems featureless apart from the small slot in the side. Your drik tells you that it is in fact some kind of receiver.
  
  > Point drik at black datatab
  (first taking the drik from the purple belt)
  Okay, you point the drik at the black datatab.
  
  > go up
  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 and a flag flying from its top. 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
  
  > take the flag
  The imperial flag is too far away.
  
  > Lower flag
  You lower the flag to the base of the pole.
  
  > take flag
  (first detaching the imperial flag from the rope)
  Taken.
  
  There's a faint cheesy smell from somewhere.
  
  > take the pole
  You are already carrying the fishing rod.
  
  > examine the inn
  It's a two-storey wooden house in apparently quite good repair. A sign hangs above the door.
  
  > examine the sign
  It's too far away to make out any detail.
  
  > enter the inn
  The large green house is too far away.
  
  There's a faint cheesy smell from somewhere.
  
  > examine the parapet
  The parapet running round the edge of the roof is only about a metre high, and so would not provide much of a barrier to someone determined to jump off or clumsy enough to fall over. In common with the rest of the building it's covered in white plaster. A close examination of the parapet reveals what looks like a fresh scratch.
  
  > examine the scratch
  It's a short vertical scratch on the inside near the top, as though someone had recently dragged a sharp object up the plaster.
  
  > Climb sign
  The weatherbeaten hanging sign is too far away.
  
  > unscrew the pole
  Which pole do you mean, the flagpole, or the fishing rod?
  
  > examine the sign
  The weatherbeaten sign is decorated with a faded picture of a sheaf of wheat.
  
  > examine the ground
  The street, such as it is, is little more than a beaten earth path between the buildings.
  
  > examine the hall
  It's the largest building at the east end of the town, but only on Elysium would it look at all impressive. It has something of the look of a run-down village hall, or a primitive parish church without a spire. At some point in its history it was painted red, but the paintwork has long since grown shabby and faded.
  
  There's a faint cheesy smell from somewhere.
  
  > Go north
  This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.
  
  Petroc is pacing up and down on the stage.
  
  Obvious exits: South
  
  Petroc turns away from you.
  
  > ask Petroc about the hall
  "Hello again!" you say.
  
  "Oh, it's you," he grunts.
  
  "What's the hall used for?" you wonder.
  
  "Meetings, mainly," he replies laconically.
  
  > look at windows
  They're just unglazed rectangles high up in the walls, serving to let the light in but hardly to exclude cold draughts.
  
  > look at the benches
  The long wooden benches are about as basic as they can get, little more than planks on legs.
  
  > examine the stage
  A raised area a couple of metres deep occupies the northern end of the hall.
  
  Petroc is standing on the stage.
  
  > sit on the bench
  Okay, you're now sitting on the benches.
  
  Petroc resumes pacing around the stage.
  
  > stand
  Okay, you're now standing.
  
  Petroc clasps his hands together and peers out over the hall.
  
  > ask Petroc about the stage
  "Pardon my bothering you, but I just wondered whether I might have another word," you say.
  
  "If you must," he sighs.
  
  Petroc drowns your question in a fit of coughing.
  
  > go to the south
  Petroc resumes pacing around the stage.
  
  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 east
  You set off down the narrow farm track for a few hundred metres, until you see what you take to be a distant farmhouse some way further off to the east. Then you pause, remembering your orders tell you to leave the settlers alone (apart from the Elders you've come to meet), so after a few moments' hesitation you turn round and come back.
  
  > Go south
  You walk a dozen metres or so down the path to the south, but find it quickly reaches the edge of town and heads out over farmland. Remembering that you're meant to be avoiding contact with all settlers apart from the Elders, you decide to turn round and retrace your steps.
  
  > go north
  The grassy hillside slopes gently down towards the small town below, which is surrounded by farmland and bordered by a river to the west. The centre of the town lies straight down the slope to the south. Just up the slope to the north is the edge of the forest, which can also be entered to the northwest.
  
  Obvious exits: North, South, West, Northwest
  
  > go north
  The main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.
  
  Obvious exits: North, South, East, West
  
  > Go east
  You wander off among the trees to the east of the path, but find little of interest beyond more trees. Rather than wasting time in this part of the forest you return to the main path.
  
  > Go west
  Dappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east.
  
  Obvious exits: East, Southeast
  
  There's a faint cheesy smell from somewhere.
  
  > Go north
  Alien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but there may be the odd gap in the trees through which you could pass.
  
  Obvious exits: North, South
  
  > go to the north
  The dirt track runs a short way north up to a ridge, just beyond which lies the hollow where your shuttle landed; to the south the track disappears into a sizeable forest. There are fields either side of the track, but they look overgrown and untended.
  
  Obvious exits: North, South
  
  > Go south
  You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.
  
  Alien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but there may be the odd gap in the trees through which you could pass.
  
  Obvious exits: North, South
  
  > Go south
  The path twists and turns through the trees, but broadly continues south.
  
  The main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.
  
  Obvious exits: North, South, East, West
  
  > Go west
  Dappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east.
  
  Obvious exits: East, Southeast
  
  > search trees
  Well, they certainly have plenty of leaves.
  
  > listen
  It is not quite silent here; there are quiet forest sounds all around, maybe the rustling caused by small animals you cannot see, or the play of wind in the leaves. But though not silent, it is certainly quiet.
  
  > climb the tree
  You're not sure you can; tree-climbing wasn't a skill they taught you at the Legion Training School, and it feels beneath your dignity to attempt it now.
  
  > ask Soolin about the forest
  "It would take too long to explain, sir," she replies, "Let's talk about it later."
  
  > tell Soolin about the black datatab
  "I found a black datatab in the black cube I found in the barn." you tell her.
  
  "If you can find out what's on it, you may be able to work out who's behind all this, sir," she suggests.
  
  "My thought entirely, sublieutenant," you agree.
  
  > search the forest
  (the autumnal trees)
  Well, they certainly have plenty of leaves.
  
  > go to the south
  You walk down the slope into the centre of the town.
  
  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
  
  > examine the dog
  It's an ugly black mongrel with fierce-looking teeth. It is lying on the ground. It's unconscious.
  
  > take the dog
  The dog is far too large for you to pick up and carry around with you.
  
  > give the ham to the dog
  (first taking the piece of ham from the old brown sack)
  The dog will be out cold for hours.
  
  > kick the dog
  It's probably best to let sleeping dogs lie.
  
  There's a faint cheesy smell from somewhere.
  
  > look at the bridge
  The bridge looks ruined beyond any hope of repair; it's now little more than a collection of rotting beams slowly tumbling into the river.
  
  > Go north
  You walk back up over the ridge, and descend into the hollow on the far side.
  
  This grassy hollow, about thirty metres across, looks like it might once have been an impact crater. A steep slope rises just to the west, while a trail of sorts leads north and south.
  
  Your shuttle rests in the middle of the hollow.
  
  Obvious exits: North, South, In
  
  There's a faint cheesy smell from somewhere.
  
  > go inside
  The inside of the shuttle is not exactly spacious; there's room for the pilot and three passengers, one beside the pilot and two behind. The seats are comfortable enough, but otherwise it's all pretty basic. There's not much in front of you except the forward window; the pilot has a bank of instruments.
  
  Sublieutenant Soolin is sitting in the pilot seat.
  
  Obvious exits: Out
  
  As you clamber into the flyer you sit yourself down on the front passenger seat, next to the pilot.
  
  "Hello, sir!" Sublieutenant Soolin greets you, "Does this mean you're all done and ready to leave?"
  
  > No
  "No, not yet," you reply, "I still have things to do here."
  
  "Very well," she sighs.
  
  > ask her about the river
  "What do you reckon about the river, sublieutenant?" you enquire.
  
  In reply she frowns, as if she doesn't quite see the point of your question.
  
  > Go south
  The dirt track runs a short way north up to a ridge, just beyond which lies the hollow where your shuttle landed; to the south the track disappears into a sizeable forest. There are fields either side of the track, but they look overgrown and untended.
  
  Obvious exits: North, South
  
  > Go south
  You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.
  
  Alien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but there may be the odd gap in the trees through which you could pass.
  
  Obvious exits: North, South
  
  > go north
  You walk back up over the ridge, and descend into the hollow on the far side.
  
  This grassy hollow, about thirty metres across, looks like it might once have been an impact crater. A steep slope rises just to the west, while a trail of sorts leads north and south.
  
  Your shuttle rests in the middle of the hollow.
  
  Obvious exits: North, South, In
  
  > close the door
  (the street door)
  The door closes with a sharp click, indicating that it has relocked itself.
  
  > 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
  
  > look at the robot
  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.
  
  > unplug the robot
  You'd better not do that while the robot is still charging.
  
  There's a faint cheesy smell from somewhere.
  
  > look at the sticker
  The sticker reads, "Last maintenance check 14-Mar-80: Fixed glitch in laundry program." Under the notation is a Harcourt Research Logo.
  
  > take the robot
  (first putting your ID card in your left pocket to make room, putting the crumpled piece of paper in your right pocket to make room, putting the plain white sheet in the old brown sack to make room, putting the fishing rod in the old brown sack to make room, putting the small black cube in the old brown sack to make room, then putting the old brown sack in the white pillowcase to make room)
  The robot is too bulky.
  
  > 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.
  
  > enter the barn
  (first entering the west end of the town)
  
  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
  
  This vast barn looks like it might be used as storage space for the market opposite. A ladder leads up to a high platform at the south end. On the east wall is a large shutter.
  
  The trestle table is positioned next to the ladder.
  
  Obvious exits: North, Up
  
  > look at the shutter
  It's just a plain wooden shutter, mounted on the east wall. It's open.
  
  > examine table
  It's a long wooden table, probably used by market traders selling their produce.
  
  > look at the shacks
  They're both small, single-storey wooden buildings. They may once have constituted rudimentary homes for people staying in the town, but they look long-since abandoned.
  
  > go to the 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. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.
  
  The trestle table stands in the middle of the road.
  
  The dog is lying unconscious on the ground.
  
  Obvious exits: North, South, Southeast, In
  
  > Go north
  You walk north along the river bank, but at no point do you see anywhere the river could readily be crossed. You continue north up the slope until you come to the edge of the forest, which quickly becomes too dense for you to make any further progress, so at that point you turn round and retrace your steps.
  
  > examine river
  The river flows southwards along the west side of the market area.
  
  > Go south
  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.
  
  The trestle table stands in the middle of the road.
  
  Obvious exits: North, South, East
  
  > examine the 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.
  
  > Yell
  You scream as loud as you can.
  
  > go south
  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
  
  There's a faint cheesy smell from somewhere.
  
  > go southwest
  You take a few hesitant steps in that direction, but since you can discern no clear path, you decide to go no further.
  
  There's a faint cheesy smell from somewhere.
  
  > Yell
  You scream as loud as you can.
  
  > Point drik at trees
  Okay, you point the drik at the autumnal trees.
  
  > Stun trees
  There's no point trying to shoot those; you can't stun some autumnal trees.
  
  > enter the hall
  (first entering the east end of the town)
  
  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
  
  This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.
  
  Petroc is pacing up and down on the stage.
  
  Obvious exits: South
  
  > look at benches
  The long wooden benches are about as basic as they can get, little more than planks on legs.
  
  Petroc clasps his hands together and peers out over the hall.
  
  > put the bug under the bench
  You can't put anything under those.
  
  Petroc clumps noisily across the stage.
  
  > look at the stage
  A raised area a couple of metres deep occupies the northern end of the hall.
  
  Petroc is standing on the stage.
  
  Petroc pretends to ignore you.
  
  > stand on the stage
  Okay, you're now standing on the stage.
  
  Petroc clears his throat.
  
  > jump
  It would be undignified, unseemly and undiplomatic to start jumping around in front of Petroc.
  
  > remove the uniform
  You see no reason to start stripping off here, quite apart from the fact that your uniform shows that you bear the Emperor's authority, which is what you are here to represent.
  
  Petroc mutters something to himself.
  
  > go outside
  (out of the stage)
  Okay, you're no longer on the stage.
  
  There's a faint cheesy smell from somewhere.
  
  > go outside
  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
  
  > enter barn
  (first entering the west end of the town)
  
  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
  
  This vast barn looks like it might be used as storage space for the market opposite. A ladder leads up to a high platform at the south end. On the east wall is a large shutter.
  
  Obvious exits: North, Up
  
  > Go north
  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
  
  > Go up
  (first standing on the trestle table)
  From the trestle table you step onto one of the upper rungs of the ladder and haul yourself up onto the platform.
  
  The loft is little more than a storage platform running the width of the barn, about three metres deep, in the space under the rafters. At the eastern end of the platform a large wooden box is fixed to the wall, next to a pile of hay in the corner.
  
  The cat is sitting happily chewing at the fish.
  
  Obvious exits: Down
  
  > Examine box
  It's a large wooden box with a heavy wooden lid. It's open.
  
  > look at the cat
  It's a large cat, black all over. It is sitting on the floor. It's happily feasting on a trout.
  
  > examine the rafters
  The rafters are simply wooden beams running east to west above your head.
  
  > Inventory
  You are carrying a pair of safety pins, a white pillowcase (which contains an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, a pear, a carrot, a piece of cloth, a piece of ham, a plain white sheet, a fishing rod, and a small black cube)), a small iron key, a purple datatab, and a drik. You're wearing a purple belt and a white uniform. Your left pocket contains an ID card. Your right pocket contains a tiny black bug and a crumpled piece of paper.
  
  There's a faint cheesy smell from somewhere.
  
  > open cloth
  (first taking the piece of cloth from the old brown sack)
  You open the piece of cloth. Inside the cloth you find a small wedge of cheese.