On the Outside

As you are passing by a stall in the market, a merchant calls out to you.

Level: 10
Start: Azali Sambi, Market, Yards of Gadani

Introduction

A merchant in colorful robes calls out to you as you walk by. He beckons to you from a shop that's overflowing with scraps of metal, coils of wires, and all manner of ship parts. A sign projected above his head reads, “Azali Sambi's Scraps and Sundry.”

He says, <name>. Come, ser. I must speak with you.

  • "How do you know my name?"
  • "No thanks."
  • "About what?"

No:

Keeping your head down, you walk away. Eye contact only encourages them.

You have failed the "On the Outside" mission. You can retake this mission and try again.

Name:

Me: How do you know my name?

About what:

Me: What do you want to speak to me about?

Either choice continues:

He pulls you into his shop, with a quick glance around to see if anyone is nearby.

Quietly he says, We have a friend in common, <name>. She asked me to look for you, and to pass along a message.

  • "What friend?"
  • "What's the message?"

What friend:

Me: What friend?

He says, Her name is Justína. You helped her out with finding an item for her on Paris Spatiale.

  • "No thanks."
  • "What's the message?"

No:

You walk away, leaving Azali sputtering with surprise behind you.

You have failed the "On the Outside" mission. You can retake this mission and try again.

Message:

Me: What's the message?

He says, Your presence is requested in the Lounge as soon as you're able. Look for Sara, she's a gorgeous red-haired woman. You can't miss her.

  • "Okay, I'll talk to her."
  • "No thanks."

No:

You walk away, leaving Azali sputtering with surprise behind you.

You have failed the "On the Outside" mission. You can retake this mission and try again.

Okay:

Me: Okay, I'll talk to her. Thanks.

You have accepted the "On the Outside" mission.

  • "Anything else I should know?"

Me: Anything else I should know?

He says, That's all I know, and that's all I want to know. Please pass along my regards for our friend.

He begins to usher you out of the shop, and raises his voice.

He says, Wonderful doing business with you, ser! I will have my scrappers look for that part for you and will be in touch!

Find Sara in the Lounge.

Next area: Lounge, Yards of Gadani

  • Find Sara.

Smoke curls around your body as you push open the door to the Al-Farooqui Lounge, its spicy scent carrying a slight hint of synthetic sweetness. The room is full of people, reclining on lush sofas, chatting together around tall glass hookahs, and laughing at each others' jokes.

The room is dark and the smoke makes it difficult to see more than a meter or so.

  • Search the room for Sara.
  • Ask if anyone has seen Sara.

Search:
(Intelligence check)

Failure

The room is so smoky that you're having trouble seeing. Keep searching.

  • Search the room for Sara.
  • Ask if anyone has seen Sara.
Success

You move through the smoky room, peering into curtained alcoves set with pillow-topped benches and gilded tables. At a low table near the back of the establishment, you find Sara. You instantly recognize her as the woman Justína was speaking to when you returned from your trip to the ruins on Paris Spatiale. She sees you as you draw near, and dismisses the crowd of admirers who've gathered around her, vying for her attention. Some of them eye you curiously as you take their place, others with open hostility, but they all fade away into the smoke of the Lounge, leaving you alone with Sara.

Ask:
(Social check)

Failure

You can't seem to get anyone to talk to you about Sara. They all wave you away.

  • Search the room for Sara.
  • Ask if anyone has seen Sara.
Success

You ask around for a bit and finally find someone who has seen Sara. They point you toward a table near the back wall of the Lounge.

At a low table near the back of the establishment, you find Sara. You instantly recognize her as the woman Justína was speaking to when you returned from your trip to the ruins on Paris Spatiale. She sees you as you draw near, and dismisses the crowd of admirers who've gathered around her, vying for her attention. Some of them eye you curiously as you take their place, others with open hostility, but they all fade away into the smoke of the Lounge, leaving you alone with Sara.

Either success continues:

She says, <name>, I presume. Justína sent me to speak with you.

Talk to Sara in the Lounge.

Next NPC: Sara Bayne, Lounge, Yards of Gadani

  • "Who are you?"
  • "What does she want?"
  • "Why didn't she come herself?"

Who:

Me: Who are you?

She smiles and says, I'm Sara, Sara Bayne. I find things for Justína. Things from Before. Things that are hidden, and things that need hunting.

  • "What does she want?"
  • "Why didn't she come herself?"

Why:

Me: Why didn't she come herself?

She says, Justína is very old, for one. She doesn't leave Paris Spatiale for a few reasons. The first being that relic hunters like myself always know where to find her. The second is… well, she's being watched at all times. The job she has for you is of a delicate nature.

  • "What does she want?"

Me: What does she want?

She says, She has a job for you, and has asked me to ask you to come to Paris to speak with her.

  • "What's the job?"
  • "Why can't you just do the job?"

Why:

Me: Why can't you just do the job?

She smirks and says, I have my own job to do here. You see, Justína isn't the only one that's being watched. The Gaule's SAG operatives and the DZ have taken notice of my activities. Being outed has been vexing, but we're going to use this to our advantage. As of now, you're mostly an unknown player in this game. You remember Runa, of course.

Sara reaches forward and takes a drag off the hookah, blowing rings of smoke into the air.

She says, Runa has been tailing me for awhile. I'm going to be here, on this station, in plain sight. When the time is right, I'll distract Runa and keep her off your track.

  • "What's the job?"

Me: What's the job?

She says, She didn't tell me. It's need to know, and all I need to know is my part of the job: get you to go to Paris and distract Runa when the time comes.

  • She takes another drag…

She takes another drag and smiles lopsidedly at you while smoke curls around her.

She says, So? What do you say? Are you in?

  • "No thanks."
  • "Sure, why not."

No:

Me: No thanks. I don't want to get mixed up in this.

She shakes her head, saying, What a pity. See you around, wuss.

You have failed the "On the Outside" mission. You can retake this mission and try again.

Sure:

Me: Sure, why not.

She says, Excellent. Oh, and, remember when I said I'd be distracting Runa when the time comes? Well guess who just walked in.

You look up and see Runa across the room, dressed in her customary black, with her long blonde hair pulled back into a high ponytail.

She says, Here we go! I'll distract her, but you're still going to have to sneak by. Head over to Paris as soon as you can, Justína did imply that time was of the essence. See you around, <name>. Good luck!

Sara rises and walks towards Runa, who hasn't spotted the redhead yet. As you watch, Sara steps into the way of a serving bot. The bot tries to autocorrect its course, which sends its tray of drinks towards Runa. This is your chance!

  • Melt into the crowd.
  • Start a fight to cause a distraction.

Melt:
(Agility check)

Failure

You try to join another group and blend in, but they end up sitting down at a nearby table. Try again.

  • Melt into the crowd.
  • Start a fight to cause a distraction.
Success

Runa's outraged cry of surprise as the bot dumps a tray of drinks on her fills the room. You slide away from the table and melt into the crowd, letting the smoke wrap around you like a blanket.

Runa's angry shouts follow you to the door of the Lounge, which you slip through quietly.

Fight:
(Strength check)

You make your way through the Lounge, until you're close to Runa. Once there, you shove a man wearing a robe into another man, then quickly duck behind a pillar. The two men instantly lunge at each other, crashing into each other and nearly knocking Runa over.

She shouts, Watch it, you festering boil!

The man she's shouting at takes exception to the insult and reaches out to the nearby table. He scoops up a drink and upends it on Runa's head. Her long blonde hair turns red as the wine pours down her face. With a shriek, she dives into the fight, and it spreads quickly as you hightail it out of the Lounge.

Either success continues:

Meet with Justína at the Hospital on Paris Spatiale.

Next NPC: Justína, Sick Bay, Paris Spatiale

  • Talk with Justína.

Justína is in her usual spot, on one of the regocrete benches in front of the fountain of light. She spots you and smiles slightly as you approach.

She says, <name>. I'm glad you decided to come.

  • "How are you, Justína?"
  • "I heard you have a job for me."

How are you:

Me: How are you, Justína?

Dryly, she says, I'm still alive, so that counts for something!

She laughs quietly, but there's a twinkle in her eye.

  • "I heard you have a job for me."

Me: I heard you have a job for me.

She says, That I do. The cube you retrieved for me, The Preceptor, we are still working on figuring out what exactly it is and does. In the meantime, Sara found something quite fascinating: the private journals of a scientist from Before, Herschel Minkowski. Minkowski had a home on Nouveau Limoges, which was destroyed as well during the Catastrophe. It was there that Sara found his logs. In his notes, Minkowski mentions The Preceptor, though maddeningly, he too has no idea what it's for.

Me: His logs didn't say?

She sighs, saying, The files for his journals have corrupted over time. So much so that they are difficult to make out. However, he did mention that he was working on the development of an object that he believed would be instrumental in… well, we don't actually know in what. That part of the log is destroyed. In any case, I want you to find this object.

  • "What is the object?"
  • "Where is it?"

What:

Me: What is the object?

She says, I don't know much. Everything is so garbled that it's difficult to understand in his logs. He mentions The Preceptor, and that it had gone missing many cycles before. Then the logs skip ahead days, sometimes weeks, at a time. And then he starts mentioning the device he was working on.

  • "Where is it?"

Me: Where is it?

She says, That's the fun part. Minkowski died during the Catastrophe while he was aboard a research vessel, the GRV Venture. Apparently all the air was vented into space, killing the crew almost immediately. The ship has mostly languished in space since then.

  • "Wouldn't the ship have been looted by now?"
  • "Where is the ship?"

Looted:

Me: Wouldn't the ship have been looted by now?

She says, You're right. It's been boarded by looters multiple times, but I believe that they will have missed the object, which Minkowski kept hidden in his personal quarters.

  • "Where is the ship?"

Me: Where is the ship?

She says, It's being towed to Yards of Gadani as we speak, to be torn down for scrap. I need you to get onto the ship and find the object before that happens.

  • She says, "What do you say?"

She says, I am happy to compensate you for your time again, of course. What do you say?

  • "I'm not interested."
  • "I'm in!"

In:

Me: Sounds interesting! I'm in.

She nods, a rare smile ghosting across her face.

She says, I knew I could count on you, <name>. Now then, I possibly didn't mention that the Venture is enormous. They'll be handling the poor thing's decommissioning on one of the ship-breaking yards that's on the outer hull of Gadani's asteroid. I hope you don't have astrophobia, because you'll be topside during this little adventure.

She glances up, where the inner shell of the station's asteroid can be seen far above.

She says, You're going to need a special suit for this, so I'm sending you over to Tau Station. Meet with my …associate, Siegfried, at the Tau Station Clothier. Charming man. He will fit you for the suit and get you prepared. Once you've gotten the suit, head back to Gadani and speak with Sara. She will tell you your next move. Good luck, <name>.

Meet with Siegfried at the Tau Station Clothier and get fitted for a spacesuit.

Next NPC: Feeny Tilington, Decommissioned Area, Tau Station

  • Enter the Tau Station Clothier.

The front desk person who's working when you arrive at the Clothier is a stylishly dressed young woman who is deeply engaged in watching something via her CORETECHS when you come in. She twirls a long strand of green hair around her finger while she absently flicks her fingers through the air, presumably scrolling through whatever content she's looking at. Her large eyes have bio-tinted purple irises, and the light from her CORETECHS flickers across them as she ignores you. She wears an LED name tag declaring her to be Feeny Tilington, whose lights change colors as you watch.

Me: Excuse me, I have an appointment.

Feeny doesn't seem to hear you, or isn't interested in listening.

  • Bribe her to pay attention to you.
  • Convince her to talk to you.
  • Make her pay attention.

Convince:
(Social check)

Me: Perhaps I should speak directly with your manager?

Feeny blinks her eyes, and the reflected light leaves them suddenly. She looks up at you and blinks some more, as though astonished by your presence.

She says, Oh, uhm, no need for that. Yes, hello and welcome to Tau Station Clothier… We're dressing the galaxy… Uhm… what did you say?

Me: I said, I have an appointment.

She says, And what is your name, ser?

Me: <name>. And I'm here to see Siegfried.

Her eyes grow even wider as you mention his name. She nods and taps at her desk, bringing up a schedule on its surface.

She says, Oh yes, I see you here, of course. You're right on time. Please take the lift to the 5th floor. He's in room 513.

She points to a hallway where you see lifts set into the wall.

Make:
(Strength check?)

You slam your palm down on the desk, making a loud thud. Feeny jumps about a meter into the air in shock.
Me: Perhaps you didn't hear me. I have an appointment.

She blinks at you, wide eyed and nodding.

She says, Wh…what is your name, ser?

Me: <name>. And I'm here to see Siegfried.

Her eyes grow even wider as you mention his name. She nods and taps at her desk, bringing up a schedule on its surface.

She says, Oh yes, I see you here, of course. You're right on time. Please take the lift to the 5th floor. He's in room 513.

She points to a hallway where you see lifts set into the wall.

Take the lift to the 5th floor.

Next area: Decommissioned Area, Tau Station

  • Take the lift to the 5th floor.

You get into a lift and select the 5th floor, which is labeled “Design Studio.” The lift jerks a bit then loud creaking can be heard as it rises through the building. Finally, the doors open, sliding unevenly and getting stuck a bit on the right panel.

Me: Glad to be out of that.

The floor you step onto is a far cry from the beat-up lift, however. The open space has a high ceiling with large, O-shaped lights hanging at various heights. The floor is made to look like warm, rich wood, and the metal walls have been artfully sanded to create arcs on the burnished silver. The first part of the room boasts a few large leather chairs, with low tables between them. On each table is a hologram which cycles through various moving images of people showing off their garments.

Toward the back of the room, a set of offices with glass walls have been set. In each are set long tables with bolts of fabric and sewing machines. Each is an office where designers use holographic tables to create everything from undergarments to gowns, work uniforms to lightly armored suits.

  • Take a peek into one of the rooms.
  • Go to room 513.

Peek:

As you watch, a woman loads one of the bolts of fabric into the machine, taps a few times on the machine's display, and then waits as the machine pulls in the fabric. A few moments later, a dress rolls out of the machine, which the woman picks up and eyes critically. Next to her a young man takes notes on his slate as she talks.

  • Go to room 513.

You wander down the hall until you find room 513. When you reach it, it's immediately apparent that the garments being designed here are different. Various spacesuits hang from the walls, which are covered in scrolls that have been printed with images of spacesuits, equipment, boots, and other things related to no-oxygen environments.

An older man, portly and with a metal, mechanical right hand, sits on a high stool, folds of gray fabric in his lap. He lifts his right hand and taps his thumb to his palm twice. The pointer finger and middle finger suddenly slide back, revealing sharp blades. He snips a thread with these, then holds the garment up to check his work. As he looks up, he sees you.

He says, Are you lost?

Talk to Siegfried.

Next NPC: Siegfried, Decommissioned Area, Tau Station

  • "I'm here to see Siegfried."
  • "Justína sent me."

Here to see:

Me: I'm here to see Siegfried.

He says, And so you see me! Now then, I have work to do.

  • "Justína sent me."

Me: Justína sent me.

He says, Ah! Did she! You must be <name> then. Come in, come in.

He stands and puts down the piece he was working, then holds out his bladed hand to shake yours.

He says, I'm Siegfried! I… oh, pardon me.

He withdraws his hand and taps his thumb against his palm once more. The scissors retract and are replaced with fingers once more.

He says, How is Justína? I was so happy to hear from her!

  • "I'm here for a spacesuit."
  • "She's good."

Good:

Me: She is doing well.

He smiles hugely, saying, That's lovely to hear. What a woman. Now then —-

Spacesuit:

Me: I'm here for a spacesuit.

He frowns slightly, saying, Right to business then. Very well.

Either choice continues:

  • He turns and …

He turns and picks up the garment he was working on and holds it up in front of you.

He says, Yes, I do think I guessed your measurements correctly, given the scan she sent me. Here you are then. Now, remember, this tube must stay attached at all time to these canisters. You'll wear them like a backpack. The tube is difficult to remove, but it does have a snap-away feature in case of emergencies. So don't tug on it for any reason. Unless it's an emergency, I suppose. Then you should definitely tug! Not that I think you'll get into any emergencies with this suit, of course.

As he talks, he walks around you, sizing you up.

He peers at you, saying, Actually, let me just make one adjustment. There, you're slightly taller than the scan revealed. Alright, now, this suit has built in anti-grav boots. You'll need those when you go onto the surface. The suit is heavy because of the weighted boots also. You press this button to turn on the anti-grav. Here are your tethers. The ship-breaking fields have a network of slide wires. You make sure you're attached, you hear? Not that my boots will fail, but if anything happens, you need that secondary level of protection. Got it?

If you got straight to business:

Me: Got it.

He says, Great. Alright. Well, I have to get back to work. You take good care of that suit, Shadow! It's a prototype! Ah, I mean, I know that it will all work just fine. It's just a new design for the air recycling unit. So far the testing has gone well! Good luck.

If you spoke about Justína:

  • "Thanks, Siegfried."

Me: Thanks, Siegfried.

He says, Ah… would you do a favor for me?

  • "Sorry, I'm kind of in a hurry."
  • "Sure!"

Sure:

Me: Sure! Well, maybe. Depending on what?

He licks his lips nervously, twirling one of the ends of his mustache.

He says, Would you, ah, tell Justína that I … uhm… Nevermind.

  • Guess at what he wants to say.
  • Convince him to tell you.

Guess:
(Intelligence check)

Me: You want me to pass along a message to her?

Siegfried lets out a breath and nods, sending the ends of his long mustache bouncing.

He says, Would you tell her that I would like to come visit her on Paris soon. Would you, ask her whether that would suit her?

  • "Nope."
  • "Sure, I can do that."

Sure:

Me: Sure, I can do that.

He sags with relief and lets go of his nervousness.

He says, I would ever so much appreciate it. She's… quite special to me.

He beams at you, flushing.

He says, Alright <name>, I have to get back to work. You take good care of that suit! It's a prototype! Ah, I mean, I know that it will all work just fine. It's just a new design for the air recycling unit. So far the testing has gone well! Good luck!

All choices continue:

He passes you the suit and nods to you, then turns back to his workbench.

Meet up with Sara in the Lounge on Yards of Gadani.

Next NPC: Sara Bayne, Lounge, Yards of Gadani

  • Talk to Sara.

You find Sara at a different spot than last time. She is alone this time, probably because of how tucked away she is, in a small booth with heavy curtains on the outside. She spots you as you cross through the smoke and beckons for you to take the pillow covered bench across from her.

She says, Welcome back, <name>. Are you ready for this?

  • "Absolutely!"
  • "Where's Runa?"

Runa:

Me: Where's Runa?

She laughs, saying, Oh I lost her at the Mermaid on København. You should have seen her face when I made a big deal out of inspecting a stuffed shark on the wall there. I'm pretty sure she's still there trying to buy the thing. You ready to go?

  • "Absolutely!"

Me: Absolutely! Let's do this!

She says, Okay, here's how this is going to go! The ship is docking in a few units. Your timing was excellent, by the way. All you need to do is find a way up to the surface, get onto the ship, grab the item, and get back. Easy, right?

  • "How do I find the item?"
  • "How do I get into the ship?"
  • "How do I get surface side?"

Surface:

Me: How do I get surface side?

She says, That part might be the trickiest. You'll have to find a way up one of the shafts in the interior ship breaking yards.

  • "How do I find the item?"
  • "How do I get into the ship?"

Ship:

Me: How do I get into the ship?

She says, The ship was damaged during the Catastrophe. One of the hatches was blown partially away. You can try that, or you can try to find another way in. I'm uploading some images of the Venture to your CORETECHS so you know what to look for.

  • "How do I find the item?"

Me: How do I find the item?

She says, Minkowski's quarters are on deck nine, room 932. There's a safe behind a panel. You'll have to find the panel and then get the safe open. Lucky for you, he noted down his combination: 42, 23,16, 15. Got that?

Me: Got it.

  • She says, "One more thing…"

She says, Okay, great. Oh! One other thing. There's sort of a rush on this. We found out from eavesdropping on Runa that both SAG and DZ are on their way to try to lay claim to the ship. An independent salvager found it most recently and towed it here, but it's a Gaule ship that was found in Consortium space, so they are both fighting over ownership. You've got to get in there and out before they figure out who gets to steal the ship from the salvager and board it. We suspect they might also know about the device somehow, or that there's something else on the ship. Either way, they're heading here too, in a hurry. So, good luck!

Find a lift to get surface side in the ship breaking yards.

Next area: Decommissioned Area, Yards of Gadani

  • Explore the ship breaking yards.

Though the yards are always busy with workers, you have arrived during one of the later shifts, which aren't as popular with workers. Before you can get up to the surface, you'll have to put on your new suit.

  • All suited up.

You find a changing room for ship yard workers and pull on the suit from Siegfried. It's form fitting and easy to move around in.

  • Look for a way to the surface.
  • Ask someone for directions to topside.

Look:
(Intelligence check)

You find a shaft that's not completely surrounded by people! Unfortunately, the shaft is being guarded, and you realize that the guard is scanning badges before allowing workers to gain access to the lift.

Ask:
(Social check)

You finally manage to find a charming older man with bad eyesight.

Me: It's my first day and I've got a phobia of being on a lift with a lot of people. Could you point me to a quieter lift? I'm nervous enough as it is.

He squints at you, but then shrugs and points to a lift that's off in the distance. You go to where he's pointed and find a shaft that's not completely surrounded by people! Unfortunately, the shaft is being guarded, and you realize that the guard is scanning badges before allowing workers to gain access to the lift.

Either success continues:

  • Convince the guard to let you pass.
  • Try to break into the lift from the back.
  • Bribe the guard.
  • Steal a badge and sneak by the guard.

Break in:
(Strength check)

After carefully checking the lift over, you find an access panel on the back. A few solid tugs, and the panel comes off abruptly, nearly sending you tumbling backwards. You're able to climb into the shaft behind the cab inside the lift's shaft.

  • Ride on top of the cab.
  • Climb down into the cab.

On top:

Using a ladder on the interior of the shaft, you climb up onto cab roof and hunker down to wait. After a while, you hear the doors to the cab opening and people talking as they enter the cab. Soon, the cables near you start to work, and the cab begins its journey to the outside shell of the asteroid.

The lift rattles its way to the surface, the balustrade railings giving you something to hold on to. After what seems like forever, the cab pauses. Through the cab's roof, you hear an automated voice.

It says, Entering zero-G atmosphere. Please ensure all spacesuits are properly sealed and grav boots engaged.

  • Nah, I'm good.
  • Engage grav boots.

Engage:

You turn on the boots' gravity as Siegfried showed you. The boots suddenly lock onto the cab roof. Just in time, as the lift begins to move once more. After a few units, you hear a sound above. Looking up, you see a divider opening in the shaft above, while a matching sound below the lift signals a divider closing behind the cab. Suddenly you are weightless, the grav boots the only thing keeping you from tumbling upwards as the lift rises.

  • Tether yourself also.
  • The boots should be enough.

Tether:

You tether yourself to the balustrade as a precaution, which turns out to have been a good plan as the lift stops and makes you stumble just enough for your boots to detach for a moment.

  • At the top.

The cab rattles its way to the surface of the asteroid, then stops suddenly. The doors open silently, but you can feel them through the vibration of the cab. There's a moment where people get onto and off of the cab. You watch them through a small grill that's above the lift. You also see a guard, checking badges as people enter and exit the cab.

  • Find a way to sneak around the guard.

(Agility check)

You manage to find the back access panel, which opens easily when you engage its lever. You suddenly find yourself on the surface of the asteroid!


Convince:
(Social check)

Failure

She seems uninterested and yawns at you.

  • Convince the guard to let you pass.
  • Try to break into the lift from the back.
  • Bribe the guard.
  • Steal a badge and sneak by the guard.
Success

Waiting for just the right moment, you approach the guard when there's a break in people taking the lift.

Me: Excuse me. Ah, this is embarrassing. Today was my first day and I forgot my badge topside. Can you help me out? I don't want my boss to find out and fire me. I really need this job.

The guard hesitates, but something in the desperation you poured into your voice makes her face soften.

She says, Just this once. Come on.

She scans her badge for you and the lift's doors open.

She says, I'll call up and let Neil know you're on your way, but you might have to convince him also. Be more careful with your badge from now on!

Me: Thanks, friend! I will!

You board the lift, the sole rider heading to the surface of the asteroid.

  • Take the lift surface side.

You reach forward and press a button labeled "Topside." The inside of the cab is lined with shifting displays, warning lift riders to check their spacesuits, about the dangers of zero-G, and advertising vacations on far away stations.

The lift rattles its way to the surface.

  • Stop the cab before it gets to the top.
  • Ride the cab all the way up.

Ride:

You let the lift continue its path to the surface. After what seems like forever, the cab pauses. And an automated voice begins speaking.

It says, Entering zero-G atmosphere. Please ensure all spacesuits are properly sealed and grav boots engaged.

  • Nah, I'm good.
  • Engage grav boots.

Nah:

Ignoring the automated voice, you continue your journey upward. After a few units, you hear a sliding sound above and below the cab. Suddenly you are weightless, and begin floating upward. The lift, rising below you, bumps into your feet, and making you stumble. You're able to grab hold of a railing so you're not just bouncing around the inside of the cab.

  • The lift reaches the surface…

The lift reaches the surface and chimes another warning about spacesuits and grav boots. The lift door slides open and you are suddenly topside.

A guard stands outside of the lift.

  • He asks you for ID.

Your suit, automatically tuned into a local frequency, crackles and then you hear the guard speaking.

He says, ID?

  • Convince him to let you pass.
  • Make him want to let you pass.

Convince:
(Social check)

Failure

He stands there impassively as you try to reason with him.

  • Convince him to let you pass.
  • Make him want to let you pass.

Make:
(Strength check)

Me: Can you fracking believe this?! My boss borrowed my suit on my day off and took my badge out of my pocket! I'm so fracking MAD RIGHT NOW!

The guard flinches as your shouted words come across the coms to him.

He says, Ser. Ser! Try to calm down. Just… head on over to your site. Try to get your badge back asap, got it?

All paths continue:

  • Enter the ship breaking yards.

The ship breaking yards go on for as far as you can see, the enormous vessels leviathans that blot out the stars. And stars you see, all above you, a night sky with countless pinpricks of light. Here and there above you are black spots, where no stars can be seen. Spaceships, waiting in orbit around the asteroid for their turn to be lashed down to its surface and torn apart, bolt by bolt and beam by beam.

Various lanes of metal lead away from the lift. The well-lit walk ways making it easier to walk with the anti-grav boots. Along the sides of the walkways, waist-high slide wires have been strung for workers to tether to as they move along the surface of the asteroid.

  • Search for the Venture.

(Intelligence check)

You pass beneath the shadowy forms of dead ships, some which rise like the old skyscrapers of Earth to blot out the stars. Some are well lit, with workers swarming over them like ants. Others sit, dark and silent. Waiting to be gutted and scrapped.

Finally, you find the ship matching the images Sara gave you for the Venture. It also doesn't hurt that you can see the words “GRV Venture” painted in large letters on its side. There is a short, open sided lift, that provides access to a docking port. The lift is guarded by a set of mercenaries, in patched up spacesuits of older designs. They are all fully armed. The official Gaule and Consortium representatives don't seem to have arrived yet.

  • Talk to the mercenaries.
  • Find another way onto the ship.

Talk:

As you make your way toward the mercenaries, they turn as one and level their weapons at you. Over the local channel, one of them speaks.

She says, This is a restricted area. No access.

  • Find another way onto the ship.

(Intelligence check)

Failure

You can't seem to find a way onto the ship yet.

  • Find another way onto the ship.
Success

You wander around the ship, tethering onto new walkways and trying to avoid the mercenaries. Finally, you find the damaged hatch that Sara mentioned. It does look partially destroyed. There is also an access panel next to the hatch.

  • Try to force open the hatch.
  • Hot-wire the hatch using the access panel.

Hot-wire:
(Intelligence check)

Though mostly powered down, the ship has been put into a slumber state where it uses little to no power. Lucky for you, it's got just enough juice for your needs. You press in on the side of the access panel gently, which makes it retract and expose its inner workings. After a few units of playing with wires, you manage to engage the hatch, and it too retracts.

Force:
(Strength check)

Bracing yourself against the hull, you pull with all your might. The hatch resists at first, then slowly starts to peel away from the ship. Finally, it pops off, nearly making you lose your balance. The grav-boots hold you steady, though.

Either success continues:

  • Enter the ship.

You climb into the ship, replacing the hatch behind you. The interior of the ship is mostly dark, with only small lights here and there signaling the hibernation mode its being stored in. Luckily, your spacesuit has lights, which switch on automatically. The corridors are heavy with dust, the filtration systems having been off for decades. You make your way through the ship, sending the dust whirling behind you in eddies.

You are on deck four, which appears to have been the level used for the research labs. The rooms that you peek into have long counters in rows, and the walls are lined with shelves and storage units. The rooms show evidence of having been ransacked. Chairs lay on their sides and most of the equipment has been stripped, though here and there an old monitor or some piece of machinery that was too heavy to move has been left behind.

  • Find a way up to deck nine.

(Intelligence check)

After wandering for a bit, you finally find a lift. It sits silently, its doors closed. Pressing the buttons next to it for a higher floor results in more silence. There may be just enough power in the system during hibernation mode to get it to work.

  • Force open the doors and climb the shaft.
  • Try to hot-wire the lift.

Hot-wire:
(Intelligence check)

Siegfried's suit is the thinnest you've ever seen, and that includes the gloves, which are form fitting and which allow you to easily pull out wires and get done what you need to do. Soon thereafter, the lift doors slide open.

Force:
(Strength check)

Failure

The doors resist your attempts to force them open.

  • Force open the doors and climb the shaft.
  • Try to hot-wire the lift.
Success

Bracing yourself, you force the doors open, centimeter by centimeter. They resist at first, then seem to give way and slide open smoothly.

Either success continues:

  • Climb the shaft.
  • Try to hot-wire the inside panel.

Hot-wire:
(Intelligence check)

You pull the panel off the wall on the inside of the cab. After a few units, you've managed to pull things apart and rewire circuitry enough to reroute power to the lift. The cab hums to life, the lights above flickering on. You select the ninth floor and settle in for the ride.

Climb:
(Stamina check)

Using a ladder that's built into the lift shaft's walls, you climb your way to deck nine. The doors on this floor open more easily, sliding open after only resisting for a moment.

Either success continues:

  • The ninth floor.

The ninth floor seems to have been living quarters. Many of the doors stand open, showing rooms that have been ransacked. Some of the rooms have old, dust covered clothing still hanging in closets. In one, you find a bed that's been turned down, as though someone was just about to climb into it, but was never able to.

You make you way down the hallway, finally finding room 932. Unlike the other rooms, the door to Minkowski's quarters stands shut. The panel next to the door is askew, as though someone tried to access the door through the electronics, but failed. When you touch the panel, it dimly comes to life, flickering and fading in and out.

The screen prints out the words: Enter Access Code.

  • Enter code 42, 23, 16, 15.
  • Enter code 23, 42, 15, 16.
  • Enter code 16, 15, 42, 23.
  • Enter code 15, 16, 23, 42.
  • Space this, hot-wire the frackin' thing.

23, 42, 15, 16:

You type 23, 42, 15, 16 into the panel.

The panel displays the words: Access Code incorrect.

  • Enter code 16, 15, 42, 23.
  • Enter code 15, 16, 23, 42.
  • Space this, hot-wire the frackin' thing.

16, 15, 42, 23

You type 16, 15, 42, 23 into the panel.

The panel displays the words: Access Code incorrect.

  • Enter code 15, 16, 23, 42.
  • Space this, hot-wire the frackin' thing.

15, 16, 23, 42:

You type 15, 16, 23, 42 into the panel.

* The panel displays the words: Access Code incorrect.

  • Space this, hot-wire the frackin' thing.
  • Access Denied.

Denied:

Your attempts at trying to remember the code fail you, and the panel suddenly goes entirely red.

The screen prints: Number of attempts exceeded. Access Denied.

  • Space this, hot-wire the frackin' thing.

(Intelligence check)

Failure

You do about as well as whoever else tried before you: Not Very.

  • Space this, hot-wire the frackin' thing.
Success

You fiddle with the electronics for the door for a while, but finally manage to get the connections you need.

42, 23, 16, 15:

You type 42, 23, 16, 15 into the panel.

Either path continues:

The panel displays the words: Access Granted.

The doors slide open.

  • Enter the chambers.

Entering Minkowski's quarters is like stepping into a time capsule. Not only has noone been here since the Catastrophe, but Minkowski himself is even here, a pile of bones with ragged clothing clinging to them. He seems to have been trying to reach a shelf on a wall which had an oxygen mask on it. His body floats, slumped near the shelf. He was so close, too.

The room is full of objects, gently floating in the zero gravity.

  • Search for the painting.

(Intelligence check)

You walk through the room, being careful not to disturb the corpse and to avoid the floating objects. Your passage leaves footprints in the dust behind you, and sends up puffs of particles which swirl in the light from your helmet.

You find the painting on the wall over Minkowski's bed. Though faded with time, it seems to have been a landscape of rolling hills from Earth. You take the painting down, gently placing it on the bed. The safe's access panel flickers to life in a stutter of light.

  • Enter code 42, 23,16, 15.
  • Enter code 23, 42,15, 16.
  • Enter code 16, 15, 42, 23.
  • Enter code 15, 16, 23, 42.

23, 42, 15, 16:

You type 23, 42,15, 16 into the panel.

The panel displays the words: Access Code incorrect.

  • Enter code 42, 23,16, 15.
  • Enter code 16, 15, 42, 23.
  • Enter code 15, 16, 23, 42.

16, 15, 42, 23:

You type 16, 15, 42, 23 into the panel.

The panel displays the words: Access Code incorrect.

  • Enter code 42, 23,16, 15.
  • Enter code 15, 16, 23, 42.

15, 16, 23, 42:

You type 15, 16, 23, 42 into the panel.

The panel displays the words: Access Code incorrect.

  • Enter code 42, 23,16, 15.

You type 42, 23,16, 15 into the panel.

The panel displays the words: Access Granted.

The door pops open slightly. You reach inside and pull out a small bundle, wrapped in a thick cloth. Gently unwrapping it, you get your first look at the object. It's about as big as the helmet you're wearing, and shaped like a half sphere of shiny black glass. The bottom of the device has a panel, though it seems to be in an off state.

Suddenly, you hear a voice through your helmet over the open channel.

It says, Alright, everyone. Spread out through the ship and start your search.

The ship is being boarded!

  • It's time to go!

It's time to go! You rewrap the device and put it into the backpack that's attached to the suit, then start making your way back to the lift.

As you're walking down the hall, the lights of the ship around you suddenly brighten. The ship is coming to life, including the lift ahead of you! Its panel shows the cab is on the fourth floor now and is making its way rapidly upward.

  • Find another way off the ship!
  • Hide and then sneak onto the lift!

Another way:
(Intelligence check)

You step into a side hallway and make your way quickly down it. At the end there's a large panel, which you pull aside easily. Inside, a utility tunnel stretches before you.

You climb into the tunnel, pulling the panel back into place behind you. Just as you do so, you see someone start to come around the corner. Through the panel's ventilation slits, you watch as they walk right past where you are. The tunnel continues off into the distance. There is a wall display next to you that is asking for an access code.

  • Try to hack into the tunnel's display for a map.
  • Try to navigate the maze of tunnels on your own.

Hack:
(Intelligence check)

You tap at the panel, deftly navigating through screen after screen until you find the map you're looking for. With a blink of your eye, you capture the image with your CORETECHS, then turn to make your way through the tunnels.

You find your way easily through the tunnels, and arrive at an exit hatch from which you only have to drop a few feet to the ground. The problem now is, there's no gravity.

  • Push off the ship toward the ground.

(Strength check)

You brace your legs against the ship then push off toward the ground. You float toward the asteroid, and manage to grab onto a slide wire post. Pulling your legs down, you activate your boots. They lock onto the metal pathway. Tethered to a slide wire, you hurry away from the ship.

Hide:
(Agility check)

You duck into a side room just in time. The doors on the lift slide open and three people dressed in spacesuits come out. They are talking casually amongst themselves, and don't even stop to check the room you're in. They head directly for Minkowski's quarters!

Once they've passed, you sneak out of the room and step into the lift. You take the lift to the fourth floor. Luckily, no one is on this level when the doors open and you're able to make it back to the hatch you came in.

  • Exit through the hatch.

You climb out of the hatch and lower yourself to one of the pathways below, activating your grav boots as your feet touch down. They lock onto the metal pathway with a satisfying thunk. Tethered to a slide wire, you hurry away from the ship.

All paths continue:

In the time since you entered the ship, the ship breaking yards have become more populated. There is a large crowd in front of the ship, coming and going from the docking port. The mercenaries that had been guarding it have been replaced by Gaule soldiers.

Me: Looks like the Consortium lost the ownership fight.

You make your way back to the lift. The walkways you're traveling on are busy now, with people coming and going. Workers and Gaule soldiers, identifiable by their armored black spacesuits and large pulse weapons. The workers, in their faded work-issue spacesuits give them wide berth. You're almost to the lift!

  • Strike up conversation with a group on their way down.
  • Slip in with the crowd.

Conversation:
(Social check)

Me: Glad this shift is over. I swear I thought it was never going to end!

The man you're addressing looks up at you, blinking weary eyes. Then he nods in agreement.

He says, I hear you. I can't wait for a shower and a pint.

The two of you complain your way to the lift, blending in with a group of others so well that you don't even have to scan a badge to enter the cab. You ride the lift back down into the interior of the station.

Slip in:
(Agility check)

You glide into a group, putting yourself between two couples who are distracted talking to each other. Hidden in their midst, you make it onto the lift without having to scan a badge. You ride the lift back down into the interior of the station.

Bring the object to Justína on Paris Spatiale.

Next NPC: Justína, Sick Bay, Paris Spatiale

  • Give the item to Justína.

When you arrive, Justína is walking to one of the nearby benches. She sees you and nods, taking a seat on the hard regocrete seat.

She says, Good timing. I was just having tea with an associate. Welcome back, <name>. What did you find?

You pull the wrapped item out and hand it to her. Carefully she unwraps it, smoothing dust off of its sleek, black surface. She turns it over and tries to activate the panel on its bottom without success.

She says, Locked. Hmmm. <name>, I know you've done a lot for me already, but I need you to do one more thing. Are you in?

  • "No. I've done enough here."
  • "You betcha."

No:

Me: No. I've done enough here.

She says, I understand, but I'm disappointed. Well, thank you for retrieving this. I'll try to find someone else to help me with this. Here's your payment.

You have received 250.00 credits.

You have completed the "On the Outside" mission.

You betcha:

Me: You betcha.

She says, Excellent. I have an associate that I think can help us with this. Please bring the item to Jonas on Nouveau Limoges. I believe you two have met?

Me: You mean that Bitstrider guy?

She says, Indeed. He's since become quite the asset for us. I believe your encounter with him made him more discerning in who he associates with.

Bring the device to Jonas on Nouveau Limoges.

Next NPC: Jonas, Market, Nouveau Limoges

  • Talk to Jonas.

Jonas is examining a small bot when you find him at a robotics shop. When he sees you, his face clouds over. He puts the bot down, turns on his heel, and starts to leave.

  • Catch up to him.
  • Call out to him.

Catch up:
(Agility check)

You manage to reach Jonas' side, grabbing his elbow and pulling him to a stop. With a sigh, he turns to face you.

  • Talk to Jonas.

Me: Justína sent me.

He says, Yeah, yeah. I know. I mean, she told me someone was coming, not that it was you. I just think that whatever YOU are involved in, I want no part of it.

  • Compensate him for his time.
  • Try to flatter him.
  • Try to convince him.
  • Try to bully him into helping.

Convince:
(Social check)

Me: Jonas, Justína is counting on you! I have been hopping all over the galaxy for this. The least you can do is take a look at this thing.

He grumbles, Fine, okay, alright. What do you want?

  • "I need you to identify this device."

Me: I need you to identify this device —-

He shakes his head, and starts to turn away again.

He says, No way! No devices with you! Last time I got my image scanned and you found out my identity. I'm not playing with anything you have.

A familiar voice says, You most certainly will, Mr. Bitstrider.

  • You and Jonas look up…

You and Jonas look up to see a familiar face.

Me: Benson!

He says, <name>, lovely to see you again. Now then, Mr. Bitstrider. This is the job my employer hired you for.

Jonas looks furious, but he looks back and forth between you and Benson then sighs again.

Jonas says, Fine. Let's do this.

Me: Is there somewhere we can have more privacy?

Jonas says, Yeah, you're right. Come on.

  • Follow Jonas.

Jonas leads you to a small shop, whose owner nods at the three of you. The shop has a set of stairs that leads below the level of the marketplace. Jonas descends the stairs, which lets out in a large room that's full of more items for sale.

Jonas says, Okay, we're alone down here. Let's see it.

You pull out the device and hand it to Jonas. He unwraps it, turns it over, and scowls.

He says, Okay, give me a unit or two.

He reaches up to his temple, behind the metal implant that squats there like a huge spider, and pulls. A long wire uncoils from within him, the end of which he plugs into the device. You watch Jonas' eyes flicker with light as he accesses his CORETECHS. He curves his arm in front of him, typing on the embedded keyboard that's there.

  • He says, "Let's see what this baby does…"

He says, Okay, I think I've got it! It's turning on. Now then, let's see what this baby does.

He puts the device on the floor between all of you, and you both crouch down to read the display that comes on on the black globe. Suddenly, a blue light flashes through the room, leaving an afterimage that fades as you all blink. The device begins to speak, in a soothing, feminine voice.

She says, Scan complete. Barnard's Star… Jump Gate …Access …Grant—-

As she was speaking, the voice grew slower and slower, until it finally choked out at the end. Next to you, Jonas' brow furrows.

He says, Scan? Jump Gate? Wha—- oh frack. I think I know what this is.

  • "What just happened?"
  • "What is it?"

What just happened:

Me: What just happened?

Jonas says, We just… were given access to the Barnard's Star Jump Gate.

  • "What's the Barnard's Star Jump Gate?"

Me: What's the Barnard's Star Jump Gate?

Benson says, It's a collapsed jump gate that they've been working on fixing. It grants access to the stations around Barnard's Star. Apparently, we now have permission to pass through.

  • "How did that happen?"

Me: How did that happen?

Jonas says, This is a biometric scanner, with a hundred and eighty degree camera in the dome. It's meant to scan an entire room full of people.

  • Benson stands up.

Benson says, This is in no way the item that my employer was looking for.

He stands and holds out a gloved hand which has disc in the palm of it. After a few units, a holographic image of Justína appears.

She says, Benson, excellent. Ah, I see that <name> and Jonas are with you. What did you find?

Benson explains the situation to Justína while Jonas picks the device up and starts fiddling with it some more.

She says, What a shame. It doesn't seem to be related at all to The Preceptor. It is, however, quite a find still. In truth, the logs we were working with were badly damaged. All Minkowski said was that he was working on the development of an object that he believed would be instrumental in… something.

  • "Why would he want a biometric scanner?"
  • "Sorry, that's all that was in the safe."

Why:

Me: Why would he want a biometric scanner for the jump gate?

Jonas says, If they could make the gate only accept people who'd been scanned by this, they could control the gate. They could also make it so that even the people who've been scanned couldn't get through without permission.

Justína says Perhaps they sought to control who came through the gate. Perhaps they feared something that was on the other side.

  • "Sorry, that's all that was in the safe."

Me: Sorry, it's all that was in the safe.

Justína says: No matter. Though it's not what we were looking for, it's still incredibly valuable. Now that the three of you are keyed to the gate, when it opens. I can send you all through it hunting for artifacts. Oh my. What treasures might lie on those lost stations? What if those on the other side never even experienced the Catastrophe?

Jonas says, Why didn't they reopen the gate, then?

The small image of Justína nods.

  • So many questions…

Justína says, So many questions, and still so few answers. Our hunt for the other pieces related to The Preceptor continues. Thank you for your help in this matter.

If you agreed to pass along Siegfried's message:

  • Give her the message from Siegfried.

Me: I have a message for you from Siegfried.

Justína raises an eyebrow.

She says, Do you now?

There's a hint of smile in her voice, and next to you, Benson struggles to school his own face as his lips curl up slightly.

Me: He'd like to come and visit with you, on Paris.

Justína blinks rapidly and covers what might be a laugh or a cough, it's hard to tell. Next to you, you see Benson's lips twitch as he resists smiling.

She says, Would he now? Well, well. Today is getting more interesting by the unit. Thank you for letting me know. I… suppose I could have him come do a … private fitting for me for a gown I need. There's an exhibit coming up on Nouveau Limoges that I might even go off station for. Thank you for letting me know. You've done a fine job, <name>. You as well, Jonas.

Jonas says, I … might be able to get this thing to work again. It looks like it shorted out, but I might be able to salvage it.

Justína says, Excellent. <name>, Benson will see to your compensation. Thank you again for your assistance in this matter. I knew I had a good feeling about you.

You have received 600.00 credits.

You have received one 'Arc Master's Suit'.

You have completed the "On the Outside" mission.

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