"Lockers always have loot.
Health packs, extra ammo, bonus armor..." Arvin rambles.
Action: Head in and, pop open some lockers looking for loot. Trigger environmental jump scares!
Lockers are already all open. The ones closest to the door have suffered serious blunt force trauma all over door and few are actually missing their doors altogether. Damage to locker doors become quickly more focused as you move further in. By fourth locker onwards only damage is on locks.
Lockers themselves are mostly empty. The last ones have few shirts and overalls remaining. Do you want to
salvage those?
Here seems to be stairs down to lower deck. Every now and then a bubble of oil or fuel floats up from there.
Close both of the doors if I can and take in the whole of this corridor. Close any additional doors as well if needed. There's nothing quite as off-putting as an open door.
How rusty is this place, by the way? Does it look like it might have been underwater at one point.
Walking basically with closed eyes you go and push all doors shut. Whew. Now monsters can't jump on you!
It is as rusty as you would expect from well maintained cargo ship. In other words, not at all. There's no ocean plants hanging anywhere nor sea stars if that's what you mean. It is all acceptable clean.
Take what I can from hallway B! even the volley ball, you never know what you are going to need.
You pick up the torn ball. Yup. You are certainly going to need that. Endeavour's gym isn't much to talk about.
Go to room C, but hide behind a door, if there is one.
Broken damaged lockers, otherwise empty if not counting Arvin. Much like room on the other side, from what you can tell.
Ask the captain for permission to shoot us some seagulls.
"Captain Rasmussen. We have one guy here who wants to shoot seagulls on the cargo ship with shotgun. Should we let him?"