S'krllk has to get down off the ladder and let Bartja up to try, which takes a minute. Then Bartja's first attempt fails, but it is close and he can take another try. He then manages on his second attempt to bypass the computer and latch locks, and the latch swings open.
You all pile into the lander module, but the passage of time is getting really tight.
T-minus 6 minutes to take off.
You hear thrusters boosting.
The first thing you notice when you enter the lander module is that the entire deck is in complete darkness. All energy appears to have been rerouted to ensure take off of the ship. This will unfortunately cause some delays if you do not have a light source handy or find the light switches.
One thing you find odd is that the hatch leading to the central hallway is wide open.
The lander module appears to be completely empty (and dark). There is a closed hatch in the ceiling of the central hallway with a metal ladder leading up.
Alarms continue to go off.