Fall in Maggots. I don't know who you've pissed off, but it must have been really bad to have you assigned here. Here, what is here. Well I'm sorry to tell you but you've been assigned to corps of a dead people. That's right, as of it now, you can think of yourself dead. How dead, that depends. You ask why? Well let me tell you. We are investigators and trash collectors at the same time. We've got a call about a derelict ship, we find the ship, investigate and deal with the problem that was given. Fact is, mostly we know shit and the things you can find are far more scarier than the scariest stories you could have imagine. Aliens, mutants, ghost, zombies and Cthulhu himself. I've commanded more than dozens of teams of people such as yourself and I'm proud to say none of them are alive Today. Maybe if you're lucky you will break this streak. Probably not.
But enough of this. Let's see who this time they've given me...
1. Space Voyager. They say that you are a leader of some kind. Graduated from First Leaders school and continued your career as a protector of some kind. They also say you prefer to hang out with people and don't like close spaces, well tough luck buddy as tight corridors will be your next best friend. They also say you attract a lot of attention. Let's hope you have some last words when some alien decides to chew on your guts.
2. Nook. Well well, it looks like we have a real tough guy here, straight from the Academy. Soldering through the entire career. Think you are tougher than those monsters out there? I think not. They also say you have a memory issue. For your sake let's hope you don't forget how to shoot and who to shoot.
3. Sunflash. Ah another from the Academy. Not so tough like the last one and it looks like you don't like to get hurt. I hope you scream like a baby girl. But remember: No one can hear you scream in Space.
4. Thorondor. You look like the brain of this sorry bunch. I can see in those eyes, calculating every word I say, every step I make. Don't overexert yourself boy, you will see things that weren't meant to be seen by human eyes. Hmm it also looks like you love them stims. Aliens love them too it's like spice to them and they love human blood all spiced up.
5. Zombie. And you must be the tech guy of this squad. I've seen better, and they are all dead. Also strange combination for a guy that like all thing electronic and all electronics don't love you.
Also just to be upfront with you. I don't care whether you live or die. I'm getting paid anyway.
Welcome. Hope you did not got scared or something with that introduction. Welcome to the Deadnaut. Something I was planing to do for quite a while but couldn't bring myself. But it's finally time. What is Deadnaut? In short a rougelike tactical game about sending 5 poor sods to investigate some derelicts, find out what happened and don't lose life. And you will probably lose life all the time. Anyway the game itself is short. There are 4 or 5 campaigns with 4 or 5 missions each, every campaign has it's own story and enemies and every time you start, you start from the scratch. At the beginning all campaigns are locked so game assigns a random campaign. Each missions is random generated, so sometimes we might get lucky on first mission and next time we will die after opening first door. The game itself is seen from the panel of the commander (that's me), who will be giving out orders to units under his command (that's you). When you are out there, there will be all kinds of nasties that will try to kill you or make my work harder. But that is ok, only your life's are at stake.
Anyway let's jump straight to the campaign. We will of course be playing on the hardest difficulty where enemies will deal 50% more damage and you're weapons will be made from outdated fabricator and deal 50% less damage. Sounds fun right?
So let's start. Our first mission is to neutralize some artifacts, this already tells me that we will be fighting against Cthulian like monstrosities and wicked cultist things. Pre-mission briefing gives us wage idea what to expect:
Type of ship: civilian medical (probably just a flavor)
Only few lifeforms so there is a chance you won't die or some of you.
Structural integrity low. Some rooms will not be accessible and probably don't bring high explosives.
Power distribution: lights. That means any power switches could change brightness of nearby rooms. This might be good or bad. Nasties have different detection capabilities some rely on plain sight, some on thermal vision. We as humans mainly rely on sight so we see better in bright places, but we also have tools of detection. The rule is, the more visible you are the higher the chance you will be hit.
Internal Security will mostly handles doors. I will explain this later.
Some fluctuation detected, that means in some areas I might have problems seeing what is happening or giving orders (or you receiving). As you can see in the image to the down left, there are 3 bars: Audio, Video, Data. If Audio is scrambled, you won't hear a command, if video gets scrambled I don't know what is going on, if Data is scrambled I may not be able to read information. I have small countermeasure by boosting the signal but probably it will be just barely enough to deal with the problem.
And that's what we all know, rest will be supplied by what you will gather. Now let's look at you. There are 5 of you, but that you already know. There are 4 "classes" to chose from, or rather EVAs designed to specific role:
1. Weapons - that role was assigned to Nook and Sunflash. They will be the damage of this team.
2. Shield - Space Voyager this suit is designed to use protection gadgets. Our basic item is a field generators that creates a protective shield increasing resistances of affected unit. It also protects from environmental damage and from being grabbed and taken to be eaten or worse.
3. Sensor - Allows of equipping all kinds of detection devices. Better to know what's behind that door or spot something you normally couldn't see. That will be Mr. T job apart and as addition he will be the one to investigate stuff.
4. Tech - A suit that allows equipment for connecting to local terminals and opening doors remotely or capturing sentry guns. This job is for Zombie, who will probably stay far away from the "excitement".
Once equipped, you are sent through breaching pod and enter the derelict.
So here you are, the "safe zone" and the extraction zone. So let's organize yourselves. Zombie will go to the nearest console station and Mr. T scan what's behind door number 1. The rest stand by the door. The initial scan reveals a big room and Mr. T identifies it as the Galley. Entry way looks clear so Zombie let's open that door and everyone else move in.
Our job here is to eliminate some artifacts and right there is our first target. Just don't get close or you will invite some nightmarish visages into your head (and my screen).
After destorying that thing, more scans inside room reveals no enemy activity. Good. There is also a corpse nearby and Mr. T investigates it. There are two doors in this room. To the North and to the East. Let's try the East. It appears it's a long corridor. SV doesn't like corridors, but he must tough it out. Also long corridors are bad sign. There are another door further to the east and a junction leading to the north. Following further to the east leads to a Social room A. Fortunately it was empty (apart from a corpse but at least no hostiles).
Let's head back and turn north from that Junction. Next room is Storeroom B and it also is void of any hostiles. There are 2 corpses to investigate and a console that contains schematics for Light Cyber Field. It's probably a new shield type that specially protects from Cyber damage. There is also a power console. Next room is Storeroom A, that connects back to the Galley. It's also empty of hostiles. So far so good. There is a console that contains schematics for Light neural field. Inside the Storeroom A we can go west to the morgue. But before that I've noticed another door back in the Galley. But it looks like it leads through destroyed corridor so no dice. Back to the morgue. The team gathers behind the door and awaits Zombie to open it remotely, however he has a little battle with the security called "The Watchers". Those are the "guardians' of the network of the ship and will try to restore everything to it's original state before we have arrived. In the briefieng it said that this security will mostly focus on doors. For us it means that they will be trying to close most of the doors. We can fight this by applying some firewalls in rooms. Once watcher hits the firewall it will bounce back but it will lower the firewall strength. As we were moving from room to room, Zombie was creating some firewalls but the watchers managed to pass them at this moment. But that is small delay.
The morgue was again without any hostiles but a lot of corpses (what a surprise). Back to Storeroom and heading north another corridor with + like junction and one node not accessible. The east node of junction had open door and as far I can tell, this means something bad. And I was not wrong there was another artifact and our first enemy. Only one so no problem, though the artifact is so close to the door I had a vision of doom, pain and destruction.
Alright keep calm, and move further north to the Sickbay A. Entry looks clear, but I want Zombie to move ahead first to have faster response time on the matrix. Though there were no enemies near the doors, there was one deeper inside. Again 4 to 1, we win no damage taken. Also your keen observations has granted some knowledge on the enemy you've faced. It's designated name is Disturbed Type A and it looks like does Melee damage without any special properties.
From Sickbay A we can go further north to Sickaby B or west to Living Quarters. Let's try living quarters. Awfully small but without enemies. It also contained power junction that handles light. I bet those creatures use visuals so let's get an advantage of the scanner. In Sickbay B we have found 2 enemies. Thanks to the scanner we had the advantage of surprise attack. Surprise attack can deal more damage and if weapon is using special kind of attack it also has higher chance of triggering. Right now we do not have such weapon. Once we've attacked and killed the first one two more showed up, but once they've reached melee range it was 2 on 4. Sunflash got lightly bruised. Since there is no healing mid mission, he is first candidate to yet die.
Inside Sickbay B there was another artifact and one more enemy. No problem. Our next path goes west to Living Quarters B, where last of the artifacts is and one more enemy. We could head back, but there is one more room to visit. The Bridge. It had three more enemies in there. Close enough for them to make a leap to get to melee range, but you did good and killed them. Also I'm not sure whether Nook was annoyed by Sunflash kills or was it a praise.
Anyway after acquiring Ship's log, let's get out of here. This place outstayed it's welcome. Congrats first mission and no one died.
Post mission debriefing.
Additional information on the Type A enemy: It uses axe that causes heat damage. It is protected by the artifacts nearby. It has small protection against ballistics and melee, It's very visible by means of optical, thermal, sound and scent, so it's more like us.
Now the good stuff. Upon finishing missions, we can get new schematics for new suits, weapons and tools. The currency of the game is Knowledge gained from investigating stuff. The higher the investigation skill the higher the knowledge gained + bonus from difficulty. Anyway right now we have 11300 knowledge. What's our options. We have new weapons. Small and Medium Chemical Beam. Since those creatures do not have armour against beams and protection against chemicals it probably be good choice since they have protection against ballistics. However to use it we need to order schematics for Light Weapons suit. Other option is Medium Heat field which will give us more protection against those heat axes. Probably worth a buy. But I will see this before we go for the next mission.
So that's about it. Stay tuned for next mission.
Alright, first mission done, you've got lucky this time. Let's see you will manage next one. Suits back on Earth gave you trade possibility for some gear. Those dickheads don't give a damn and instead giving something good, they just give random shit. Half of the stuff is not usable right now. Anyway I've ordered something that might come useful. It's not much but you might not die like a peasant.
Ok, gear up. We are heading to new destination. This time it's a research ship, scan shows more hostiles than last time. Watchers will be very strong here, and we are reading some energy fluctuation so we might lose contact now and again. Just don't panic and you maybe will live. Your task is to find the bridge and get back with ship's log.
You've arrived? Good. Stack up, and move through the door. First room Storeroom A, looks clear and has a schematics for Light Sonic Field. It has connection to 3 other rooms. To the east T. detects life form and identifies room as The Galley. Looks like the guns are doing their job at least those Type As are dying quickly. Hope they do not have bigger brothers...
This vessel has lots of tight corridors. Some designs, they just don't make sense. T. reports a medical lab to the north west and a lot of corpses in one of the corridors. I have a bad feeling about this room, so leave it be for now. Move back to the Storeroom A. Let's look what is behind the east door. It looks like T shaped corridor and further to the east is Storeroom B. Empty. And Storeroom C to the North. Also Empty. Further to the North is Tech Lab. Let's avoid it for now and move back to Storeroom C and go North through the corridor there. This leads to a junction that connects Tech Lab and Storeroom D.
It's empty and a dead end. Well let's go back to the Tech Lab. It looks like it contained two of those strange artifacts. Blast them, take no chances, maybe the monsters will be weaker. T. also reports Medium Spectral Scanner blueprints. We are not fighting ghosts here. Useless. Further to the east are Archives and another Artifact. Destroy it too. To the North is Weapon Lab. Bad place to have enemies there. Probably it will be guarded. But those artifacts are their source of power so we should destroyem them. Be ready.
Destroying this agitated enemies nearby and now they are on the attack. The Type As are easy to deal, but it looks like they have bigger brothers. And they are nasty. They are using some kind of psychic explosive ripple. Not only it's powerful, but it damages the integrity of the hull. I wouldn't be sticking around there for now. Oh and they also like to vanish... well it was nice knowing you guys. Oh wait, no it wasn't. But enough of this. Move forward. The room looks clear. To the east of the weapons lab there is storeroom E. Empty. Lucky you. Also this weapons lab has some audio interference. To the west we have another Storeroom. And it looks like another artifact. I bet there will be more of those new monsters there.
Scanner picked up only 1, but even this one, can put a lot of hurt.
Them bastards can even do explosions on top of themselves. Madness. It killed Sunflash and vanished. Well looks like this mission is going to hell. If they are all vanishing back to other Artifacts, I'm betting they are preparing a serious welcoming comity. Unfortunately only half of the ship is covered. Your only chance is that they are not hold up in the bridge and there is a safe path there. Probably not.
Storeroom G is a dead end, so you have to move north from the weapons lab, through the Sickbay. We are now approaching living quarters section. The the east and west of the sickbay. To the north there is a big nasty roaming so let's avoid it. To the east there was one Type A enemy. Let's take care of him. Unfortunately it took Nook by surprise and critically wounded him. Living quarters to the west are empty but also dead end. Looks like you have to sneak past the big nasty. You are so deep in the ship, so I think Zombie should move forward. Have faster access to open close doors for you. Moving through the Living Quarters on the eastern side looks safe enough, but eventually they all lead to that corridor with the enemy. Well you have no choice.
Well you found him fast. He did some damage and vanished again. Unfortunately soon after you were ambushed by 2 Type As. And they had no problems in hacking you to pieces. Now it's only Zombie all alone.
Well it's rather not possible for Zombie to win. So goodbye Zombie.
Alright Maggots. Last time you failed miserably, your bodies and souls probably are now new playthings of Cthulhu himself. Thankfully the ever so kind eggheads back on Earth made a perfect copy clones of you without any DNA degradation. So let's see you handle this new challenge. It's again Artifact hunt mission type, but maybe this time try not to die.
This time it's military class ship, so it will be long haul. Exactly 2 square km of area to cover.
Ok, your entryway leads to cross shaped corridor with eastern corridor inaccessible. To the west there is small Storeroom D. Once cleared I've received a report that an enemy just phased out through the wall. Are you implying that we are fighting ghost? Keep your shit together people, there are no such things like ghosts, and for god sake do not destroy every room and corridor there is.
Oh fine, whatever if you want to call them ghost, then call them ghosts. But if they were ghosts you wouldn't be able to shoot them, would you?
Anyway get it together and move ahead. There is a Hangar north of your position and my readings tell me that there is one of our targets. Get in and eliminate it. Now move west, but hold on, I'm picking movement nearby you. Ok fine I understand they can move through the walls, but that doesn't mean you have to shoot at the walls directly! And now Nook is dead...
Come on SV, keep those shields up... Ok continue with the plan and go west to the dormitory. Gather anything of interests and check the corridor to the north, it connects to the Living Quarters F but I see it's as not safe. Check the corridor for anything of interests and move back to the Hanger. Just remember about them shields. Once you get back, move east through the big corridor. What's that? You report 3 specters there? Well then keep moving and keep shooting, if it can't hit you, you will live. Just don't blow up the whole ship in the process.
God damn SV, you cannot go down now, if you die no one will be able to return to the evac zone, because you've blasted the Hangar so bad. Now return back on the path. There should be Storeroom C nearby and an artifact. Focus on the artifact first. Once clear, pick up anything of interest and rally back in the Hangar. You say hangar has 2 ghosts? Well kill them and move north through the corridor. The corridor splits to the accessible Living Quarters E to the east. Go check them out. Empty? Ok head back and go north to the Dining Area, there should artifact there. Done? Good, go now west through the galley and a corridor leading to Living Quarters A. Pickup anything of interest and move north through the corridor you've just entered the room.
There should be Storeroom E. Pick up anything of interest and move east to the Storeroom A. Check the corridor leading back south for anything interesting. Now go north through the Storeroom B. To your west there should be Living Quarters G, but they are inaccessible and Living Quarters D to the east. Check it, but be careful I've heard a Sentinel nearby.
You are too far, and Zombie will not help you with the hacks. Maybe if you wouldn't blow up that hangar, but now forget about this room. Move north. You should be passing Living Quarters C to the west. Check it and also check Engine Room B to the east. Who in the right mind creates secondary engine room in front of the ship. Anyway it should contain one more artifact to destroy. Return back to the corridor and go north to the bridge, there should be last two artifacts. Destroy them and take the ship's log. Now return straight back to the extraction point. You say Zombie managed to get a control of the gun. I don't care just head back... What's that? A ghost got SV in the corridor? God damn, well I hope you can make it pass the Hanger.
Eh, sorry Zombie they did not make it, you will be going back alone.
It looks like we will have to trust on some clones, but it will take all of the money we've got.
Alright, poorly performed mission that was, though I wasn't expecting much from the sorry lot of you. Not to mention that cloning you cost almost 10k of knowledge leaving nothing for the upgrades practically. To top that each of the clones is far worse than the original. We have another military ship to cover, this one even more damaged than the last one. It's again artifact hunting mission, so better be worth it this time.
Gather up. Investigate everything in the Engine Room and move forward through the North door leading to the Galley. There should be first artifact. Destroy it before it spawns any of the ghosts. But you didn't have to destroy almost half of the room with it! Sigh... Ok move through that western corridor. You should reach Cell E, where another Artifact is. Now return back and go through the east corridor. There you should find Cell C with yet another Artifact. And yet again you've destroyed a room with it. I understand you are affraid of ghosts, but we are not here to destroy this ship. I don't care that there are even more nastier ghosts. Destroying ship will not remove the problem.
Allright since you already started to go North, investigate both rooms nearby that is Cell D to the east and Living Quarters B to the west. Further to the north should be Storeroom A and Cell A. Go past them. What's that? There is a Sentinel in Cell C? Give a visual for Zombie maybe he can take control of it. What's going on there? I'm reading flat line over T... What? He got shit scared of the ghost and it killed him? Bloody useless.
Well, you've lost your eyes out there, now the ghost may really get a jump on you. Anyway Zombie reports he gained control over the Sentinel so move one. Check the dining room to the east and Storeroom B to the west and go past Cell B, but do it quick before the Sentinel decides to shoot at you. Great Cell B also has one. Good thing Zombie is on point with Hacking. To the east you have long corridor to investigate. It should take you to the Tech Lab. Find something useful there and double back. Actually don't be in a hurry. Zombie is battling them Watchers over those Sentinels. Alright quick. The one in Sickbay is ours for now. Go through the western corridor to the Weapons Lab. Get anything of interest, run back and continue going north. You should be passing Living Quarters F, check it and continue going North you should end up in Living Quarters C where another Artifact is. Now head back east through Living Quarters A to Living Quarters D, where another Artifact is. Back again and go north. You should be now passing Living Quarters G and a corridor going east to Living Quarters E. Find anything interesting and continue heading towards the ship bridge. There should be last artifacts to destroy, Don't forget about the ship's log and tail back to the extraction point.
Ok, you've made it. A little better this time, but I'm still having second thoughts about venting you all.
Cloning has few side effects and different outcomes. You can have perfect clone, but it probably will change relationship between random team member, or it can try to mutilate himself after exiting the vat which is the sign that he will lose a stat/stats. Of course each next cloning reduces the quality of genes so it is highly probable that you end up with super weak version.
Also some people might react negatively to the clone too.
Yes, if 2 people don't like each other they start verbal picking on each other resulting in negative bonuses to the entire squad. I suggest watching some video and focusing on the chat. The banter can result in for example person that does not like combat picking on a person that likes or not claustrophobic picking on a claustrophobic etc.
Alright maggots, next mission. But first let's clone T. one more time and buy some equipment. There are some good stuff, so maybe... but I doubt it.
This time, it will be mining vessel - this means it will be really big - and our goal is ship's log, but clearing those ghost spawners are also priority. For your safety - imagine that.
Ok, you've breached the ship? Stack up as usual and move to the next room. Here someone had head on the right place and both engine rooms where next to each other. I'm not reading any power directed to Sentinels, so you might be "safe" there, but one can never know if there is one out there. You've got inaccessible room the the west so go east first. There should be long corridor leading to another engine room. Gather anything useful and return back. North door should lead you towards Galley A, there should be artifact to destroy. Now check to the west. You should have corridor linking to the inaccessible room to the south. Check it for loot and continue going west to the Storeroom E. Guys don't get separated like last time or someone might die again. I don't care that you are attacked by even more nastier ghost.
Well at least you've dealt with it, but again by destroying entire room. Sorry Zombie but again you will have to be way back. Now stack up and check the corridor to the east. Don't forget to check that corridor that link to the south with the engine rooms. The Galley you are about to enter also has Artifact or 3 even. Now back to the corridor and go north. You should end up in T junction. Check the Storeroom to the east. To the north you should have another one, but it's heavily damage so head back west. You should end up at Storeoom B and Storeroom A. By the sounds I can hear that Storeroom A has a Sentinel though so wait until Zombie gives green light. Be quick while you are checking there. Don't want you to risk aggressive Watcher attack on that Sentinel. Now go North you should see entrance to Cargo Hold A. But don't go in there. It's big room, on a possibility for another Sentinel. Tell you what, go back to that Storeroom E, and blast the doors. SV make sure everyone is shielded from the environmental damage.
As I thought so... Damn readings can't ask for good engineer to install precise scanners.
Once Zombie gets a hold on it, dash west to the Storeroom C, find useful stuff. There you should find corridor going north. Use it. Let's not tempt that Sentinel breaking from our control. Once you reach a junction, to the west you will find Storeroom D. Investigate it and check Room to the east.
Guys what's happening, I'm having severe jamming on the video channel. What do you mean you had to fall back because of 2 Type As? And you've destroyed that Cargo Hold? Sigh... Ok but whatever you do, do not fallback to those rooms with Sentinels. Return back to that Cargo Hold, and check the corridors to the east. You should end up in Storeroom G. Nothing of interest. Ok check that corridor to the north near Cargo Hold B, it leads to destroy room so look for Corpses and go North from the Cargo Hold. What? Another Sentinel. Blast. Ok wait for Zombie, but it may take a while. Them pesky Watchers decided to be very active in that location. Once he gets it, quickly search the room and room to your west. There is an artifact. Then go North and do not dare to return back until I say so. Once you be there you will see a corridor leading to the east. Go there. What do you mean, you had to fall back, because of the ghost. That Sentinel is about to be retaken. Fuck!
Well damn, when will you start listening to me! Ok not everything is lost. Proceed back again. This time no screw ups. Once you get back to that Tech Lab, Go north and then east. There should be another tech lab. That's empty too. Damn. Ok go west to Dormitory room and do not stop for any ghosts. In there we have few artifacts. Focus on them. Guys what are you doing, you should be focusing on the Artifacts. The longer you stay there the ghosts will overwhelm you.
Fuck! See? What did I tell you. Ok plan B, run the fuck to the Bridge, maybe you will lose them! Or not...
Well Zombie you're alone. Choose your poison either you vent yourself or go nuts on them ghosts. Anyway nice knowing you.
Alright maggots. Round 2 was a failure, how about round 3? Probably not, but here we go. We will be on a mission that involves monsters coming from some kind of portals. Gear up, and head out.
We are having only small ship (8 rooms) to navigate so it should be fast, if you don't die faster that is. Anyway by now you should know the drill, but I'm guessing you ladies still need a hand. So check everything in the room you've breached, gather up near the only door out of here, scan the next room and move out. You're next room is Storeroom A, but I can see a Sentinel there, so Zombie be so kind...
Once you check the room go through the east corridor, but be careful of any xeno's there. Corridor should lead you to medical lab. Check anything of interest and return to the Storeroom. Now go west to the other storeroom. There should be first of the teleportes. Move quickly so the Sentinel will not get you in most inconvenient of situations (like last time). Your only path forward is north through the tech lab. There should be another portal. Once you clear it go further north to the bridge. Let's have it done now. Then go east from the tech lab. You should end up in the sick bay. Then you have one more room to clear. Weapon Lab to the west of Tech Lab. Destroy portals there and return for extraction. Good job you did manage it without dying. But I'm still betting you will be eaten on next mission.
So, you've survived the first encounter with the Xenomorphs, well I'm not impressed. Unfortunately the market is not generous right now, so no new guns. Our next target will be the some industrial freighter, so it will be bigger than last time.
Alright, standard procedure. Secure the breaching room and gather up near the door. Scans indicate several hostiles right after it, so prepare for immediate fight.
Ok, you've cleared the corridor and nearby room? Good. Now move east. You should end up in Storeroom H. Be careful more movement detected there. Cleared too? Good return back, also be careful I think I've heard some sentinels.
Move in quickly, looks like the watchers are very aggressive here. The western room should contain a teleport. Destroy it, but be careful not to enter it. Shit, what did I tell you SV! You are very lucky it teleported you back to the engine room and not into room full of aliens. Ok now move east, but do not dare return to the Storeroom A, the sentinel there will be re-taken very soon. Move in to the Storeroom D, but be careful there is one of bigger ones. Now move north and then east. You should be near Storeroom E. There are 2 big aliens there so don't stand too long in one place.
Now check that corridor to the south and move back east. At the end of the corridor you should reach Storeroom B. I've spotted several movements there so be extra careful. Damn, what did I tell you.
Well looks like this mission went Foobar - again. Zombie be a man go get them. Oh I see you decided to be blasted by the sentinel. Good choice.
Today's episode is sponsored by letter U as Useless, that's what you are. Three campaigns, three failures. Are we seeing the trend? Well I bet the fourth one will be also a failure. But anyway here you go to your doom and pain.
Considering this ship is small, and security will prioritize sentinels, doom and pain is assured. Alright you down there? Good, let's get to business. I've got a little bit sketchy info about the enemies you will be facing, so you will need to confirm this. So you say that in the corridor leading out of the room, you've found some Mutant and it "resurrected" after you have killed it? Zombie they aren't your relatives are they? No? Well then my advise, is. RUN FOR IT! No one stays behind, you now all move together and move fast. You need to find power conduits and repair them, otherwise you will be done for.
Make sure you check every room there is. And don't get surrounded.
You found and repaired the power node? Good maybe it will help you. Probably not...
Didn't I tell you not to get surrounded? What a bloody waste of my time....
The last campaign was a disaster. Are you proud of yourself? Sigh, I don't have any strength right now to yell at you. Just let's get it over with.
This time I see, you've managed to start cooperating? Incredible, but I'm still betting on your failure.
But let's continue on exploring the ship. Once you move out from the starting room. Check both rooms to the east and west. Oh and I can hear that you will be fighting ghost again. Hopefully this time you will not shit your pants in fear. Once you deal with that initial wave of ghost, go to that Diner Area. There is an artifact to be destroyed. Once you clear it and any ghosts nearby check the Storeroom to the Nort West. From there check the corridor for corpses. It ends up with inaccessible room though. Now return to the middle of the ship and proceed east. Just don't get ambushed in that small Storeroom.
All clean? Ok move to the Sickbay and then south. You've missed one room there. Once you check it return to the Storeroom A and go North. If you encounter ghosts there, do not linger too long. I'm getting strong visual interference there. Once you're in the clear check the Living Quarters to the west. Once you're done there move north through the Cell B and then to the east, but be watchful, multiple ghosts are roaming there so don't get caught in melee.
Well that was close one. Don't do it again. Now continue to the east and investigate Cell C. Return back to the Cell B. Go north, you should pass living Quarters B to the east. I can detect artifact there. The last room should be the bridge itself with final artifacts. Don't forget about the Ship's log. Got it? Now run back to the exit. You're done here.
Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles!
You forget the crucial part that everyone else do the dirty part. Anyway it will soon change.
Alright maggots, next ship. Another military class battleship. Let's hope you will do better than last time. Earth gave you some beam weapons so use them to your advantage.
Ok, you're in? Good, now move up to the next room, then go west first. Follow the long corridor to the next room. Be careful I've got a reading about few ghosts there. You're new toys should help you. Now take a detour to the north and check the other room there. Once done, move back east to the Storeroom A. Use the door to the south. You will see a corridor leading to the Storeroom B. Check also the leading corridor to the inaccessible Cell F. Return back to Storeroom A, and head north to Cell A. Check Cell C to the west and go back to Storeroom A and back again through the corridor to the west. Go north and check that big Dining Area. There should be an artifact to destroy.
Now go east through the corridor. You should pass The Weapon Lab room. Once cleared, look to the east and check Cell C. Watch out I can see multiple ghost approaching your position. T. check that scanner.
Looks like you are being overwhelmed. Just don't stand in place. fall back to more safer place. To the North there is The Tech Lab and I can see a power conduit there. Might be good place to restore your energy. Ok I see you've dealt with them. Might want to go back to Cell B and check the corridor to the east. But it appears new ghosts have arrived. So forget that and go check Living Quarters E to your east. There is another power conduit so it's a good place to recharge your batteries. Once you feel ready, go quickly to that corridor I've mentioned. Be quick because I can see the ghosts are converging on your position.
Quickly run back to The Sick Bay and go North through the Living Quarters. Curse you Nook, why did you have to panic! Ok so you've made back to The Sick bay. Go through the North door. I've you'll be quick, you might avoid that Sentinel. I'm pretty sure Zombie cannot help you right now. Past that door in Living Quarters is the Bridge and few artifacts. Move quickly take the ship's log and focus on the artifacts.
Ok you've dealt with them? Good now maybe Zombie will have time to help you with that Sentinel. He's got it? Ok, maybe you can check the room behind the Sentinel. It has one last artifact to destroy. You also say there is an escape hatch? Well good for you then. Come back to the ship.
Alright next mission. But before you get launched. Earth kind of fucked you up. They've put up nice guns on sale, but guess what. No suit that could actually use them. So feel free to be fucked. Lot's of utility items, but that will not help you killing them ghosts.
Anyway mission three, another military ship. Well good luck...
So here you go. You're "safe zone" is connected to the second Engine Room and it already has artifact. So that's good because less spawning points. It only has exit to the North, but I can see a Type B and Type C ghost on their way to greet you. I don't know how you've manged but you are still alive. Ok the corridor to the north has Storeroom C with another artifact. You know what to do. To the west is inaccessible room, so go again North. It's third Engine Room. Pretty small so do not get caught there. Specially when there are 2 Type Bs going your way.
If you go east, you end up in the sickbay with another artifact. Ok return back to Engine Room C and go north to Engine Room D and then west to Storeroom D where another artifact is. That's a lot of artifacts destroyed so you might yet be lucky. Or maybe I spoke to soon as the ghost capture SV and murdered him. Well looks like you've decided to go all together down. Ok Zombie choose your fate.