You think about it for a moment. "Well, the first thing I'll do is go get help. If there are more of those things down here, I won't be able to take them on by myself." Will nods in agreement. "You can't stay in my office for long, it's probably not going to be safe enough for long, so I'll give you a choice: You can come with me upstairs or you can stay down here in one of the testing chambers. The glass was strong enough to stop that thing, so you should be safe in there, but either way I can't guarantee your safety."
Mr. Grant slowly stands up trying not to wince, "I'll take a glass box over walking around with those things about." You can't help but agree. Even with stitches it would be a while before his stab wound would heal, making him more vulnerable and slower. He places a hand on your desk and looks at you. "Just tell me when you're ready and I'll start walking."
You start searching more thoroughly for more supplies to take with you. There is a small box that you usually grab energy bars from, and it seems as if you missed one earlier. You check the parts storage, but there is nothing that seems relevant, except the small mostly empty box of power nodes. You would have taken it if you could, but demands an authorization code from the sector's president to open. While you're still looking for more supplies you keep talking, "Your bandages should hold, for now at any rate, but you'll need proper treatment in surgery a few floors up in time. Anyway, what was the purpose of the USG Hyperion? I don't recall any ship by that name but maybe I can contact your boss or something if I can find out his contact details."
"It was a mining ship that I was on. I was transferred here because of my own independent research. Unless you're into mining I wouldn't recommend talking to the head of the medical department, it's his favorite topic. If you're interested in the ship's medical research we publish all our findings." Will seems quite proud about the ship's research from his tone.
You decide to switch topics. From the sounds of it it might be better to just look up his research later than waste time. "What do you think caused the place to shake around just before anyway? Must have been some kind of explosion or something."
Will gives you a rather puzzled look. "There was an explosion? The first thing I remember when I got up was staring at that thing as it stabbed me." He goes quiet and grasps at his wound. Maybe it's time to go.
You peek out the door, shining your light out into the darkness of the reception area. There isn't anything as far as you can tell, so you signal to the man that it's clear. Both you and Will start walking down to the glass chamber, listening cautiously for skittering sounds. You manage to get to the chamber without any incident. It seems clear so far. You punch your pin into the door and open it. "Just stay in here. If something does find you it can't get in, so just stay here until I can get some help." The man nods and walks into the cube.
"Thank you." You're about to shut the door when he says something, "It might not be much, but there is a maintenance closet on B12 where they store tools and general supplies. It's a fairly small floor so I'm sure you'll find it. The code for the door is 7634."
You thank the man and move for the stairs down the hall. You pass all the test chambers in silence and move for the stairs. You get to the door leading to the stairs, but it seems to be lacking a doorknob from when the madman ran away. You push in the door and manage to climb the stone steps up to B15. The stairs above that that lead to the higher floors seem to have collapsed and the stone rubble seem to heaped up, blocking your way.
You have access to B15-20, but nothing higher than that. The doorknob to B15 is shot in, just like the door you took to get to the stairs. An empty plasma cartridge is laying next to the door. You can hear breathing nearby the door to B15.
HP: 100%
MP: 6/7
Credits: 10,024 (+16,000 Unconfirmed)
Current Weapon: Prototype Handcannon (x1.15 / 0.25 per sec. / 2 MP)
Inventory:
- Energy Bar (1)
- Keycard (home)
- Short Range Radio
- Limb Maintenance Kit