Re: Aurora 1-1
Kri'lik fires again. His shot takes down the robot.
S'krllk begins moving toward the doorway. The last robot turns on Bartja and Bartja will be unable to reach the deactivation mechanism. However, S'krllk is coming from behind, and one strike from his magnetic metal rod temporarily disables the robot.
With the door open, you move out. General Ashe and Shinsa head left toward the bridge area, and you begin following their instructions toward the escape pod.
You find the two lockers Ashe mentioned, punch in the code, and they open, revealing the following:
1 medkit
1 envirokit
1 robcomkit
1 techkit
1 laser rifle
1 gyrojet rifle
1 needler pistol
2 fragmentation grenades
2 power beltpacks with 50 SEU each
1 gyrojet rifle jetclip (10 shots)
1 pistol needleclip
1 navicom
5 chronocom
2 everflame
NAVICOM: A navicom is like a GPS device that straps to the wrist. It is programmable to find a location, give directions, give options, and includes a radar-like function to determine location and number of living or non-human objects that are currently in motion. Items can be tagged as friendly, harmful, unknown, etc. A Navicom can be plugged into envirokit devices and other compatable devices to work in tandem.
Just past the locker, the hall leads left or right. A small neon sign above the T in the hall points both directions and says "Escape Pods."
To the left is a double door used for moving cargo through. It is closed but the green light next to it reveals that it is unlocked.
To the right, the hall climbs up metallic steps before turning sharply to the left at the top.
A computerzied voice comes over the intercom above you: "Your bioreadings indicate throbbing hearts and massive adrenaline flows. Your outburst of violence demonstrates a hostility. I fear you are a danger to yourselves and those around you. Please remain where you are and escorts will arrive shortly to escort you back to your rooms. In the meantime, I will release pharmaceuticals into the air to calm you."
You hear the hissing of something coming through the vents in the hallway.
Behind you, security walls close. They are typically meant for preventing dangerous decompression or spreading of fires in the ship, but now they are becoming bars in your prison.
The light next to the door on your left begins blinking, then turning yellow. It is preparing to lock.