Detect magic turns up absolutely nothing within the four rooms besides any magic you yourselves brought in. The construct, somewhat predictably, lights up under the technomancy spell, and Valki is able to identify it as a type of repair drone, used by the Androffan forebearers used to fix their technological wonders. As such, it is capable of repairing other robots, and has internal self-repair protocols. They have some armour plating as well as quicker reflexes than one would expect, and are able to shoot nets made of a synthetic mesh to immobilize threats.<br/><br/>The robot, despite its lack of reaction, is definitely active and is likely watching everything you are doing.<br/><br/>In the third chamber, Valki is able to use her spell to isolate four separate technological auras buried in amongst the rubbish.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OCC</div><div class="spoiler_body">Eh, I'm pretty sure that all of the other robots in the module are tripodal, and that image is from the pawns book, not the module proper, so I'd never seen it before yesterday. <br/><br/>Since you've got six rounds of technomancy, I've assumed you've done a quick sweep of all four rooms, then focused on the unknown auras in room 3 after making some knowledge checks on the robot. I rolled 1d20+19 giving Valki a wopping 35 as a result. <br/><br/>Your knowledge check also reveals the following robot traits: <br/><br/>- Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.<br/>- Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defences.</div></div>