The Heat Is On

The Gaule Ambassador has an intriguing problem. She's willing to pay for some quiet assistance. Sounds fruitful, will you find out?

Level: 13
Start: Colline Beverly, Gaule Embassy, Sirius Jump Gate

Introduction

You pass the nervous security personal and step into The Embassy. The feeling inside is tense, with both staff and travelers going about their business as quickly as possible. Being in a Freebooter controlled system adds a level of anxiety to a very delicate situation. None choose to be stationed here, with the constant intimidation by the locals putting all within under serious strain.

Across the room you notice an elegant lady standing by a doorway. Dressed in official attire, she is anxiously looking around. She spots you, and after a brief moment, takes a step back. She discreetly motions for you to come into the office.

You have accepted the "The Heat Is On" mission.

  • Walk away and ignore her.
  • Follow her into the office.

Walk away:

The woman looks disappointed, and continues to anxiously look through the sparse crowd.

You have failed the "The Heat Is On" mission. You can retake this mission and try again.

Follow her:

She looks relieved as you follow her into the room. As she turns to sit behind a large desk, you notice the strikingly different setting you are in. Gone are the grey and drab surroundings, replaced by vivid colors and plush furniture. You see several paintings of old Earth on the walls, mostly scenes of rumored forests and wildlife. Once you take your seat across from her, your gaze falls upon an encased square-shaped slab placed proudly on her desk. Decorated in a checkered pattern, with little carved pieces placed upon it. The woman's anxious expression changes to joy for a moment when she shares your look.

Colline Beverly: An exquisite item, don't you think? A chess set from old Earth, nearly complete. And from real wood, not a replicated copy.

Her demeanor shifts back to a serious attitude, with obvious signs of tension in her posture.

Colline Beverly: Thank you <name> for speaking with me. I am Colline Beverly, the Ambassador for The Gaule Protectorate. I have a delicate problem that needs to be handled with care. As chance would have it, I think you are just the right person to help me with this.

  • "How do you know of me?"
  • Nod encouragingly for her to continue
  • "Yes, yes, go ahead, what is the nature of your problem?"

How:

Colline Beverly: News of your actions in Alpha Centauri have reached many stations, even ones as far out and chaotic as this one. I believe you have the necessary experience to handle what I'll propose.

  • Nod encouragingly for her to continue
  • "Yes, yes, go ahead, what is the nature of your problem?"

Nod:

Colline Beverly: It's an important and sensitive, issue that I'm facing. I cannot use the proper channels for this, and need outside assistance to deal with this secretly. Your help will be greatly appreciated.

  • "Yes, yes, go ahead, what is the nature of your problem?"

She looks embarrassed at first, taking some time to settle herself before continuing.

Colline Beverly: A week ago I lost contact with a friend of mine here on this station. Her name is Axelle, we trained together back at Paris Spatiale, before going our separate ways. While I chose diplomatic studies, she picked a different and more dangerous path, Operative.

She pauses, clearing her throat politely. She looks around nervously before addressing you again.

Colline Beverly: I asked her to come here, not in any official capacity, but as a favor. I required her special skill set to handle something for me, here on the station. But that's not important now, as now I believe she has got herself in trouble, with all this being my fault. The only good news is that no word of this has got out, yet. This type of incident would surely cost my career, if not worse.

Slightly ashamed to have made this personal, she calms down and proceeds.

Colline Beverly: I need you to find out what has happened to her. I feel bad enough I got her involved in this. If she's in trouble, your priority is to save her. She was tracking a local smuggler on this station, but he's heavily guarded.

  • "Axelle was looking for this smuggler?"
  • "Why not handle this yourself?"
  • "What was Axelle asked to do?"

Handle this yourself:

She seems taken aback by your question. Regaining her composure, she answers.

Colline Beverly: Getting involved myself would be unwise, any link between The Gaule and this whole affair is a big risk. The Freebooters barely allow us to operate here, any indication of unwanted activities can lead to all manner of problems.

  • "Axelle was looking for this smuggler?"
  • "What was Axelle asked to do?"

Asked to do:

Colline Beverly: As I said before, it is not of importance right now. Axelle's life is my only concern. Bringing her back safely is essential, other things in due time.

  • "Axelle was looking for this smuggler?"

Colline Beverly: Yes, his name is Maitland, a local thug pretending to be a art dealer. He keeps the location of his private museum a secret. I think that's what Axelle was looking for. She was either going to pose as an alternate buyer, or attempt to break in, once she found it.

The ambassador sits back, thinking of anything else.

Colline Beverly: I recall Axelle saying she'll start at the Security offices, see if she can get any background on Maitland from the local muscle there. I don't know if she was successful though. Please be careful, the Freebooters don't like anyone prying into their activities, let alone Gaule. There's always a risk around here.

  • "Can you offer any tips?"
  • "I'm not going to do this for free."

Tips:

Colline Beverly: Of course, I would suggest you keep your CORETECHS off during your efforts. Not that unusual here on Sirius, it would help keep you anonymous during your search of the station. No need for anyone, including the staff here, to know of your actions or associations with me. I trust Axelle has already taken steps, she has an expertise in this kind of activity.

She smiles at you, the thought of a successful outcome bringing her a brief respite.

Colline Beverly: Lastly. I will cover all expenses incurred. Anything for you to get this done quickly and quietly. And obviously, a handsome reward upon completion.

Not for free:

Colline Beverly: Of course, of course. I will cover all expenses incurred. Anything for you to get this done quickly and quietly. And obviously, a handsome reward upon completion.

She smiles at you, the thought of a successful outcome bringing her a brief respite.

Colline Beverly: Please, may I ask you to keep your CORETECHS off during your efforts. Not that unusual here on Sirius, it would help keep you anonymous during your search of the station. No need for anyone, including the staff here, to know of your actions or associations with me. I trust Axelle has already taken steps, she has an expertise in this kind of activity.

Both choices continue:

Look for clues at Security on Sirius Jump Gate.

Next area: Security, Sirius Jump Gate

  • Walk into the Security office and attempt to blend in.

A busy place, the Security office. Groups of bodyguards litter the room, each working for different parties, all on the lookout for their next paycheck. Being an outsider has its drawbacks on a Freebooter station like this, a careful approach is needed not to raise any attention.

You look around and see a couple of prospective employers interviewing and haggling the prices between providers. You also notice that a shipment must have come in recently, as several workers are carrying crates inside. Blending in as someone looking to hire or as a worker could give you the perfect cover.

  • Help with the unloading to fit in.
  • Impersonate an employer to blend in.

Unloading:
(Strength check)

Failure

The busy flow of the workers gives very few opportunities to step in, keep trying.

Success

You see a chance to fit in with the flow unloading and unpacking crates into the office. Moving around and helping where needed, you're able to blend in as just another worker. A few local enforcers are conversing loudly in one corner and you edge closer to listen in.

Impersonate:
(Social check)

Failure

You study the actions by the other employers, waiting for the right moment to copy and start your act. Keep trying.

Success

You pick up the mannerisms of the other employers quite easily, able to walk around without raising any suspicion. Asking a normal array of questions to the various bodyguards, you present yourself as a potential hirer making a slow decision, sizing up the muscle. A few local enforcers are conversing loudly in one corner and you edge closer to listen in.

Either success continue:

Chief Taggart: I'm telling you guys, if we want good work, we need to stop hanging out here with the gorram private muscle! The Bank has all the money traffic. Those Golden Apple suits doing a good job giving all us hard working 'Booters a place to keep our "honest" earnings.

They all share a hearty laugh at his last comment, though you get the impression that they're humoring him.

Chief Taggart: I'm just saying. The security is good inside those fortified doors, but what bout the ones going in and out, eh? Imagine all those credits, the weak sods damn hell need some protection, our protection!

Another roar erupts, with more than a few laughing at, rather than with, the man. He goes on, seemingly oblivious to the reactions.

Chief Taggart: My buddy Maitland, he's there everyday. His business is going so well he has his own security team. They follow him everywhere, keeping him safe and undisturbed.

The conversation dies down and you notice your presence is starting to get the attention of Chief Taggart. Having heard where Maitland is, you decide to leave.

  • Walk towards the exit

You back away, heading for the exit. Avoiding the groups of other bodyguards, you reach the door. As you leave you see you're being followed, Chief Taggart seems quite suspicious. You need to shake him off before moving on.

  • Lose your tail at the Brig.
  • Lose your tail at the Port.
  • Lose your tail at the Ruins.

Ruins:

The Ruins should provide ample opportunity to lose pursuit. You decide to run that way and find a solution amongst the rubble!

Go towards the ruins on Sirius Jump Gate to lose Taggart.

Next area: Ruins, Sirius Jump Gate

  • Block the path behind you.
  • Set a trap for Chief Taggart.

Block:
(Strength check)

Failure:

Nothing large enough is found. You keep looking through the wreckage and scraps.

Success:

Shifting through the small scraps all around, you finally find a piece large enough to use as a barrier. Lifting it to block the narrow passageway, you wedge it into place. This will at least slow your pursuer down, forcing them to double-back.

You carefully walk on, making sure you listen out for any sign. Just a few steps more, and you hear loud cries of anger coming from behind you, the familiar voice of Chief Taggart. Seems like he can't get through, buying you some much needed time. Now you can head to the Bank without anyone following you.

Set a trap:
(Intelligence check)

Shifting through the worthless trash all around, you finally find a piece that works. Using it, you're able to set up a quick snare before moving on. Hoping to trap them, or at least slow your pursuer down.

You carefully walk on, making sure you listen out for any sign. Just a few steps more, and you hear a crash from behind you and loud familiar voice going on an expletive-ridden rant. The trap worked! Or at least bought you some much needed time. Now you can head to the Bank without anyone following you.

Either success continues:

Head to the Bank to spy on Maitland.

Port:

Thinking that the large amounts of travelers at the port could cause a good distraction, you decide to head that way to lose Chief Taggart.

Go towards the Port on Sirius Jump Gate to elude pursuit.

Next area: Port, Sirius Jump Gate

  • Hide behind cargo.
  • Pretend you are leaving the station.

Hide:
(Agility check)

Failure

You try to cut through passengers but are rebuffed. Find a way through the crowd, quickly!

Success

With Taggart in hot pursuit, you weave through the crowd and dive behind some cargo waiting to be lifted onto a nearby shuttle. A small child looks at you with wide eyes and you smile and raise a finger to your lips. She giggles and winks at you!

You peak out from behind your hiding place and see an irate Taggart casting about to find you. After a good segment, he gives up and angrily stalks away leaving you free to head to the bank and find the individual called Maitland.

Pretend you are leaving:
(Stamina check)

With Taggart in hot pursuit, you run towards the shuttles. Weaving through the throng of waiting passengers you make it seem like you are boarding. You see Chief Taggart stop and begrudgingly give up before moving away. Smiling, you wait a moment to be sure and then turn once more towards the bank to find the individual known as Maitland.

Either success continues:

Now free of pursuit, head towards the bank to find our more about Maitland.

Brig:

Deciding that the Brig would be a great place to shake off pursuit, you head towards there. The crowds within the viewing gallery, gawping at the inmates will provide adequate cover.

Go to the Brig on Sirius Jump Gate to lose Taggart.

Next area: Brig, Sirius Jump Gate

  • Weave through the crowd
  • Create a commotion at the Brig viewing gallery.

Wave:
(Agility check)

You dive into the throng of gawkers at the Brig, ducking and dodging in a wild pattern so as to confuse and evade Taggart''s pursuit.

Once enough people are between you and Chief Taggart, you look back to see him searching around without any clue as to your whereabouts. You smile to yourself, duck behind a corner and head towards the bank to find the individual known as Maitland.

Commotion:
(Social check)

Failure

You gesture and try to come up with a reason to make people panic but they just stare at you blankly. Taggart is getting closer!

Success

You wave your arms wildly and point towards your pursuer screaming that Taggart has contracted a form of highly contagious 'space rabies.'

People respond predictably and the resulting confusion creates a throng of panicked people. You grin at a very irate looking Taggart who is thoroughly separated from you by this wall of frightened humans. You turn away and leave the Brig, heading towards the bank to find the individual known as Maitland.

Either success continues:

Now free of pursuit, head towards the bank to find out more about Maitland.

All paths continue:

Next area: Bank, Sirius Jump Gate

  • Gather any information about Maitland's secret museum.

Walking past the armed security detail, you enter the short reinforced building of the Golden Apple bank. A small crowd of enterprising Freebooters are going about their business, under the watchful eye of staff and guards alike. You hear a man shout out Maitland's name, and turn to see a tall, well dressed man, shadowed by 3 burly looking men, waving the man through. They start a conversation, slightly too far to be properly heard. If you get closer, you might be able to pick up what is being said.

You scan the surroundings to see what you can do to eavesdrop without raising any suspicions. Near the entrance you notice some staff, janitors it seems, leave some cleaning utensils behind before taking a break. Maitland and his bodyguards seem to be lingering around the central pillar, giving you a few options. You can try and sneak closer without being seen, or "hide in plain sight" using the guise of cleaning staff.

  • Get closer to Maitland without being noticed.
  • Get closer to Maitland pretending to be a staff member.

Without being noticed:
(Agility check)

Failure

You try and sneak closer, but your attempt is in vain. Avoiding both Maitland and his bodyguards is a difficult proposition.

Success

You carefully pass by and find a blind spot behind a wide central support beam. Moving around it when you need to, as the bodyguards pace and rotate near Maitland. You're able to overhear parts of the conversation quite clearly from your hidden spot.

Staff member:
(Social check)

Failure

As you pretend to be a member of the cleaning staff, you approach where Maitland is having his conversation. While your disguise seems to work, as they don't suspect your intentions, they still walk away when you get too close. Try to get closer to overhear them.

Success

You pick up the discarded bucket and sponge, along with the cap the cleaner was wearing. With confidence you approach the group and walk past behind them to get on your knees and appear to clean the central pillar. While they did give you a slight look, it was more in distain rather than suspicion. You're close enough to hear what they are saying.

Either success continues:

Collector Maitland: Yes, business is going well, can't complain, I have a few items that are in high demand. In fact I have a group of buyers coming in a few days. They want to see my whole selection, have to prepare.

Having to shift your position every few moments, you're able to maintain your distance, catching most of the exchange.

Collector Maitland: No, no, I don't welcome them myself to the station. They come to me. I'm not going to be groveling at the Port for my customers. They have to pass a security check first, and then are brought to me. I won't take any risks, I'm an important man, with valuable possessions. Just the other day I caught an imposter, posing as a buyer. Obviously I didn't let her in, and you know what happened? She broke in anyways! The cameras caught it though and we cornered her quickly enough. Still hasn't said a word, and we can't find any records. I could report her to the law I suppose!

They both break out in laughter at the joke, giving you the chance to dodge around the beam again, remaining un-noticed by the pacing bodyguards.

Collector Maitland: If I can find out who sent her, I'm sure I could make a pretty profit. Ransom does have a nice sound to it. Or I could give her to the big oaf, that drunk Chief of ours! Don't know what he'll do with her, but at least she'll be off my hands. Yes, yes I work with Tag often, when sober mind you, he's the security check I mentioned before. He clears the buyers before they come see me, scans and sends them on their way.

They all start moving away, and the chance to overhear anymore is lost. You follow them across the room and past the doors, watching them head for the Lounge. At the same time, you spot your old tail, Taggart, in the distance, huffing and puffing towards the Bar.

You could follow Maitland's group and learn more, or perhaps Chief Taggart might be persuaded to reveal some information.

  • Walk towards the Bar.
  • Head to the Lounge.

Lounge:

You choose to keep up with Maitland and his bodyguards as they walk towards the Lounge.

Follow Maitland towards the Lounge.

Next area: Lounge, Sirius Jump Gate

  • Follow Maitland and wait for an opportunity.

You decide to continue following Maitland and his goons to see if they reveal any further details. As they walk past the Lounge, Maitland peels off and seemingly instructs his men to purchase some goods before meeting him again.

You grab the opportunity and move a little closer to the bodyguards as they walk. Soon, they begin to talk about the upcoming activities Maitland has planned for the evening. You can't help but grin as one of the two bodyguards confesses they don't remember where the location is, or even the password to get in.

Moments later, you are stifling with laughter as the other bodyguard has revealed both the location and password, and you turn away and head towards the ruins.

Bar:

You decide to head to the Bar, having seen Chief Taggart enter just a few moments ago.

Befriend Chief Taggart at the Bar.

Next area: Bar, Sirius Jump Gate

  • Follow Chief Taggart into the bar.

The Sore Noggin is the highlight of Sirius Jump Gate. It must be the only bar across the systems that’s always open, always boisterous, and guarantees a good time. Exactly what you come to expect from a Freebooter station. The culture of lawlessness and hedonism is evident all around.

You walk in, seeing a large crowd all drinking synthehol and dancing to strange sonic music. You spot Chief Taggart sitting at one side of the bar, and you pick a seat at the at the other end, keeping an eye on him. The constant flow of drinks reminds you of what Maitland said about Taggart's general sobriety, prompting an idea.

Chief Taggart sits alone, pouring himself shots from a nearby bottle. You call the bartender over and pay for another one to be sent down to him. You sit and wait, watching as he slowly drinks his day's troubles away. As you patiently spy on increasingly happier Taggart, you notice his drink nearing it's end. Taking the opportunity, you order a new bottle and a couple of glasses and approach him.

  • Go up to and befriend Chief Taggart.

You walk up to Chief Taggart, bottle and glasses in hand, and catch his droopy gaze. With an apologetic shrug, holding up the drinks, you motion towards the free seat next to him, Waiting for his approving nod, you take a seat and start pouring. Starting with an apology, you go on to explain that you want no hard feelings between them.

Chief Taggart: Oh you're a gorram sneaky one, you got me good back there. I'm gonna remember that, I haven't been fooled like that since I was a wee lad.

You explain you don't like being followed, especially on a dangerous place such as the Jump Gate. You were just looking out for yourself, and hope these drinks are enough to make up for it. He breaks out in a hearty laugh, and slaps you on the back. All tension seems to have gone, and with every drink he warms up even more. Maybe the right time to question Chief Taggart?

Chief Taggart: Enough with Chief, name's Tag, my drinking buddies all call me Tag. What's your story friend? What's brought you here to my station?

  • Lie to Chief Taggart.
  • Open up to Chief Taggart.

Lie:

You come up with a detailed backstory about being an art dealer and how you're looking for only the best pieces. You've been across the systems and have heard a collector here at the Jump Gate that sells the most exquisite items. You ask if he's heard of him, and can help you get in touch. You realize that it's not the best cover, but doesn't seem to raise any suspicions with Chief Taggart, due to his current relaxed state.

Open up:

You open up to Tag, explaining that you are looking for a friend of yours, and believe she is in trouble. You carefully avoid mentioning Colline or any affiliation, making it seem that you are trying to find a long lost love. He seems understanding, even empathetic to your plight, as his drunken demeanor has made him sensitive. You believe she's been caught by Maitland's security team, and ask if Chief Taggart can help you meet with him.

Either choice continues:

Chief Taggart: Aye, I know the man you're looking for. He's a friend of mine. If you were nice when we first met, I would have introduced you without going through all this cat and mouse. Though you did look shifty back then in Security, so maybe not. Sure I can help you out.

You get the impression that he would have helped whatever you said. Seems like free drinks gets a lot done with the Booters.

Chief Taggart: Yeah, I know where this dealer conducts his business, deep in the Ruins, past the outskirts of Rubbletown. Look out for the crashed rigging, and head to the last platform to the left of that. You'll see a couple of guards, tell the one with the ponytail that Tag sent you. That should get you in.

You thank him, promising you'll try and meet up after, to continue with the revelry. You make your way out of the bar. Should head to the Ruins as quickly as you can.

All paths continue:

Head to the Ruins and search for the museum.

Next area: Ruins, Sirius Jump Gate

If you followed Maitland to the Lounge:

  • Follow the bodyguard's instructions and find the museum.

On any station, the Ruins are always dangerous. Here on the Jump Gate, doubly so. With constant alarms and flashing lights going off, warning of unregulated air flow and other hazards. Walking past Rubbletown, where only the most desperate try and make a living. You head to the outermost decks and see the collapsed rigging the bodyguards were referring to.

You head to the furthest platforms, keeping an eye out for signs of accidental venting this area is known for. As you pass round a corner, you see a small bunker with a couple of guards outside, you go up confidently and say the password the bodyguard mentioned.

If you followed Taggart to the Bar:

  • Follow Chief Taggart's instructions and find the museum

On any station, the Ruins are always dangerous. Here on the Jump Gate, doubly so. With constant alarms and flashing lights going off, warning of unregulated air flow and other hazards. Walking past Rubbletown, where only the most desperate try and make a living. You head to the outermost decks and see the collapsed rigging Chief Taggart was referring to.

You head to the furthest platforms, keeping an eye out for signs of accidental venting this area is known for. As you pass round a corner, you see a small bunker with a couple of guards outside. As Tag said, one does have a ponytail, and you go up confidently and say the Chief has sent you.

Either way continues:

You're brought inside to a surprisingly lavish private museum. Freebooter enterprise must really be thriving. Different type of art and sculptures, some of old Earth, a few from the other stations and a large selection of ancient items. Maybe some of these can be considered art now, but definitely not what their initial use was for.

You recognize Maitland from the Bank as he's approaches. He looks upon you carefully, eyeing you up, somewhat suspicious.

Collector Maitland: I wasn't expecting any guests today, I haven't had time to prepare the exhibits, please excuse the mess. So what are you here for?

  • "I'm here to make a deal."

His eyes light up at the sound of a deal, greedily eyeing you up and smiling wickedly.

Collector Maitland: What kind of deal? Do I have some items that you desire? Please tell me your terms and I'm confident we can find an agreement that pleases both of us.

You explain that you're aware that he captured a woman recently. You continue that you are here to negotiate terms for her release. To continue discussions, you would need to see her for confirmation.

Collector Maitland: I see, and who is this Axelle to you? Yes, we have figured out her name, but cannot find any record of her, I'm very curious as to who she is? Of course, you would like to see before you buy. Never knew that this could end up being profitable for me.

You see him rub his hands with excitement at the prospect of an unexpected payday. He orders for Axelle to be brought out, and a few moments later she's pushed into the room. She seems ok, bound and gagged, but otherwise unharmed. Maitland turns to you.

Collector Maitland: As you can see, she is fine, untouched except for the struggle to catch her. Let us discuss the terms, but before we start, I am very curious myself. Who is she and why are you here for her?

  • Coerce Maitland to take deal with no questions.
  • Mislead Maitland with a cover story.

Mislead:
(Social check)

Failure

Your attempts to deceive him are falling on deaf ears, extra effort is needed for this to work.

Success

You share a quick look with Axelle and go on to reveal a fake story to Maitland. It involves a group working out of Caen Stronghold, another Freebooter station, who are known to pull off heists throughout The Barnard's Star system. She is one of their trainees who went rogue. You go to explain that you were tasked with bringing her back for punishment.

Collector Maitland: Ah I see, fellow 'Booters, I haven't gone to Caen myself, but I have heard of our brothers there. Seems like they can't keep their workers in check, as you can see, I don't have that problem here.

He looks around at his bodyguards, and at Axelle, then back to you. You disclose that part of your report will mention how effective Maitland's security was in apprehending her, use it as a example for other trainees. You see Maitland glow with pride at that last part. Pushing the moment, you offer to pay a ransom and take her off his hands right now.

Collector Maitland: It would be nice to get rid of her, been an absolute hassle, feeding and watching constantly. I was thinking of dumping her off anyway, might as well make money out of it. And as a bonus, helping our distant 'Booter cousins will be a nice gesture.

You continue to a quick negotiation on the price, settling lower than expected. You sense Maitland's impatience to get rid of her along with the Freebooter link has got you a discount. Axelle is untied and pushed towards you, giving you a silent thank you as she approaches.

Coerce:
(Strength check)

Failure

Your attempts to coerce him are so far unsuccessful. A stronger effort is needed.

Success

You compel Maitland to understand that no questions are needed. You are just a messenger, representing a powerful party, that is offering a fee for this thief. Removing a problem for him, and compensating him equally. Any questions just complicates a very easy transaction, and brings unwanted attention to your art business. You see your firm stance is having an effect on him.

Collector Maitland: That's a fair point you make there, as I always say, when there's money involved, always choose the money! No questions asked is the 'Booter way, keeps things simple. We don't need any more spying eyes around my private museum. As I see it, my situation has improved, replacing a problem and getting paid sounds good to me.

As common with most of this station's residents, the chance of a quick and easy payout is rarely turned down. You see Maitland eyeing up Axelle, as if trying to figure out what to charge. Your firm insistence on a swift solution seeming to have an effect.

Collector Maitland: It would be nice to get rid of her, been an absolute hassle, feeding and watching constantly. I was thinking of dumping her off anyway, you showing up makes all this much more convenient.

You continue to a quick negotiation on the price, settling lower than expected. You sense Maitland's impatience to get rid of her, your mention of extra attention on his business having worked. Axelle is untied and pushed towards you, giving you a silent thank you as she approaches.

  • Leave the Museum

You wait for Axelle to lead and exit the museum swiftly. Behind you, Maitland is busy gloating to his guards about the quick payout he just made, ignoring your departure entirely. While making your slow journey through the trash and debris, you ask Axelle if she has a quiet way back to the embassy?

Axelle Foley: Yeah, no problem, why do you ask?

You explain that the Ambassador asked for secrecy, she doesn't want anyone knowing about all this. She would prefer if we kept our actions quiet and did not raise any suspicions.

Axelle Foley: Of course she wants this quiet. If anyone found out, there'd be hell to pay. For both of us! An unsanctioned mission that got an operative caught is bad enough. It all being for some stupid chess pieces will definitely see her in chains if any of this got out.

  • "Chess pieces?! Some smogging chess pieces?"
  • "Ha, you got caught by 'Booters! That must sting!"
  • "Why did you help her?"

Chess pieces:

Realization all this was for some old Earth game items leaves you disappointed. The Ambassador got Axelle, her own friend, in danger for something so trivial. No wonder she was worried if anyone found out.

Axelle Foley: You didn't know?! Oh I'm sorry, did you think I was retrieving something important? No, I was sent out for those rosewood pieces, for Colline to add to that thing on her desk. Did you see it when you were in her office?

You nod, recalling it on the desk when you met the Ambassador. She risked it all, including lives of Gaule citizens, on essentially nothing, a stupid chess set. You sense Axelle watching you and you look up.

Axelle Foley: Thank you again for getting me out, but I can take it from here. Probably best I go in alone, you know, keep things quiet. I know back ways to get into the embassy, easier if I'm by myself. I'll inform Colline that I'm on way. Maybe we'll meet again on your travels.

You see her off, waiting for her to disappear round the corner before giving the Ambassador a call.

  • Angrily call the Ambassador.
  • Politely call the Ambassador.
  • Call to threaten the Ambassador.

Why:

You're curious as to why Axelle even said yes to the Ambassador in the first place, especially for some pointless items.

Axelle Foley: I owed her from back in our training days, her family specifically. They helped me progress and now it was my turn to repay the favor. Hope now I'm clear of that debt. Getting myself caught because of her obsession with some rosewood trinkets should cover it.

You sense that Axelle is relieved this is over. She stops to speak with you.

Axelle Foley: Thank you again for getting me out, but I can take it from here. Probably best I go in alone, you know, keep things quiet. I know back ways to get into the embassy, easier if I'm by myself. I'll inform Colline that I'm on way. Maybe we'll meet again on your travels.

You see her off, waiting for her to disappear round the corner before giving the Ambassador a call.

  • Angrily call the Ambassador.
  • Politely call the Ambassador.

Caught by 'Booters:

You gently make fun of Axelle for getting herself captured. You ask how she got caught in the first place.

Axelle Foley: Yeah I know, looks bad, an operative getting caught by these Freebooters, but I admit I underestimated them. Tried getting in as a buyer, but security wouldn't let me through, so I had to sneak in. Didn't think they'd have a secondary surveillance system though, they caught me within minutes. It's so embarrassing, I'd be laughed at if anyone knew!

You continue messing with her, pointing out that you managed to get in quite easily. You poke a joke at her skills as an operative, with both of you sharing a laugh.

Axelle Foley: Thank you again for getting me out, but I can take it from here. Probably best I go in alone, you know, keep things quiet. I know back ways to get into the embassy, easier if I'm by myself. I'll inform Colline that I'm on way. Maybe we'll meet again on your travels.

You see her off, waiting for her to disappear round the corner before giving the Ambassador a call.

  • Call the Ambassador.

You set up the CORETECHS call and report back to the Ambassador.

Colline Beverly: Hello? I received a message from Axelle that she is safe and on her way back. Thank you for your assistance.

You explain that all went smoothly and Axelle is unharmed. You ask for your reward and for her to cover all your incurred expenses.

Colline Beverly: Yes yes, of course I will pay you as promised. I'm arranging the transfer as we speak. You have truly helped the Gaule today, our thanks.

You confirm the transfer and bid her goodbye.

You have received 320.00 credits.

You have completed the "The Heat Is On" mission.

Notes

  • This mission contains numerous references to the 1984 action-comedy film Beverly Hills Cop:
    • The mission title, "The Heat Is On," is a Glen Frey song from the Beverly Hills Cop soundtrack.
    • Axelle Foley is a reference to the film's protagonist, Detective Axel Foley, Eddie Murphy's character.
    • Collector Maitland is a reference to the film's villain, Victor Maitland, an art gallery owner and smuggler.
    • Chief Taggart is a reference to police Sergeant John Taggart.
    • Colline Beverly's last name is… well, obvious.

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