1: Satellite of Love

terminal 0

unfinished

I'm beginning to think bringing you along might have been a bad idea. Teleporting you out of there so abruptly alerted a cloaked P'fhor scout ship nearby. Now that they know our location, they're beginning to teleport in troopers by the dozens, making it extremely difficult to run normal operations. A naval fight wouldn't be so hard; there are several hulks and ships on our side, but it's difficult to do anything when there are aliens harassing the crew.

You are currently aboard the 'hub' of our fleet, essentially a giant, overglorified teleporter. None of our ships are properly designed to land, so we rely on this station to move planetside and back. As you clearly witnessed, the P'fhor have already boarded, and they're beginning to barricade themselves in the upper level, which is where you come in. There is a special receiver chip that is responsible for managing all incoming teleportations. I've already tried to send some men up to disable it, but a lot of them were wary after the first few died, and they established their own trench in the room next to the enemy troopers. I'm sending you up there to disable the chip and thensome.

After you retrieve the chip from the top of the teleporter column, you will put it in the plutonium pod. This is the power source for the ship that must be kept at a distance to keep nuclear fission from interfering with our instruments. While disabling the chip is good, relocating it will do better. The P'fhor will only take a few minutes to reconfigure their systems to manually send troops in after only one or two failures, but the radition from the plutonium pod should 'randomize' all incoming signals, keeping their troops off our ships and leaving us free to engage. Of course, radiation is a major issue while inside the pod. A recharger is availible there, but once you drop inside, there's no turning back unless you have that chip.

I'm not going to taunt you with an armory full of delicious-looking weapons you can't access. Our friends upstairs were nice enough to hold an assault rifle for you, but all our other resources are diverted to other ships to prevent them from capture. Unless someone hid something, that's all you will find aside from some sparse ammo laying around. Be careful on that third level. My men are beginning to tell me that the Pfhor buildup in their little trench-war is easily enough to simply overrun the rest of the station...

success

Well done, Marine. I can see part of a trooper floating right outside my viewport now. The scoutship doesn't even realize yet that anything it's sending out is getting sent off in random directions. The troopers ending up just outside ships, in walls, or in the planet's upper atmosphere don't have enough time to radio back something is wrong before they get splattered, suffocated, or burnt... ...And there goes their ship's life support from guass cannon fire... But enough about that. We only have a hundred or so years before the nearest fleet comes in. Let's get these systems repaired and send you planetside.

terminal 1

unfinished

[Logon general access: Private Access granted due to emergency conditions: viewing technical log of {Plutonium Pod observance}] LOADING... "Bob, if you could remind me that the captain gets pissed off every time I light one of those enforcer ammunition packs on fire, that would be a big help. I hate getting stuck on watch. If something's wrong with the Plutonium pod, it's not like we can do anything about it. Granted, this time it was worth it. I managed to burn off Bill's eyebrow. It just makes it all the more hilarious when he gives me the 'evil eye,' like he could even do it right in the first place. By the way, there's some pyrotechnics stored for later in our usual hiding spot. It's a good thing these blue panels are so loose."