Well, it's clearly not going to get her anywhere with this person. "Can you tell me what this means?" Bell asks, showing the lady the first page of her file.
She fishes in a pocket and produces a stack of identical business cards, off which she hands Bell the top one. It bears a logo consisting of a thin crescent with the words FOR YOU inscribed between its downward-facing points, and a number: 9246938^0.
"Why will I be wanting this? My sentence for what? My sentence to what?" Bell asks, taking the card.
She feels very, very small.
"But there are people who don't mind, as much, and they can - transfer the - sentences?"
"Okay. I am pretty sure this is unfair. Who's Diana - I mean, she's my judge, but - where did she come from, where do judges come from?"
"I mean, I am here because I died. Are you here because you died? Is Diana? How did you get your job? How did she? What about the torturers and contractors?"
"Everyone is here because they died," she says. "I got my job by applying at the Tower. So did Diana, but the requirements for judges are much stricter and I'm sure she had to wait a few centuries for her interview. Torturers are trained and certified at the Cross in caret null, and the Crescent has their own academy but it's not necessary to be certified as a contractor before taking someone's sentence. It's just easier for the sentenced and the volunteers to find each other that way."
She used to know a few languages. Now her fuzzed-out memories of her time in Angela's world are blurred by the fact that she can't speak Angela's language anymore.
Bell rereads her code a few times. It's not that long. She can break it up into chunks, repeat it aloud to herself, in case something happens to this paper. "Thank you," she adds.
The elevator doors open. She leads Bell out into what looks like a small train station, well lit but not well maintained.
It lacks trains, and anywhere to put one. But it does have a large electronic map on one wall. The guide shows Bell how to type in her residence code, and the map shifts to display a bird's eye view of Bell's new neighbourhood, with a glowing blue dot in the middle connected to a nearby glowing pink dot with a dotted purple line.
"That'll be the nearest station to your residence," she explains. "If you know where you're going, you can just put in the code at the door, but if you haven't been somewhere before it's a good idea to check the map first."
The opposite wall is lined with sets of elevator doors, similar in style to the one they left. Instead of displaying floor numbers above each, they have blank displays. The guide taps 'GO' on the map, and one of those blank spaces lights up with Bell's res code; the corresponding doors open.
"Your basic needs should be taken care of by what you find at home. You can't die again; in what would be a fatal situation, your body will renew itself and you'll be in the same condition you're in now. If you're looking for information, the library at 1^1 is usually a good place to start. It has its own station, so it's easy to find. If you lose the card for the Crescent, you can find their res code in the directory at the library."
Two places to go after she sees her residence. Both of them sound like very good candidates for her first priority. She has a week before she needs a contractor, but how long might that take? She has no more immediate questions lining up to be asked or she'd speak them, but she's been thrown into a completely bizarre situation, all alone, and a library sounds really good right now.
Ultimately she decides to go to the Crescent first and see about contractors. Because delaying knowing things is uncomfortable, but it is not nine hours of torture.
"Is there anything else I ought to know before I go - out in the world by myself?"