Screw it, start looking for a mess hall, if this place even has one, see if there's any beer.
Mess hall is a bit of an overstatement; it's more of a kitchen and even then it's only about as big as a reasonably sized walk in closet. There's not a lot of food here; you assume the crew would be stasis'd through most of the flight so it makes sense. You find a 6 pack of something with a label written in a language you can't decipher. It has aluminum bottles with a company logo of a pair of intertwined trees stamped into the metal. Might be booze. Might be soda. Might be bulk laxatives. Who knows.
Let's see if I can wire him up on those things without breaking him. After that, do inventory. What does this ship carry in addition of us? Cargo? Tools? Any handy mining lasers lying around?
We'll assume you get pancaek wired up successfully.
The ship has a large cargo hold, but it is empty. In fact, the ship seems to be very empty in general. There's only some basic emergency supplies, the stasis pods and...well not much else. Clearly it was between jobs.
Observe the perceptions of my body and evaluate the results of my actions.
You materialize on the bridge of the ship, appearing out of nowhere in a disappointing poof of poor ideas.
Would I need to roll to deactivate the automanipulators without setting off the anti-tampering self-destructs? If not, go deactivate all to automanips I can get to. If I would have to roll, decide attempting something I don't really understand how to do is a bad idea and go look for busywork. Like mapping out the ship's interior with Mad Hatter, so we all know where the engine room, stasis pods, etc. are. Maybe get a short list of what rooms we have access to that might be relevant for whatever's about to start happening in a turn or two.
You deactivate the automanips via very handy control panels.
The ship is, well, not exactly spacious. There's a crew quarters, an engine room, a cargo bay that takes up most of the ship, a small kitchen, a stasis area, the cockpit/bridge and...thats really about it.
Pray and meditate. We... survived?
Consider the situation and look in my mind for the signs of mindfuck. Think about things.
As you consider things, you notice something outside on the monitors. The darkness is being interrupted by slow strobes of red. It looks more like the footage from a deep sea submarine than from a starship; everything just looks too fluid and the strobe is revealing bits of floating particulate matter around you.
"Bargh! No no wasn't sleeping awake now."
try to activate ship systems or at least run diagnostic, if I can turn off potentially dangerous systems then do so. Activate any distress beacons or whatever that are available. Once complete move off with anyone else that is exploring using the allround cams on the Fat-Sparrow to detect anything weird/moving.
The ship's proximity warnings are all going off all the time, as well as warnings about about a dozen other things from temp to radiation to acceleration in multiple directions at once.
You turn on the distress beacon.
Once the auto manips are off the gravity in the ship vanishes and is replaced by a feeling of horrible omni-directional vertigo, as though you are falling in all directions at once. Not being pulled, but falling.