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While there might not be too much in the way of 'landmarks' in the hallways, the rooms that you have been passing might just be another story. If you can get into one or two of them, then perhaps you could be able to identify them by whatever remains inside of them, then cross-reference that with the schematic. You might be able to get your bearings immediately, and save yourself a bunch of dangerous wandering ... if you can accept the risk of opening up the rooms ... spending some time in tight quarters ... which presumably only have one entrance and one exit ... uh ... okay, maybe this isn't the greatest idea after all.
Or ... well, maybe it is. After all, every room you have cut into in this hulk has been safe so far. The inverted cupola had a few tiny worms, but the desalinator's intake was completely clear, as was the cabin that you cut into, and the stripped down room that you almost trapped the first hallwalker in. And excluding the damned drones, the hallways have either been clear, or at least not dangerously infested. As you think this over a bit more, you punt yourself over to the nearby doors. Judging from the spacing between them, the rooms that they open up into are probably the same size - or at least they all have the same width. One of them has been welded shut, but the other seems to have just been locked.
> Please choose ONE of the following:
> Break into the welded room.
> Break into the locked room.
> Continue on for now, but keep an eye on the rooms you pass.
> Continue on for now, and focus on the hall ahead instead of dangerous confined spaces.