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<span class="mu-s">Armoury</span> is locked behind a heavily reinforced door, much like the one that Jurvaz had to break through. The difference is that this door has not endured centuries of erosion and countless attempts to break through it. You lack the access codes to get inside and any sufficient means of breaking in. Simply put, getting inside of this room is impossible.
<span class="mu-s">Maintenance</span> seems to be the only room with some computers that aren't plagued with the 65536 issue. Through these terminals, you are able to learn that the bunker – which the computer refers to as 'Dispenser 300-9' – is powered by geothermal energy. Unfortunately, it seems as though the majority of the turbines and generators have failed over the years, leaving most of the shelter without electricity. Clearly this was expected, as there is an algorithm that determines which facilities receive power according to a priority queue. Unsurprisingly, the cryostasis chambers are the system's top priority.
<span class="mu-s">Cryostasis</span> is your final destination. You feel ill at ease, walking past the malfunctioned chambers and the clusters of calcified gel that protrude from them. Now that you are more lucid, you take a closer look at them. Each pod is accompanied by a display, all of which are either offline or have encountered the 65536 error. Even the chamber that once contained you is afflicted with this issue. You get the feeling that if Jurvaz hadn't manually opened your pod, you would have eventually met the same fate as your fellow sleepers.
Each of the pods appears to have some sort of white cylinder protruding from a port beneath its display. All of these cartridges are approximately six inches in diameter but their length varies. Some are over a foot long, while the shortest only have two or three inches left. The edges are rounded, while a palm-sized <span class="mu-s">RG</span> is printed on the end. You decide to remove the cartridge of your chamber, so that you can inspect it. It feels like it's made of some sort of ceramic and its surface is completely smooth, with no sign of a lid or any other opening. Peculiar.
With your exploration at an end, it's time for you to decide what's worth taking from Dispenser 300-9.
>Nothing. You've already looted enough the two lockers you busted open, you don't need to take anything else.
>Stock up on ammunition. Spend the next couple of hours cracking open half a dozen lockers and then move on.
>Take a little bit of everything. A whole lot of ammunition, one of the drones, a few of those cartridges and even a couple of those buggy tablet computers.
>Everything. You will haul every scrap of technology out of this bunker, even if it takes you several days. You'll need to figure out how you'll transport it all too.
>Stay right here. There are a few issues – the 65536 bug, the malfunctioning nanites, the lack of a food supply and more – but Dispenser 300-9 could serve as a base of operations.