Room D ------ This is the storeroom. Shelves are located along both long walls. These shelves hold many packing boxes (made of some unknown metal, if anybody asks). The boxes can easily be opened and most of them are empty (after all, the base has been here a long time). The boxes can contain whatever ultra high tech items the GM wishes to include. Some suggestions are: * Three large black bricks each with two flush metal discs on top. These are anti-matter batteries capable of all manner of wonderous power supply feats. They'll need an engineer to wire these up properly. * One pointy stick, just like the weapon on a deathbot. These cannot be powered up during the adventure, but they can be afterwards. * Very complex collection of circuits haphazardly connected together inside a six inch cube. This is a TL23 intelligent robotic brain. Given some study and a power supply, it will function perfectly. This one is immune to the child like attacks of the so called virus. * Black vial containing jet black stuff (maybe the vial isn't really black after all). The vial is a form of black globe and it contains a quantity of anti-matter. This could make an interesting weapon except that it will always undergo a controlled meltdown causing 1D of thermal damage per round to everything withing 30m for a rather extended period of time. * One box of forty TL22 self screwing nuts and bolts. Push the nut on gently and it screws itself tight and a very gentle pull removes it automatically. No more tiredness from using your spanners. No power source for this miracle is evident.