crouch down and survey what can be seen in the room, slowly peek into it before waving an arm in, if the arm remains intact enter legs first crouched down and ready to shoot anything hostile
Once Vic is beside the door and waving his arm in front of it, push him into the room.
Citotp makes space for Vik. The second Vik turns his back to the robot man and focus surveying the armory, Citotp spurs into action.
[Dex: 6]
[Vik Dex: 2]
[Str: 3]
[Vik Str: 6]
Citopt plants his hands on Vik's exoskeleton and
pushes, but Vik, mostly thanks to said exoskeleton, stands like a wall. He doesn't even notice this attempt for his life.
Vik crouches and observes the room as he can. Hmm, lots of weapon racks, about half are empty, rest have better looking gauss rifles than what he has seen before. South wall has a larger security door that looks like it could take a small nuke and still work as intented. He also spots corner of a desk near it. He peeks further in.
[Dex: 2]
[End: 4]
Vik's faceplate goes suddenly dark and a loud bang deafens his ear. He recoils back and touches the helmet wondering what happened. When his gloved hand finds only sharp and ragged edge of the helmet on right side he becomes suddenly aware of the pain on his right ear.
What happened here was a supersonic metal slug ripping apart right side of his helmet, taking his right ear along and causing lots of deep cuts with high velocity debris of his helmet. All damage done to his helmet causes his suit cease mostl of its functions.
"Aha, at last!"
Go to the first now-exposed camera I come across in try to link it up with my PDA, then have a root around their network to see what I can access.
Unbothered by yet another gauss rifle shot somewhere in the complex you start working.
[Handi: 5] The camera isn't wireless thing so you need to detach it first, and considering the connector isn't exactly the standard one, you have to do some wild jury rigging and cutting to make it more compatible. Thankfully it isn't
too different from current standards.
[Aux: 5] First thing to do before connecting ancient technology to your not very powerful wristpad computer is to ensure you stay in control. A small quickly written program secures your system against any possible counter activity. Once your personal security is quaranteed, it is time to work out the communication protocol this complex uses between its endpoints. Thankfully once again it's very similar to what is widely used and that cuts down lot of working time. From there it doesn't take long to break encryption and start injecting your own commands in. By using exposed security camera feed you bypass lots of security systems and gain access to all functional cameras, lights, ventilation and with some additional work you could even get your hands on all active security systems. Fow now you go through all cameras and compile a rough map from what you can get.
On the current level you get access to only few cameras, mostly revealing pair of empty
barracks, a room that seems like a
storage room and a view to wounded Vik and Citotp.
Smaller rooms 1 and 1: Looks like better quality bed/living room. The two you see have more stationary type computers. One room is a tad messy.
Larger room 1: Gives you impression of an office. There are reception desks and traces of gun fight.
Room 2: Another office type room, but considerably more important looking. There's a skeleton sprawled on chair next to a wide desk. It's skull is shattered. There's a pistol on floor near it's hanging arm. The door leading north of room 2 is blocked by a skeleton. It's only partially visible though.
Room 4: Looks like another armory.
Room 9: Obviously a gym.
Another thing you notice here is clean floors. No dust anywhere, except around couple of skeletons. And all lights seem to be working, despite of obvious state of neglected and partially collapsed furniture.
On this level all cameras are functional
Room 1: Some type of control room.
Room 2: Lots of large machines without much space for moving around.
Room 3: Another technical room with gauges and meters.
Room 4: This looks like major computer room. Lots of turrets on ceiling.
Room 5: If you aren't completely wrong, these seem like generator room. Doesn't seem large enough to power entire facility.
Room 6: Another room with large displays and work stations. Displays here are steadily flashing with red text.
Room 7: Yet another room with large displays. Not as much workstations, but almost all facility camera feeds are displayed here too. Perhaps major observation room?
There's one room without cameras, and its entrance has considerably strong looking blast door.
You spot a small circular robot moving around in hallways before it disappears into a hole little larger than its frame in a wall.
((No image for this level.))
This level looks like where maintenance systems are. In end of a long hallway is a much larger generator room. In opposite direction is a cistern, probably supplying all water for the base, and what's most likely a waste management. For a moment you think you saw something moving in the cistern but then quickly pass it off as a hallucination.
In overall it seems like a fight has taken place here. Cuts in some walls, bullet holes in others, few long dead skeletons, and as far as you can tell from decay, all of them are wearing very similar looking uniform.