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File 161369851421.png - (31.97KB , 800x600 , 1 Title.png )
988462 No. 988462 ID: f18774

This is a story about the living weapons, tossed into an uncaring world, and left to seek their own answers. Will they survive?
105 posts omitted. Last 50 shown. Expand all images
>>
No. 988876 ID: 2aa5f0

so is there a number on the pod you woke up from that says A10 on it or no. Just want to make sure is all. As for the computer, Disengage I guess. Hopefully it will get the cuffs off you.
>>
No. 988877 ID: b1b4f3

>>988872
Well, you already seem to be activated in some way since you can form memories. Just disengage would work fine, but you could do activate and disengage to see if your activation was incomplete somehow.
>>
No. 988878 ID: 23bf8a

disengage
>>
No. 988879 ID: 23bf8a

disengage
>>
No. 988882 ID: 3a67fd

>>988872
That's... worrying. But congratulations are in order, you're a clandestine genetic experiment left in stasis that got themselves out!

To be the paranoid sort, though, it sounds like you being out and about and not directly under their thumb... whoever they are, is something that they don't want. And considering that they made you and can, in some way, contain you probably means that we should avoid meeting them upfront where we can. Better safe than sorry.

Disengaging is the safest option for sure. Activating... could be helpful? And termination is obviously a horrible idea.

Weird that, despite radioactive material being pumped into us, we're not noticing any ill effects, or even showing it on the geiger counter.
>>
No. 988883 ID: b61047

>>988872
Huh. Maybe we can find out what element is being pumped into us and name ourselves after that? That'd be fitting.
Personally from my list I like Hassi, same as >>988857

I feel like disengage is the best option. Activate sounds like it might turn on whatever programming and I doubt we want to be a mindless soldier. If those shackles and tubes come off you better put on the labcoat and give us your snazziest smile plus a cool pose.. And then see if the door is unlocked.
>>
No. 988891 ID: f8fa51

You're being pumped full of radioactive isotopes (as a regular thing) and the type of thing that you are is apparently called a Geiger? Radical. Definitely name yourself after a radioactive element then, though which one?

"Activate" is a risk, but so is everything right now, the question is if it's worth it. Activate could perhaps give you a bit of that combat programming you're apparently missing, though I doubt that (if it was that easy, I think they'd have done that already). On the flip side, if it is going to program you, that could be a bad thing. I say take the risk, as you may not be able to get out of here without combat training of some sort.
>>
No. 988897 ID: 031458

Activate will grant you combat skills, but will also surely include loyalty routines. Also this thing looks worse for wear, so maybe not a great idea. Disengage for now.
Put on the radiation suit before leaving though. I'm sure any organics you encounter will appreciate not being irradiated.
>>
No. 988899 ID: 13845a

>The display is faded, and shows innumerable errors behind the first.
Well. That makes it seem like this place is derelict.
So, does that lab safety guide say what these choices actually do?
>>
No. 988907 ID: 410305

This is not the time to take unecessary risk about unknown procedure that we can barely grasp, let's not do anything rash and just disengage.

As for what's written in there... Yeah I'm not exactly surprised, we already dealt with that kind of situation before, so far it doesn't seems like something very dire happened, but there's no telling this early.
It does mean however that for most of the personel, and maybe the world at large, you're perceived as a threat that recquires immediate termination. Especially when whoever put this whole operation up decides to enact some "damage control".
Yup, not the most pleasant situation to be in I'll admit.

Anyhow after that I suggest pocketing the pills, the flashlght, a pen, the digital storage unit and to wear the labcoat if possible.
While we're at it, take a look a the safety guide, can't hurt to get some more info on you, even indirectly.
>>
No. 988917 ID: a59774

I am worried about the "activation" part. What are we exactly "activating"? You are already "active", so what gives?
Fuck it, just go for the "disangage" option.

I would suggest taking all the tools that need a battery, we are bound to find more batteries for those later. Especially the torch. And the pills, radiation is no joke.

Put the lab coat on, we can find more clothes later.
>>
No. 988918 ID: f18774
File 161409397782.png - (11.82KB , 800x600 , 12 Page.png )
988918

>To disengage or activate first?

I look over the tubes that were in my back. It is possible that part of the activation signal is administered though those ones too, so I decide to disengage. A partial activation could be hazardous, and I can always reconnect the drip later if I learn otherwise. I highlight the disengage option and click it. As soon as I do, I feel something pull from both of my wrists, and the manacles pop open. I lay my left arm down and open the manacle, taking a look at the internal mechanism. It seems to be some kind of heavy-duty spike. It seems a bit overkill, but I guess it would work well for torture, or for something with armoured skin.

>>988876

Yeah, if you look at the top of the pod, it says "A10", so I guess that means I'm the A10 that was mentioned.

>>988877

Yeah, this makes sense too. I am forming memories, so I'm not sure if activation would have removed those.

>>988899

Judging from the state of this room, I can guess that this room hasn't been touched in some time. Not sure if that would be the same for the other side of the door though.

>>988907

"Damage Control" does not inspire hope or confidence in me. I'm not sure I've ever dealt with this kind of situation though.

>Being filled with radiation doesn't seem to have any negative effects on you.
>The counter doesn't show any coming from you, only the IV.

I point the counter at my bleeding wrist to check. The counter spikes again. I put my hand over the directional sensor, and it reads nothing, not even atmospheric radiation. Am I some kind of creature made to absorb radiation? I guess that would explain the radiation safety gear.

>Use the radiation safety gear to avoid irradiating people.

I'm not sure if these shield belts stop radiation from both directions, but I could always give it to someone if it doesn't keep the radiation in. Still, the counter seems to say that none escapes though my skin...

...

I poke at my skin with a claw, and it makes a soft tap. I guess I don't really have skin, so much as I have fine scales.

>Put on the lab coat!

I'll do that in a bit. I want the bleeding on my wrists to stop. If it's still radioactive, I don't want to get it on any clothes I wear, since that would mean even if my scales block radiation, there would still be a source on the clothing.

>Do you know what was in the IV?

I couldn't tell you without some kind of analysis. It's a solution of some sort, and may contain multiple isotopes.

>Read the lab manual.

... Now that I think about it, I probably should have read this first. Still, it would be good to see what it has to say. When I open it, some loose sheets fall out.

When working with a Geiger unit, follow these instructions in place of the standard instructions in the indicated location.

Those pages go on to describe proper handling and safety protocols if one breaches containment. Apparently they are incredibly dangerous and have a lot of control over radiation. It also mentions that Geigers are outfitted with multiple varieties of nanobots, and how to mix them into the nutrient solution. I don't feel completely comfortable with these nanobots in my body, but I should learn what they do before I try to purge them in some way. One of the observations in the notebook from before said that a special nanobot helps with fighting off disease, so some of them may be beneficial.
The rest of the manual is fairly standard. Though someone scribbled notes in the "Neutralization of Breached Subjects" section.. It says to use the pneumatic spike from a distance.

This is interesting, and learning this makes me feel more confident in myself. I'm not sure why, but I feel some kind of pride in the fear I can instil in people.

What do you think?
>>
No. 988919 ID: 8a51ec

I think you should be slightly concerned that there's a procedure for killing you, but more importantly the labcoats would be of more use as makeshift bandages for all your open wounds than as clothes. Why use pockets when you can ball everything up in one of the labcoats like a tarp?
>>
No. 988921 ID: 9aaeef

So they had safety measures against you, you should be careful. Is this place abandoned?
>>
No. 988922 ID: 031458

Hmm... The radiation control thing is troubling. If you don't already know how to do it then you might end up irradiating someone by accident.

Look over the materials and see if you can find a section detailing your physiology and/or care. Find out what body part is responsible for your radiation control and spend some time attempting to extend your awareness over it.

While your at it, might as well read up on what it is exactly that you eat. Your dietary requirements could be unique.
>>
No. 988923 ID: fa2754

I would look into a way to possibly disengage those nanobots. You want as few knives against your throat as possible.
>>
No. 988930 ID: a59774

You seem to be quite sturdy, which is good, but they might have countermeasures to that. So you be to be careful. Avoid unnecessary interactions.
>>
No. 988933 ID: b1b4f3

>>988918
Radiation isn't exactly a good weapon for killing people since the effects are delayed. More of a weapon you'd use to render an area uninhabitable, or to make a lot of people sick at once, to cripple a military installation so that further attacks are successful. Well, I guess thermal radiation is a type of radiation. If you can output that at high enough levels it'd be viable for direct combat.
Ugh, your blood is radioactive? Well, unless there's a shower somewhere, you can't make yourself truly safe. You could tear up one of the lab coats and bind your wrists with the scraps if your bleeding doesn't stop quickly.

The fact that they advise attacking you with a weapon to take you down means they can't use the nanobots as a remote kill switch. I would guess they are entirely beneficial. Makes sense, as you generally do not want your weapons to have a backdoor that could be hacked by the enemy.

Try flipping through the unused writing pad to see if one of the pages has the locker code. Or the back of the sticky note.
>>
No. 989015 ID: 3a67fd

>>988918
...Pneumatic spike? That's worrying. Though if it's anything like a silver lining, if they can just... MAKE you, AND put functional nanobots in you, then they could use those to kill you. Maybe... maybe you can actually take the spike without dying? You just might be hardy enough to survive being impaled like that, assuming this train of thought is accurate.

If we're waiting for the bleeding to stop, make sure to hold your hands up over your head, Make sure blood has a hard time reaching those holes. Once that's done, though, let's get ourselves dressed and consider leaving. Is there any way out other than that big door?
>>
No. 989032 ID: f18774
File 161417160322.png - (33.56KB , 800x600 , 13 Page.png )
989032

>Is this place abandoned?

It seems that this room is, at least. Or whoever is supposed to work here is going to be in a lot of trouble soon.

>Read up on what you eat.

Neither the manual nor the observation log mention anything about diet. I took another look at the nutrient drip, and it's radioactive. That means I likely require radioactive substances in some quantity.

>Any mention about your physiology/care?

The materials have nothing of note when it comes to my physiology. The observations only mention chemical balances in ratios and percents, which doesn't help me, and the loose pages in the manual say to reference the Geiger handling guide.
I should probably keep an eye out for one of those if I can. It would give me a better idea of what they expect me to do, both when I'm cooperative, and when I'm not.

>Can you disengage the nanobots?

I'm not really sure how I would do that on my own. If I could control my internal mechanisms, I could probably figure out how, but right now I don't even know if I can do that. There is likely a serum for disengaging the nanobots though. I'd just have to find it.

>It may not be possible to use the nanobots as a kill switch.

That is possible, but it's also possible that they are used as a chronic kill switch. To weaken me until they can handle me. I need to learn more about the nanobots in my body before I make a final decision on them, or find a safe way to manage them, at least.
I wonder why they would use a pneumatic spike though. Are my scales that durable that bullets aren't very effective?

>Radiation isn't a good weapon for killing.

That depends on how strong the radiation is. High enough doses can take minutes to make people feel the effects, and that can be more than enough in combat, if you can captialise on it.
I don't like the idea of being used to render an area uninhabitable though. If my scales don't show any radiation on the Geiger Counter, then they'll have to open me up somehow.
I don't know if I can change the frequency of the radiation. If I can, that would give me more options, but I don't even know if I can manipulate it yet. For all I know, I'm just a nuclear sponge.

>Bleeding?

I take a look at the wounds where the IV was. I appear to heal remarkably quickly, as no new blood is seeping out of the wound.
I take the stained lab coat and wipe off the blood on a clean spot. I notice something in the pocket though.

I found an ID card! The face and writing is too faded to read though, so I don't know what the ID is. These ID cards have an RFID built in, so if I find an RFID reader, I can use that to figure out what kind of clearence this card gives me. I can at least assume that it has a rating of 'Blue 9', and would have the clearence of a technician.

>Flip though the unused writing pads and check for any notes.

Nope, completely blank. That's pretty dissapointing.

>Check the back of the sticky note.

The sticky note doesn't have anything on the back either, but I check the pockets of the fresh lab coats and find a scrap of paper. It reads...

"Remember the isotope with the most radiation."

I'm not sure how that would be helpful, but it might provide some information that can help if I knew what that isotope was.

>Put on the coat already.

I don't really have anything to cover up, but sure. I slip on one of the fresh coats and button it up. It fits better than I thought.

So now that I have a coat on, should I try to figure out how to open the remaining locker? I can also search other places in the room for anything of interest. The console has some panels that I can take off, and I haven't spent much time investigating the canisters or the servers. Not sure if I'd find much there, though.
>>
No. 989034 ID: fa2754

Suits you, boss
How active are the server lights? They look pretty lively or like they've just been idling for a while?
>>
No. 989035 ID: b61047

>>989032
Nice pose! Very snazzy!

Aside from that, hm.. Most radioactive element? 118 is of course the top one, but its half-life is basically instant so its probably not referring to that. Lawrencium and Nobelium are also up there as the most radioactive synthetic chemicals, but their half life is still too short for how long this place seems to be abandoned.

Which leaves Polonium, the most radioactive naturally occuring element. Are we Polli? Maybe.

Either way I'd check to see if the actual door is unlocked before we touch possibly explosive cannisters or mess with a locker or console that might be alarmed somehow.
>>
No. 989036 ID: 8a51ec

Making sure you're not locked in here is a high priority, but finding something to club heads with could be life-saving if any guards with pneumatic spikes are en route to splatter you like I think.
>>
No. 989037 ID: 410305

Look at you, all science ready !

Let's pray that they haven't discovered even more radioactive polonium isotope in the future and punch 210 in the locker's pad.

And yes, raiding the console before departing seems like a good idea.
>>
No. 989038 ID: 2aa5f0

well since you disengaged your cuffs does that mean the consul can be used now? Give that a look. and if so look for the highest radioactive isotope as if it's in number form it might actually be the password into the locker.
>>
No. 989043 ID: ce39da

Try 0118 or 1180 on the number pad locker.
>>
No. 989120 ID: 8ca67d

Maybe the colors and numbers are related to the keypad on the locker? Blue 9 indicates it might be the second number on the combination
>>
No. 989122 ID: f18774
File 161428489956.png - (15.86KB , 800x600 , 14 Page.png )
989122

>How active are the server lights?

Not very. Some of them blink, but most of the lights just stay as they are.

>Look at the console now that your cuffs are off.

Good call. I activate the console again, but it seems that it's also password protected. I can still access basic functions and look at the data collected by the pod, but I can't modifiy it. I can tell it to dispense fluids too, but the labels are vague, and don't let me glean much information. If I had a password, I could probably unlock the lower functions.
Taking a closer look, I can see that I was stable most of the time I was in the capsule. I figure I can see how long I was in it too, if I make an estimate between the most recent results and the earliest ones.
...
I think this pod is broken. Doing the math, I'd have been in the pod for over 620000 years, and that's stupid. Nobody lives that long, and who would keep a stasis pod that long anyway?

>Are you locked in here?

If I am, I can probably find a way to break out. Since this room is in disrepair, it would be safe to assume that it isn't as durable as it looks.
It wouldn't be hard to pull something off the wall or the console to use as a weapon, so if I don't find anything, I can do that.

>Try "118" on the locker.

I punch in '118' on the lock. The display puts a '0' at the front by default, but I hear a beep, followed by a click. The locker opens without trouble.

>The contents of locker 4 are...
-A package of P.E.S. batteries
-An injection gun, calibrated for fast administration and armoured carapaces
-An instruction manual for the injection gun
-A long rod with prongs at the top, like a plug
-2 vials of disposable medical nanobots (detox and minor repair)
-A 6 pack of energy bars

From the looks of this stuff, it's for subduing a target. I think the prongs on that rod may be for conducting electricity, to shock a target.
I also take a closer look at the rod, and it appears to have a battery slot. It's empty, so if I want to see if it's electrified, I'll have to put a power cell in.
>Raid the console.

I open the panels and look though the console's innards. Not much of note; it's dusty and full of wires and cables. The panel right under the displays has a sealed box of electrical parts, a screwdriver, pliers, and wire cutters.

Seems to be an interesting haul, but what do I do with it?
>>
No. 989123 ID: f18774

Sorry about the loss of quality. I've been having problems with my hands, and it's been hard to make a good image for the update. I hope this is temporary.
>>
No. 989125 ID: 8ca67d

Eat one of the energy bars. they're probably still alright considering how many preservatives are in them.
>>
No. 989126 ID: ce39da

Take the weapons and batteries - the latter seems to be a multi-use resource, so we'll want lots of them. Read the injection gun manual.
>>
No. 989127 ID: b1b4f3

>>989122
Read the manual for the injection gun.
What are PES batteries?

Take:
All the batteries
The shock prod
The vials
The energy bars
The digital storage unit (gonna have to find a way to read the contents later)
The radiation shield belt (not for you, for anyone else you find that's friendly)
Wear the belt sans-battery so you don't have to use pocket space for it.

...actually, can we stick the digital storage onto the console to take a look at it?
>>
No. 989129 ID: 3a67fd

>>989122
>620,000 years
You know, that might be why we woke up without anyone being present? The computer's timer malfunctioned and we hit some sort of... automatic release or something. But anyway!

We've gotten a good amount of batteries, an injection gun and presumably a few vials for it, and... not a whole lot of information. Let's give that book a once over, to be sure we understand it, and be on our way. Grab a pipe or... something, if we end up needing to clonk something over the head, and see more of this drab, metallic world.
>>
No. 989130 ID: 8a51ec

>>989129
Or the computer's timer malfunctioned because of an integer overflow, and anything else in stasis for that same time or longer is currently awake. No way that injection gun is being left in this room.
>>
No. 989131 ID: 86aaf2

There's no way the substances you've already interacted with would be stable over that period of time, so there has to be some sort of glitch. Is there an obvious means of dating how long things have been laying here? There has to be various things with a shelf life where, if left alone long enough, it would LOOK damaged or wrong in a specific way, right? Allowing you to get some sort of estimate for how long you've sat here? Maybe the batteries?
>>
No. 989132 ID: b1b4f3

The huge number of years can't possibly be correct, because no kind of power supply can last that long without maintenance. Though, I guess if they had an automated/intelligent fleet of robots maintaining the power plant it'd work?
It occurs to me that radiation is very effective against robots. You can fry their circuits.
>>
No. 989133 ID: 031458

620,000 Years is possible in space. Oh god what if your awoke on an ancient derelict. They did mention you were on a ship.

...You need to get to another console and verify this. If it's true, then at least you don't have to worry about the politics surrounding your creation.

Make a mental note to figure out how to repair and access the console. The "Programming" feature could come in very handy for you, assuming you are able to choose what is programmed.

In addition to the wires and junk in the console there are probably electronic boards of some sort. Can you tell if anything is obviously broken or burnt?
If so, does the electronics parts box have an identical replacement?
If not, we can still could repair the console later should we find another elsewhere to study/cannibalize.

If nothing else, at least take the tools. A screwdriver is always handy.
>>
No. 989135 ID: b1b4f3

In space? I'd say that's MORE difficult. An isolated spaceship would be stranded from support structures and would run out of fuel within 100 years. Even solar panels lose efficiency over time, and would be almost useless after around 10 thousand years I think. Solar boiler requires a turbine which has moving parts and thus would require maintenance.
Nuclear power lasts a while but not 620 thousand years. Also there is absolutely no way a living creature can survive in a pod for that long. It's a very, VERY long time.
Though, maybe with sufficiently advanced technology some sort of local time dilaton in the pod could work to solve the stasis problem?
I'd also question exactly how the radioactive materials in the tubes survived for 620 thousand years. Radioactive decay eventually renders materials inert, even the longest lasting ones.

If the ship is orbiting a planet that has a significant amount of supporting infrastructure on it, that would work. Some kind of nuclear power plant that's producing radioactive waste that's being used for the tubes? And the planet is rich in uranium ore or whatever, which is being enriched to fuel the power plant? Then you'd just need additional mining rigs, metallurgy facilities, and chemical factories to produce materials needed for maintenance. It would help if the planet was low-gravity, but I guess if the technology is advanced enough, moving materials to/from orbit wouldn't be a huge deal. Alternatively, the spaceship we're on is on the surface, but a lot can happen to a planet's surface in 620k years... maybe there's no volcanic/tectonic activity or intense weather though.

But in the end this is all hard science and I get the feeling this isn't a hard scifi setting.
>>
No. 989138 ID: 86aaf2

In most closed systems -- bunkers, many types of space stations, etc. -- there wouldn't be any dust on anything. Dust is mostly caused by organic life -- skin flaking off, blowing dirt, hairs, animal dander, insect parts, that sort of thing. The sorts of things you wouldn't expect in a completely closed-off system!
>>
No. 989148 ID: 2aa5f0

>Doing the math, I'd have been in the pod for over 620000 years
yeah that sounds like a decimal get misplaced somewhere. Nothing last that long and still works. but yeah, might as well read the injection gun manual. Might give you a better idea on what those nanobots in you actually do.
>>
No. 989176 ID: 031458

>>989135
He was attached to a canister of self replicating radioactive stuff.
I don't know how in the thermodynamics it works, but it makes such a situation at least plausible.
>>
No. 989186 ID: 410305

Chomp a bar, nab the batteries, grab the rod,pick up the gun and take a look at the manual.

Also we never now where we'll need them, but they sure will be handy to have at some point. I just know it.

And after that, time to take a look at that door, with a little luck it's already open, but I wouldn't bet on it.

As for spending this long time in stasis, I'd say keep in mind the number, but we know very little about... well everything, and there is a decent chance that we might be proven wrong by whatever explanation is out there.
>>
No. 989203 ID: 30a711

Note: The diary entry doesn't sound like you're a defective project, but merely one that was abandoned due to external causes.
>>
No. 989220 ID: f18774
File 161436138683.png - (67.96KB , 800x600 , 15 Page.png )
989220

>Eat one of the energy bars.

I take a look at the bar to see if it's still good. There's no expiry date on the package, so I try one, and it tastes... about as bad as I'd expect. It has a metallic taste, but nothing about it seems unsuitable for eating.

>Read the injection gun manual.

I flip though the manual, taking note of how to use it. In summary, any of the vials I've found can be filled into the gun. Each vial is one does, and the gun can hold four doses in separate tanks. The doses are fired in the order they are loaded, so if I load the gun with multiple different vials, I have to keep track of what I loaded and in what order. I can also empty doses into vials, if I have an empty one.
It looks like I can calibrate it for different kinds of skin too, so I should keep that in mind, or I might break the syringe.

I also place what I want to take with me on the console. I'll have to figure out a way to carry everything if it doesn't fit in my pockets.

>Take the weapons and batteries.

I place the rod and the injection gun on the console, and place the power cell with them. I still have one cell in the Geiger Counter, but I can take that out if I don't need the counter anymore.

>What are P.E.S. batteries?

P.E.S. stands for Perpetual Energy Source. The best way to describe them is that they are batteries that never run down. If they get damaged, that can reduce the power they output.

I also add the energy bars and the vials to the pile on the console.

>Can you put the digital storage on the console to take a look at it?

I place the storage unit on the console and stare at it. That's definitely a storage unit.

...

In all seriousness, the console doesn't have any ports, so I can't plug in the storage unit to see what's on it. I'll take that with me too, in case I find something to read it with.
I also put the belt on. No batteries, but this way it doesn't fill my pockets.

>That's a long time.

Yeah, it is. 620000 years is way too long, but there are entries for most days, and they have similar sizes. The computer probably wrote duplicate data.

>Stuff wouldn't be stable unless everything else is in stasis too.

That's also true, but that means this whole place could be locked in some kind of stasis.

>Make a note of how to repair and access the console.

I look in the wiring under the console. Nothing is visibly damaged in any way, so the console is physically fine. All I need to do is find a login to get access to the deeper functions.
I also add the tools in the drawer to the pile.

>It would be harder for a ship to survive that long in space without maintenance or support.

Yeah, that's why I don't believe it... though it is possible that I was loaded on the vessel recently, and they just took the data from the last computer that was monitoring me.
This ship also has those self-replicating capsules, so it's possible that it has some maintenance system on a micro or nano level. Perhaps it's replicating a nanobot fleet for repairs and maintaince?
If this was some kind of story, it could be a soft sci-fi setting. It would explain a lot of stuff, but why would magic be so restricted if they're this advanced?
I'll have to get to someplace with a window if I want to take a guess at where this ship is though. It's possible that this isn't even a ship anymore.

>There would be no dust in a closed system.

That's true. This place may have been an open system at one point though. Perhaps it was built in parts?

>Is the door open?

I try the handle. The door responds, and shifts. I don't open it, but it's good to know that I can leave whenever I'm ready.

>The log doesn't say you're defective, but abandoned because of external causes.

That does make sense. If I was made, then I wasn't needed, they probably wouldn't waste the resources required to activate me.

I take a bit to sort stuff into my pockets. If there's nothing else of note here, I can leave, or I can give the place a second look for anything I missed.
If I do want to leave, I need to decide how I'm going to breach the door as well. It's not locked, but I have no idea what's on the other side.
>>
No. 989221 ID: 8a51ec

Open it slightly and wait a moment before you peek out. I doubt there's anything more complex than a tripwire to consider, but you're also a walking Elephant's Foot, so not a lot is out of the realm of possibility.
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No. 989227 ID: 8ca67d

Try to listen to the other side of the door before opening it. If there's something dangerous in there, you should be able to hear it!
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No. 989240 ID: b1b4f3

>>989220
>Perpetual Energy Source
Well. Alright then, that would explain how this place is still powered regardless of how long it's been. Do you happen to know how the batteries work? Do they get energy from an alternate dimension or something?

Let's take a closer look at the servers.

Also, put a battery in the shock prod and test it to see how it's activated. Is there a trigger? Or is it contact-activated?
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No. 989245 ID: 3a67fd

>>989220
You could still totally get dust, though, unless whoever lives here doesn't shed any skin / hair or what have you. Still! I'm not sure what's left to do in here. We've looked at the generator, we've looked in the lockers, we've looked at the computer... about the only thing to do, maybe, is to try to set the injector to get into your skin and put the minor repair vial in, if we can figure that out.
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No. 989248 ID: 242921

>>989245
This or get out, slowly, quietly. Let's see were you are.
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No. 989311 ID: fa2754

>>989220
Just so we can cover our bases, I say we go ahead and hit ourselves with a detox vial.
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