The Principle of Ascendancy Through Yielding
THE INDEPENDENCE SOLDIERS:
Prisoner Processing Center #12, Dike
As the terms of surrender are negotiated between the Independent faction and the Alliance, the PC's languish alongside the other abandoned soldiers amidst the carnage of Serenity Valley. At last, after more than a week, they are finally located and evacuated with the rest of the survivors. By then the PC's suffer from a near fatal combination of malnutrition, exposure and infection. Once they've received emergency treatment on board the med-ship and are deemed medically stable they are transferred to the infirmary of Processing Center #12 on Dyton's second moon, Dike. They spend the next three months there recovering in the less than optimal conditions afforded Independent prisoners of war.
During to course of their convalescence, the team is both pleased and somewhat saddened to notice Angelina's often astounding tendency to distraction has been tempered by the horrors of war [Angelina buys off her Oblivious complication]. Iddy likewise benefits from extensive (and decidedly mandatory) counseling by Alliance psychiatric services and finally comes to terms with her horrifying memories of Shadow. Though only to the extent that she is able to recall the events without completely freaking out. She's still otherwise hopelessly moon brained. [Iddy buys off her Traumatic Flashes complication].
By mid-August the PC's have more or less recovered and now merely await the apathetic medical staff to get around to releasing them into the Center's main body. After their near total isolation in the infirmary they are eager to interact with their Independent comrades again. When they are finally released, however, they walk right into a very dicey situation.
Receiving the all clear from the lethargic camp physician, the PC's linger until they can leave the infirmary together. Exiting out the front door of the cheap plastic building and tasting fresh air for the first time in months, it takes them a moment to process the scene playing out directly before them.
A large number of their fellow prisoners are scattered loosely in a open yard around one other prisoner, who is holding a very large pistol to the head of a uniformed man. Obviously the man with the gun to his head is an Alliance camp guard, especially considering his resemblance to the four other uniformed men wielding weapons and screaming at the raving lunatic holding him captive. To add to the chaos the Independent prisoners dispersed around the tense drama are all frantically attempting to reason with their clearly overwrought comrade before he gets his fool self shot. And, of course, a few fei ren are actually cheering him on. To make matters worse, just as the PC's process all of this they can see a couple of laser sights alight on the distraught prisoner's forehead from the rifleman posted in the guard towers to the west. Judging from the man's ravings things are about to get nasty very quickly.
Before the PC's can decide what, if anything, to do about the situation an old acquaintance in the crowd lunges for them, calling them by name. "Oh my God! Ringo, Angel, Iddy! You've got to stop him! Cale is about to get his yuchun head blown off!" Sure enough, a glance at the face of the madman with the gun reveals their old friend from the 5th Brigade infantry, Private Jacob Cale; the over-eager young private who once saved Ringo's Grizzly from being dropped down the latrine, always gave Rink his ration pack biscuit and thought Angelina was the cutest ebon-haired angel he ever had a hopeless crush on.
Moving quickly the PC's spring into action, hoping to avoid bloodshed. Ringo engages the camp guards, from a respectable distance, claiming to know Private Cale and assuring them they can talk him down. Angelina dashes within the line of sight of the hysterical private and attempts to engage him verbally. Iddy moves to Cale's rear, in case a last ditch grab for the gun becomes their only option.
Ringo spends a couple of Plot Points but fails to convince the guards to back down a bit. He quickly comes under the gun from one of the guards, who's clearly a bit anxious himself. Angelina likewise spends a couple of Points and manages to get Cale's attention. After several moments of interaction between the two of them, while Iddy successfully sneaks within lunging distance, she coaxes him into relaying his concerns in a semi-coherent manner. It seems his mother has recently become deathly ill back home on Regina and these wangbadan purple bellies keep triflin' around with his release. Angelina smoothly assures him that she'll help him deal with the wangbadan purple belly data collators. And, really, he doesn't want to waste a bullet and get shot in the head over this one houzi de pigu anyway, does he?
Beginning at last to see reason, Private Cale takes the gun away from the camp guard's head while he talks to Angelina. Iddy seizes the opportunity to snatch the weapon and conveniently place herself in the tower guard's line of sight. After quickly tossing the pistol at the feet of the nearby guards, everyone soon finds themselves face down in the dirt with boots on their necks.
Presently ordered is restored and the hapless Private is hauled away to be transferred for a psychiatric evaluation. The camp commander interviews the PC's and offers a terse thanks for their intervention before dismissing them back into the camp body.
Within an hour, after congratulations are received from several of their fellow prisoners, the PC's are approached by Corporal Jess Henison. Just "Jess", as he claims, seein' as how the war's over now anyways. Impressed with their selfless intervention on behalf of their old comrade, he has a request to make of them. According to him a friend from his old Shadow Marshals unit back on Hera is coming in today, transferring over from a Processing Center on the other side of the moon. More interestingly his friend is smuggling in some very valuable information that Jess hopes to use to speed up both their processing out of this place.
Disturbingly this information details some very nasty war crimes on the part of one of their fellow prisoners, Blake Garrotte. Garrotte was a sergeant with the 24th Overlanders and is rumored to have participated in some of the most heinous abuses of prisoners of war during the Du Khang campaign. Jess's friend claims to have incontrovertible proof of Garrotte's participation in the inhumane treatment of captured Alliance soldiers, including flaying, starvation and burning alive. Unfortunately Jess fears for his partner's safety and can't get any support from his fellow prisoners as most of them are either apathetic or simply fear Garrotte, who's managed to gather a fearsome gang of brutes during his incarceration. Presently he more or less rules the camp and Jess is counting on the camp commander's desire to be rid of the troublemaker as leverage to insure his own speedy processing. With the evidence of Garrotte's war crimes, Jess is certain the camp commander will be more than agreeable.
Though the ex-Corporal Henison has nothing to offer in exchange but his appreciation and the opportunity to get in the camp commander's good graces, the PC's are nevertheless willing to help. They need only arrange to get themselves on grounds keeping duty tomorrow morning and watch over the new arrival with Jess until he can arrange a meeting with the camp commander. The PC's spend the rest of the day familiarizing themselves with the camp's layout, routine and organization. As evening approaches they track down the camp duty officer, an old friend of Iddy's as it happens, and easily arrange to have themselves placed on grounds keeping tomorrow.
The following morning the PC's find themselves hard at the make-work grounds keeping near the front gate of the camp as the new batch of transfers are brought in. Jess, working alongside them, quickly points out his partner Helen Meredith as she enters the gate with the other new arrivals. As they are led to the barracks where Jess has arranged for them to be housed, the PC's maneuver over to get a chance to interact with Meredith once the camp guards release her. As the short orientation speech is concluded Jess nudges Ringo in the side, gesturing at the three nasty looking brutes who've moved in, ostensibly to greet the new arrivals. Garrotte's lackeys, he's quick to point out.
The PC's move to surround Jess's partner, eyeing the three thugs menacingly. As the guards move away the two groups exchange words. It's quickly evident that the thugs are trying to pick a fight, likely intending to pound them into the ground and seize the evidence from Meredith. It's also evident that the two guards could care less if the Independent prisoners beat on each other.
When the PC's begin to move off, hustling Meredith towards the camp commander's office, the trio of goons lunge forward to instigate the fight more directly. Though the PC's courageously defend their charges, they are no match for the muscle-bound brutes and are soon laid low. None of them notice Meredith being knocked to the ground in the scuffle and having her satchel switched by another of the new arrivals. As the PC's lay unconscious, the three thugs quickly make off with what they think is Meredith's satchel.
Back in the infirmary again the PC's are notified that they're to be placed on heavy labor for the next week as punishment for brawling in the courtyard. When asked to identify the men they fought with they are, naturally, unable to. They learn then that no one else is able (or, more likely, willing) to identify them either. After a mandatory overnight stay in the infirmary, they are released to report to the camp commander, fully recovered from their beating (beyond bruises and swollen lips, that is).
Once they arrive they find Jess Henison and Helen Meredith have arrived there ahead of them. Quickly it becomes apparent that the two have convinced the commander to move against Garrotte before he can destroy the evidence, if he hasn't already. They wait impatiently in the commander's waiting room while he leaves to oversee the raid. In less than an hour the commander returns and is clearly displeased. His team took Garrotte and his men into custody with no difficulty and recovered the satchel easily enough. The fact that the satchel contained nothing but common articles...and a hidden pocket full of illegal hallucinogens...is more than a little troubling, however.
Jess and Helen immediately attempt to assure the commander that the satchel she carried most certainly did contain a data disc showing Garrotte committing the atrocities they claim. The PC's take the opportunity to point out that they also had been assured the satchel contained such evidence and further make the point that it would be extremely odd for the two to bring the satchel to the commander's attention at all if it did, indeed, contain contraband.
Though somewhat convinced that something odd is going on, the commander is reluctant to take further action. As it stands Garrotte will likely remain in solitary for quite some time over the charge of possessing illegal drugs. As far as he's concerned this gives him to opportunity to break the chu shie fook once and for all. After some prompting by the PC's the commander is finally convinced that seizing video evidence of Independence war atrocities is worth postponing their own charges for a short time. The PC's meanwhile are less than pleased at the situation they've found themselves in.
After a bit of grumbling the PC's spend the rest of the day interviewing their comrades in camp. Most have already heard of the situation through the camp grapevine and are willing to help hand over the video to the commander, if it will rid them of Garrotte. He has apparently made a great many bitter enemies over the past several months. The fact that the Alliance will very likely use it to vilify the Independence movement is a source of great distress, however.
The PC's soon identify several "droppers" in the camp and, through Ringo's interrogations, track down the dealer who smuggled the drugs in. A sound beating and another successful interrogation uncovers the location of data disc, discarded along with the rest of Meredith's belongings in the camp refuse dump. The disc is recovered with no further difficulty and reluctantly handed over to the camp commander.
To their dismay the PC's not only have their processing stepped up along with Henison and Meredith's but have an Alliance commendation noted in their official records as well.
THE EX-BLUE SUN AGENTS:
Starbolt Class Personal Transport "Unity Prophet", Outbound from Persephone
The PC's snap out of their flashback, becoming more and more amazed at the events they, or rather their alter egos, have survived. As they progress from memory to memory, though, they are disturbed to find it increasingly difficult to keep their duel memories and personalities separate.
Immediately jumping up to reassure themselves that the two blue gloves are still secured out the cockpit window, they set about checking the ship. Of course, they immediately realize that not a one of them knows the first thing about interplanetary vehicles and haven't a clue how to prep the thing to fly.
Michael snatches up his Grizzly and stalks out the ship's airlock to the two blue gloves, who are now awake. Though still bleeding and badly injured they both look on with a complete lack of concern. Michael promptly executes both of them with point blank shots to the head. Once he drags his teammates off the ship to help him, they dump both bodies as well as the device they were working on in the cargo airlock, flushing the lot into space.
The PC's tête-à-tête to decide whether to give the ship a more thoroughly examination (and looting) or figuring out some way to get the niushi out of there. They promptly decide to go with the niushi option. Putting their heads together the PC's burn up some serious Plot Points figuring out how to conduct a standard pre-flight check, starting up the small ship, detaching from the research vessel and setting it's autopilot for a hard burn out to nowhere for a while.
After the burn and nearly a half hour into flying in the general direction of the Burnham Quadrant, the full-body tingling announces a flashback about to hit. The PC's cross their fingers and ride it out, hoping the autopilot can handle things in their absence.
THE YOUNG READERS:
The Academy Compound, Persephone
The following morning, the PC's team are once again directed to the eastern barracks to be left in formation unsupervised. Without prompting the PC's simply fall out and grab a bunk, resigned to the beating they'll get for it later. Again they spend a welcome three days of inactivity with their class before awakening to the Morale Officer's cane at 0600.
After the class gathers on the honor field, again missing a few of their classmates (though less than before), the results of the tactical training quarter are announced and the combat training quarter officially begins. The class is dismissed to their original dorms and hustle from there to their classes, receiving the expected demerits for being late.
At 1400 the academic studies end and the class is ordered to the honor field. There they are again split into teams and driven off at double time to the arena for a two hour full contact martial arts drill. Exhausted and bruised, the class is then directed to the firing range for the first time and two hours of instruction and target practice. Over the course of the next three weeks a variety of evening class and drills cover all manner of small arms, armor, heavy weapons and munitions.
Again unannounced, the combat training examinations begin at 1400 promptly. Arriving at the arena as they have for the last three weeks, they are paired off and find themselves competing in an unregulated full contact tournament. As before, it's clear the tournament is part of the quarter exams. Competition is fierce and injuries abound.
Michael wins his first five bouts handily but is eliminated in the sixth and seventh, a loss he takes particularly hard. Echo wins her first bout but loses her next two and is eliminated, as well as badly bruised. Sierra wins seven bouts and loses one, placing her in the finals. Unfortunately she skunks her first finals bout badly and is literally thrown from the ring. Limping into formation, the class stands at attention while the results are announced.
Michael Seven: Passed
Echo Five: Failed
Sierra Three: Passed
The class is then double-timed to the small arms drill range where they are divided into five-man teams and issued weapons. The fire teams then drive through the live fire range, taking on a variety of increasingly difficult automated targets and changing out weapon types without notice. Michael performs adequately during the first few minutes of the drill but is forcibly removed and beaten when he accidentally discharges a rifle into a teammate's leg. Echo performs surprisingly well, dropping more targets than her teammates and exceeding the class average. Sierra does even better, dropping nearly 70% of her team's targets and taking a spot in the top ten percent of the class.
After rushing the four cadets wounded in the live fire exam to the infirmary, the class is formed up and results are announced.
Michael Seven: Failed
Echo Five: Passed
Sierra Three: Passed
Moments later the class finds themselves at the demolitions course where they are issued web gear and full compliment of six grenades each, as well as a small demo kit. They are immediately hustled out to the "Shotgun House" (where they normally drill in individual indoor small arms exercises) to fall into formation. Once there they are divided into five-man teams and await their turn to storm whatever challenge await them in the multi-storied building. They are quite surprised and delighted to find they've all three been placed on the same team.
From outside the house the class can hear nothing occurring inside, due to the building's sound-proofing (which they always wondered about and now suspect they know the reason for). In short order the PC's team is given the nod and divide up to storm the house from each of it's three entrances. Inside they find the building contains a number of hardened defensive positions, manned by some very well-programmed automated targets. Without weapons beyond the explosives they've been given, they do their best in overcoming the building's defenses without running out of grenades or injuring their teammates.
In due course they've cleared the top three stories of the house but find a new feature has been added; a basement door. A spotter is sent in and reports a small band of targets huddled in the lower level, which their team quickly takes out with one of their last remaining hand grenades. Securing the basement level they find a reinforced steel door in the west wall. After examining the door and checking their gear they soon determine the demo kits they were issued lack the necessary explosives to breech the door. On further consideration they hastily strip their remaining grenades and work together fashioning a crude explosive device. Planting it on the door they soon find they've barely managed to save enough of their grenades to make the difference, triggering the device by wire from the first floor and breaching the steel door.
Immediately the exercise is called to a close and they hustle out of the Shotgun House to wait in formation with the rest of the class. After another half hour the last team clears the building and the trainers announce the results before the reassembled class.
Michael Seven: Passed
Echo Five: Passed
Sierra Three: Passed
Before they've time to relish their success, they are dismissed to their dorm to snatch a few hours sleep before class tomorrow.
THE EX-BLUE SUN AGENTS:
Starbolt Class Personal Transport "Unity Prophet", Outbound from Persephone
Immediately upon regaining their senses the PC's check navigation and determine they've yet to reach an acceptable distance from established traffic lanes and the scanners of the vessels likely plying them. They double check their readings to be sure they haven't missed anything important, then move to take advantage of the ship's very high-tech kitchen and hygiene facilities.
In due course, they gather in the small lounge to enjoy their first peaceful moment since waking in their biobeds less than eight hours ago. Finding the cortex terminal controls they call up the free public feeds and settle in for some blessedly mindless entertainment. Soon growing bored with dramas they find and agree on a federal news channel. There they are shocked to learn of the startling political upheavals playing out across the 'verse following an illegal cortex broadcast over a month ago.
Before they can dig any specific details out of the political rhetoric and requisite pro-Alliance propaganda of the news feed coverage, the frustrating tingling sensation sweeps over them and they fall into another vivid flashback.
THE YOUNG READERS:
The Academy Compound, Persephone
Again the class is escorted to the eastern barracks for the welcomed three day rest, followed by what the class has come to affectionately refer to as "the reorientation beating" at 0600 of the third day. As they stand at attention on the honor field the results of the combat training quarter are announced, with only three of their missing classmates declared "failed". The commencement of finals preparation is gruffly announced and the class is dismissed to hustle to their dorms and classes.
To their surprise they soon find they've returned to a simple eight hour a day schedule of academics, with no advanced training in the evening at all. Shortly, however, they realize other classmates have begun taking it upon themselves to practice and drill in the four hour block of evening "free time". Soon most of the class has become engaged in their own rigorous evening training schedules, often more demanding even than those imposed by the trainers previously. Finals are, after all, coming soon and it seems suspect that the trainers have left them to their own devices in the meantime. The common consensus being that this, in itself, is a test. As the entire class is surprised to eventually find they have full access to the entirety of the Academy's training facilities, at any time of the day or night, it would seem this may just be the case.
The PC's are quick to formulate their own training schedule for their four hour evening time, making it as brutal as they are able to endure and yet still function. As the fourth week comes to a close the class begins to wonder if the supposed final quarter exams are coming at all. As academic finals arrive and the PC's struggle through the often overwhelming individual exams they have cause to wonder if the academics exams themselves are the final training quarter.
Until they awake on Monday in individual prison cells.
As they regain consciousness the PC's take in their small cell and are both pleased and concerned to note they are alone with one another again. The original three-man team of young students that arrived at the Academy seemingly years ago, wide-eyed and naive, has been replaced by three razor-sharp minds housed in highly trained and deadly efficient bodies. Without thought to how they arrived in the cell or why they three have been teamed together, they quickly leap to their feet for a short callisthenic drill to clear their heads of whatever narcotic compound they've been given. Once done they begin examining their surroundings in critical detail, noting no discernable surveillance devices, before settling on the door of the cell. After a quick consultation Sierra is able to fashion a small tool from one of the bedsprings for Michael, who uses it to pick the simple tumbler lock in the door. Spending a moment listening intently at the area beyond they move out of the cell and into the dark hallway beyond.
Trusting to intuition, Michael leads them to the left and quickly finds that the sentry they expected is now moving down the hall their way. Retreating to the cell again, they wait for the sentry to casually stroll past their position before springing on him from behind. They are a bit surprised to find the sentry is nothing more than a standard automated target, as in all their previous drills, but accept that the apparent final quarter exam is upon them and move on with their escape. Taking the stun baton from the target they again glide quickly and silently down the hall.
Arriving at the side door to the security station they waste no time rushing in, engaging the four automated targets there, and putting them down quickly. Soon they are armed with pistols and mesh armor and have overridden the security exits. In the wall-mounted storage locker they find three sets of standard issue gear, such as they've worked with before, and seize it. Activating the secure long-range comm they quickly make contact with their commanding officer for instructions.
A loud buzzer sounds, followed by the announcement of the end of the examination. Exiting out the north door they find themselves outside the Shotgun House. Before being hustled off toward the honor field they note the huge LCD timer on the wall has stopped at fourteen minutes, forty-three seconds. The target time is clearly indicated as fifteen minutes.
Once the class has slowly assembled on the honor field after their individual examinations, the results are announced.
Team Bravo Six: Passed
The class is then doubled timed to the Shotgun House again. There they find the training cadre just finishing up with whatever changes they've made to the interior of the building and teams begin, one by one, to enter for their next examination. The PC's suddenly realize they are still in possession of their standard issue and, once the class is at ease, quickly don armor, gear and check weapons in preparation for their drill.
After nearly an hour of anxious speculation Team Bravo Six is called to the door of the Shotgun House. There they are informed that their target is Alton Frost, CEO. Orders are to terminate. Without preamble the PC's enter the Shotgun House to find a surprisingly detailed replica of an office building reception floor. Casually concealing their side arms within their coats, they approach the front desk and the training cadre "receptionist" there.
While Michael interacts with the receptionist, presenting himself and his "classmates" as students interested in interviewing the CEO for a term report, Echo and Sierra casually exam their surroundings. Security guards, surveillance and gun scanners are quickly identified as well as emergency exits, routes to the upper levels and the location of the executive suite from the fire evacuation plan mounted on the wall. Michael meanwhile determines that the receptionist is lying when she claims the CEO is regrettably not in today and politely makes arrangements for an appointment at a later date.
As they shuffle toward the front door the PC's quickly confer before angling off toward the public restrooms near the elevators. While Michael waits outside, Echo and Sierra drop smoke grenades in the waste receptacles and ready foam barricade canisters in their coat pockets. On exiting they move as a unit toward the elevators and the gun scanner there to engage the two "security guards" in idle questioning. When smoke begins to wisp from beneath the restroom doors and the fire alarm sounds, Sierra and Echo take advantage of the distraction to spray barricade foam at the feet of the two guards, quickly rooting them to the spot. The PC's then dive into the waiting elevator, triggering the shrilling of the gun scanner and press the button for the top floor.
Arriving quickly at the top floor they are immediately confronted by two automated targets wielding sub-machine guns. Shots are exchanged and the PC's take a few hits, despite the partial cover of the elevator doorway, before dropping the two targets with return fire. Moving to the security door they find it locked, as they expected. While Echo readies a simple tamped explosive, just in case, Sierra quickly bypasses the keycard lock with her elec-kit and springs the door. They enter to find the suite beyond plunged into darkness. As the security door attempts to slide shut Echo snatches up the small table nearby to block it open, affording them some manner of peripheral lighting.
Realizing they make perfect targets framed in the lit entryway of the suite, the PC's dive forward and take cover behind furniture in the pitch black room while they hone their senses on their surroundings. Within seconds the clump, clump sound of an automated target heading for the elevator is heard and the PC's spring up to unload their weapons (and Echo's readied explosive) into the elevator door. They are rewarded to see "Alton Frost" crumple to the floor of the elevator, but take cover as Echo's "just in case" explosive device detonates.
A loud buzzer sounds and the exam is pronounced complete. Oddly, though, the announcement continues immediately with the results. Followed by the commencement of the next examination.
Team Bravo Six: Passed.
The elevator, containing the "dead" target and somewhat warped paneling from the explosive, closes and descends. Fearing that reinforcement must be coming, the PC's cast about and finally find the light switch. Once they are able to examine their surroundings they note a standard executive office with wide security windows (thankfully concealing them from any possible snipers or spotters outside). Of primary interest is the personal fire exit in the east wall whose outer doors have already slid open. Unfortunately, judging from the twin locks to either side, it requires manual keys to activate. Two of them, in fact.
As the barely perceptible whine from elevators announces that it is on its way up again, Michael dashes to the two disable targets in the elevator entryway while Echo and Sierra rush to examine the fire exit mechanism. Michael soon joins them, having taken the two keys he remembers hanging from the target's necks. They activate the fire exit, springing open the security doors to the small private conveyance. Echo notes, however, that the key lock on the right seems to be damaged and refuses to stay in the "open" position. In fact, it requires a great deal of effort to even get into the open position, so much so that she can feel the key bend slightly from the force required to turn it. The conveyance will not begin its descent without both keys locked into position.
As the elevator behind them "dings" to announce what is likely the arriving security team, Michael shoves his two teammates into the elevator and wrestles with the broken key lock. As his teammates descend he holds the key as long as he can and returns fire before being rendered unconscious by the hail of rubber bullets from the team of automated targets at the elevator.
As he lays unconscious the buzzer announces the end of the exam. Training cadre retrieve Michael, treating him and rousing him enough to take his place with his team in formation as the results are announced.
Team Bravo Six: Passed
Once all the small two or three-man teams in the class have completed their examination, a process taking several hours, the class is marched at a luxurious half-time pace to the honor field. There, before a small crowd of onlookers and the entire training cadre, their final results are announced.
Team Bravo Six: Passed with secondary honors.
As the Academy Director makes an appearance to issue individual congratulations and badges for exceptional performance (one of which Bravo Six is honored to receive), the PC's are able to get a good look at the small crowd watching quietly from the stands. They easily identify several well-known members of Parliament, as well as several Alliance military officers and notable officials of the Blue Sun Corporation whispering apparently positive comments to one another.
The PC's swell with emotion and are nearly reduced to tears at the rousing speech delivered by the Academy Director. He himself is clearly deeply moved as he calls the class to rigid attention and presents the Blue Sun Special Operative Academy's graduating class of 2518 to the crowd of high-ranking political officials.
THE YOUNG READERS:
Late May 2518
Casualty Compound, Unity Island, Persephone
After the overwhelming emotion of their graduating ceremony is concluded the 2518 graduating class, numbering well over a hundred cadets, are airlifted directly to the Casualty Compound on Unity Island. There each team are assigned an amiable personal servant and granted full access to the spa and recreational facilities of the compound. Over the next week they take full advantage of the luxurious setting and enjoy a week like no other they've ever experienced.
On the seventh day Team Bravo Six is visited by a charismatic representative of the Blue Sun Corporation and informed that their performance during Academy training have qualified them for the advanced post-graduate program. Jumping at the opportunity to serve the beloved Alliance, the PC's gladly accept and pack their bags for immediate transfer to the Blue Sun Medical Research Institute in Eavesdown.
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