The Let's Play Archive

Sentinel Worlds I: Future Magic

by CrookedB

Part 5: Who let the tigers out?

Previously on this LP, we thoroughly explored the first Tower of Caldorre, which was an optional thing to do. Last time we left the main storyline proper, however, our adventurous crew received the following Telecom message from the Federation:

DISTRESS SIGNAL SENT FROM SHIP ORBITING CEYJAVIK BEACON LOCATED NEAR LAST SIGNAL



Approaching Ceyjavik, we spot a Safari Ship aimless drifting in space. Hmmm, safari.



We attempt boarding it, but to no avail.

ulmont posted:

This part annoys me. Boarding permission refused? Like we asked for permission from all those raider ships we boarded?

Well, technically, that ship's Engine stat equals 100, meaning we can't board it. (Remember we had to bring the raider ships' ENGN to 0 before boarding them?) And attacking non-hostile ships, as well as NPCs, is prohibited.

Still, it's not like the devs couldn't have let us board the ship to make sure there's no one aboard; designing one more identical space ship's interior isn't that hard, I reckon. As it is, that moment does indeed feel a bit silly.



No response from the ship, either. Something's afoot.



The beacon mentioned in the Fed message is located at x729 y426, so we beam down there.



Hmm, this must be the BORKIN research lab mentioned in the planet description.

Manual posted:

The only inhabitants of Ceyjavik are the 50 or so scientists who staff the BORKIN Laboratory (Biological and Research Kinetics). The station consists of a base camp with a landing pad for orbital vehicles, and two outpost labs that are carved into stationary bergs. These outposts consist of a cat observation facility, and a sea life/aquarium area. They are linked by an underwater tunnel.

However, the canyon won't let us reach the lab straight away. We'll need to take a roundabout route.




Berg Seals (blue dot, non-hostile) and Ice Tigers (red dot, oh so hostile) are the only creatures we encounter around here.



Following the canyon, we stumble on the corpse of one Eckirrt Kann. Horrible things must've happened here.




The BORKIN camp consists of multiple building, but we don't need to explore most of them to get on with the mission. That ain't the way LPs work, however, so we'll visit a couple of optional ones; plus I'm in the mood for some grinding. A Life Center, pictured above, comes first.



It doesn't really come as a surprise that, as soon as we enter the building, waves upon waves of enemies start spawning around us. As we advance, they even appear out of thin air in closed off rooms right behind us. *Suspension of disbelief on*



These are Ice Tigers. And no, nothing but Ice Tigers. Horrible creatures.



Personal belongings remain, but the inhabitants themselves are nowhere to be seen. No bodies, either.



The recreation area is empty, with screens displaying records for no one.



Things get more ominous as we explore on. The blood has dried up already.



No one at the guard post, too. Controls flash, but we can't get anything meaningful out of that.




The kitchen, the study... all empty. Only Ice Tigers everywhere.



And so the Life Center is explored. A ghost town indeed so far.



We next try our luck in the nearby Science Lab.



Oh no, not Ice Tigers again...




And again, the halls are empty and covered in dried blood.




We start feeling increasingly lonely. I hope we find survivors eventually.



A chest! That's convenient.



Ammunition. We're going to need it.



Up to now, everything has been deserted, but not destroyed. I wonder if the Ice Tigers were laboratory test subjects?



Nothing but Trinoculars in here.



Pressing L lets us use our party's Recon skill to survey the area's layout. The higher our Recon, the more items and location we're supposed to be able to spot on that mini-map.



All the labs are completely demolished. Not a single one left intact.



Let's skip some pointless buildings and enter the Command Center now.



Inside, there're even more destroyed labs. One of them contains a chest with ammo.



Other ammunition is scattered around the place.



Again, everything apart from the labs stays undisturbed.



Finally, in the radio room, we see a picture of a woman on the monitor. A survivor. We can't talk to her from here, though, and have no idea of her exact whereabouts. But that's something, for a start.



The whole facility is on alert. That explains the distress signal, I guess.



Lots of unused equipment around.



An office unit, eh? We explore it, but there's nothing of interest inside. Nil, nihil.



A... marked spot? It's empty, anyway.



And hey, we can ride the ice!




Next comes a long canyon way for us to follow...



...until we reach the hatch leading to the underwater lab. Let's hope we find some kind of explanation there.



Welcome a new enemy, Bush Rat. Normally, rats are the first enemy you encounter in a cRPG; this one breaks the stereotype.



We're underwater on an ice planet. No wonder it's chilly down here.



Ice tiger dens, huh? Makes me wonder.



A lab turned into a battlefield.




Reaching an observation point, we observe some kind of movement deep below.



Must be rat cages.



It's getting warmer!




We come across an Armory along the way.



AK-4700 is the most powerful ranged weapon we can get at the moment, so we equip Zain with it. A Flak Jacket is a nice find, too.



I guess we'd better hurry, though.



We also come across another EA passcard. We'll find out what those are for soon enough.



Research books!



And then we locate the girl we saw on the monitor in the Command Center. Her name's Virginia Karamatu. Let's try talking to her.



Are you all right?

Yes, I'm cramped, but alive.

No one else survived, Virginia.

(What, really? But we haven't even explored all the buildings!)

I feared that was the case.



Were they exploring?

They'd just returned from a mission.

Where did they explore?

Some undersea volcanoes were being mapped.



And how do I get there?

Use the connecting underwater tunnels.

Where do I enter them?

A hatchway is near. You will find it.

In other words, in order to solve the mystery of the BORKIN lab having been attacked, we must enter the underwater tunnels leading to the submarine bay. With that, Virginia stops talking to us and just remains there. Let's hope the Federation picks her up or something.



And here's the undersea passage Virginia told us about.



We exit the Ice Tiger research lab and brave the long underwater tunnel.



Transparent walls, neat.



Too bad they're awfully cold and wet.



We spot a light down the tunnel.



Our crew is now ready to enter the submarine base. But I think we'll take the eastern path first...

Appendix: LEVEL UPS



Hiroko has made 1st Lieutenant already, the game's equivalent of level 10. Her Projectile and Blasters are maxed out, just in case; her Tactics, Recon and Athletics aren't bad, either.



Aleph is a Command Ensign, i.e., level 7. He specializes in Edged weapons, Tactics, and Gunnery.



Zain is still a Combat Ensign = level 5. Projectile weapons and Bribery are his forte.



Gimmel, just like Aleph, has reached Command Ensign. I've started improving his Projectile skill, just in case it may come in handy later.



Finally, Beth is a fine Lieutenant = level 8. Apart from Athletics, Tactics, Recon and Contact, I'm improving her Blaster skills, which may become useful at some point down the road.

Next time: bonus area!