Scott Tortorice
Senior Member

Once more into the void. But seeing how my current sector has been thoroughly explored and looted, I decide to use some of my jump fuel to explore a new sector.



Send out the boarding party!


While Mouse did his towing work, a job made difficult by the narrow passageways, something that required me to manually navigate the drones past each other in the cramped spaces, John went about gathering the few - very few! - pieces of scrap we found while Sarah interfaced with Navcom's computer core, something that didn't reveal anything we didn't already know about the ship. But for Kellee, this trip would have been a waste.
Okay, let's start exploring. I used John motion scanner to see what is around us.

That's a lot of inconclusive results. Grr. But at least we know accessible Rooms 6 and 9 are clear. Go check them out, John.
First, the larger of the two: Room 6:

Nothing. Not a thing to be had.
Oh well. Smaller Room 9, then.

Okey dokey. Let's do another motion scan to see if we can remove some of the less clear results.

I decide to try and see if I can clear Room 10 by opening hatch D10 to Room 11. It works! Well, kinda. Whatever baddie was in Room 10 moves into Room 11, making 10 available to me. Great! But do I now have two aliens in Room 11?
But then things get dangerous:

Because I am too absorbed trying to resolve the riddle that is the unknown menaces in Rooms 10 and 11, I don't examine the failing airlock closely enough. I miss that we have an open hatch at D9. As a result, when Airlock A2 fails, it not only takes Room 3 with it, but also Room 7. Dumb! Hatch D4 also breaks as a result.

Back to work. John goes to inspect Room 10:

I order John to leave the room, and I again open hatch D10 to lure the monster(s) back into Room 10, hopefully clearing out Room 11.
Alright. Must move on. There are still other rooms to explore. Like the other "inconclusive" result of Room 5. This time I will use one of Sarah's probes. Hopefully it won't get mauled again. I pile everyone into the cramped hallway that is Room 2 and seal the hatch while the probe does its dangerous work.

I send John in and find...wait for it...nothing. Again. Nothing! This ship hates me.
Seeing how well the probe did in scouting Room 5, I hit upon a bright idea: what if I use Sarah's teleported to transport the probe into Room 11, the one where I had one or more monsters shuffling back and forth between it and Room 10? Worth a shot, I thought.
It was worth a shot...but I bungled the syntax of the command. LOL! Instead of transporting a probe into Room 11, I accidentally commanded Sarah to transport herself into Room 11! Ack! It was an unplanned experiment, but it worked out for the best as Room 11 was clear. I guess there was only one xenomorph in the area, and I got it back into Room 10. Whew! That was a close one! I was doubly lucky as there was a defense turret in there but it was deactivated.
Alright. I have Sarah transport herself back to base while I send in John to scout it out. This time I actually find something! A "quarantine bypass" ship module! Yay!

Okay, that is it. This ship is cursed! No more. Everyone out now before we lose the little we found, which is mostly the new drone Kellee.

And isn't that swell: Jeff's scanner is becoming unreliable. Not that I use it that much. I probably should have used it more on this trip as it might have scared up more salvage. Oh well. I am not going to invest the resources to shore it up as I don't think it is worth it from a cost-benefit perspective.
Well, we survived another salvage op. On to the next!
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