Link (
newmemorywhodis) wrote in
annexedlogs2023-01-15 12:12 pm
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Mission: Stealing Back Our Stuff
Who: Everyone involved in the plot
What: Several simultaneous hits are made on Sylphid locations, in an attempt to retrieve stolen items
When: A few weeks after the winter holiday party
Where: Witches Camp & the surrounding jungle
Content Warnings: None
[[ooc: plotting post & sign up info here. Any questions can also be directed there as well]]
i. Pre-mission / planning
Fortunately - for Link, and for everyone else who has been dispairing at his complete and utter lack of leadership and organisational ability - someone has in fact taken the reigns to try and organise this motley crew.
Codi, having volunteered herself to organise this mission, has contacted the Rebel's HQ for access to their resources, including the mission PA system. With this, she's been able to contact everyone to gather them together at the Rebel's nearest waystation to Zephyr.
From here, they can plan further, divide up into groups, and make their way to their destinations.
ii. The depots
There are four Sylphid depots. As each is located in the city of Zephyr - one to the North, South, East, and West - at least one Chipped person will be needed to even dream of getting close. From the outside, the depots look like large, unassuming warehouses. But closer observation will soon reveal heavy security.
Each is bordered by a tall, electrified fence. The gate is manned at all times by four Sylphid guards, and they question and inspect everyone coming through. At least two pieces of identification are needed: a swipe card coded with the appropriate authorisations, and a bio-security scanner to ensure that the holder's identity matches with the authorised card.
Once inside, that same card will be required to get through additional security checks. Not one door in the facility will open without it.
And then, there's the final challenge - finding the items that are actually theirs, in these massive spaces.
iii. The post offices
Comparatively easier to get to are the post offices. Located in the residential areas to the south of the city, these locations are outside the areas where only Chipped characters can go without notice.
Heavy traffic makes it way to and from these locations - trucks are frequently arriving, unloading unmarked crates and boxes, and leaving after being loaded up again. There's altogether more people to deal with here - in addition to the drivers and the workers loading and unloading the trucks, there's the Sylphid guards who patrol and keep watch over the deliveries, and more workers inside who sort through it all.
There's also another group at play - ordinary citizens of Zephyr, who are apparently in the business of just trying to get their mail done. Even if they are watched closely by the guards as they do so.
iv. The transports
Of course, those trucks going in and out of the post offices don't necessarily need to be hit up at the post offices. There's always the possibility of striking at one while out on the road, alone and unprotected...
There might be a few challenges once they open them up, however. Such as the robotic guard dogs that the Sylphid have taken to keeping inside, apparently as a last line of defense against rebel attacks just like this one.
What: Several simultaneous hits are made on Sylphid locations, in an attempt to retrieve stolen items
When: A few weeks after the winter holiday party
Where: Witches Camp & the surrounding jungle
Content Warnings: None
[[ooc: plotting post & sign up info here. Any questions can also be directed there as well]]
i. Pre-mission / planning
Fortunately - for Link, and for everyone else who has been dispairing at his complete and utter lack of leadership and organisational ability - someone has in fact taken the reigns to try and organise this motley crew.
Codi, having volunteered herself to organise this mission, has contacted the Rebel's HQ for access to their resources, including the mission PA system. With this, she's been able to contact everyone to gather them together at the Rebel's nearest waystation to Zephyr.
From here, they can plan further, divide up into groups, and make their way to their destinations.
ii. The depots
There are four Sylphid depots. As each is located in the city of Zephyr - one to the North, South, East, and West - at least one Chipped person will be needed to even dream of getting close. From the outside, the depots look like large, unassuming warehouses. But closer observation will soon reveal heavy security.
Each is bordered by a tall, electrified fence. The gate is manned at all times by four Sylphid guards, and they question and inspect everyone coming through. At least two pieces of identification are needed: a swipe card coded with the appropriate authorisations, and a bio-security scanner to ensure that the holder's identity matches with the authorised card.
Once inside, that same card will be required to get through additional security checks. Not one door in the facility will open without it.
And then, there's the final challenge - finding the items that are actually theirs, in these massive spaces.
iii. The post offices
Comparatively easier to get to are the post offices. Located in the residential areas to the south of the city, these locations are outside the areas where only Chipped characters can go without notice.
Heavy traffic makes it way to and from these locations - trucks are frequently arriving, unloading unmarked crates and boxes, and leaving after being loaded up again. There's altogether more people to deal with here - in addition to the drivers and the workers loading and unloading the trucks, there's the Sylphid guards who patrol and keep watch over the deliveries, and more workers inside who sort through it all.
There's also another group at play - ordinary citizens of Zephyr, who are apparently in the business of just trying to get their mail done. Even if they are watched closely by the guards as they do so.
iv. The transports
Of course, those trucks going in and out of the post offices don't necessarily need to be hit up at the post offices. There's always the possibility of striking at one while out on the road, alone and unprotected...
There might be a few challenges once they open them up, however. Such as the robotic guard dogs that the Sylphid have taken to keeping inside, apparently as a last line of defense against rebel attacks just like this one.
ii
Tech observes the perimeter of the warehouse through a pair of binoculars, fixating eventually upon the guards. "This is going to be tricky," he notes, which is still putting the situation lightly. Lowering his goggles, he reaches into one of the pouches at his belt to produce the cards he's prepared. Making fake IDs for them was the easy part. The real challenge would be getting the scanner to match, but that would require doing in real-time.
"Unfortunately I can't access the bio-security scanner from here to prepare it for our approach," he explains as he hands out the cards. "Otherwise things would be much simpler. But once we're in the process of being checked in, I should be well within range to handle it."
no subject
"These are the keys?" he says, taking one.
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"Do you want to go now?" he asks. Or are there more explanations coming?
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"If we're ready," he says. "Once we get inside I'll see if I can get access to a map to make things easier for us to narrow down where we need to go. If there's an inventory list, that will make things a lot quicker than searching everywhere as well."
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Link has his own map, and he knows how that works - but he's still not all that familiar with this world's technology, and how it works. But that doesn't mean he can't help look for it.
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"If we find one, I can look up the information. Provided they're as thorough in cataloguing our belongings as they have been in collecting our data, we won't have to waste too much time trying to find where our items might be stored. Or if they may be in a completely different warehouse."
Tech tucks his tablet away. "If you're ready, let's go."
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If he sees any, he'll let Tech know.
"I'm ready," he says, before moving towards the gate. He doesn't have his weapons at the ready - brandishing his sword won't help if they're trying to convince the guards they're allowed in - but if he needs to, he can reach them quickly.
He doesn't look back to check if Tech is coming.
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The guards waiting look towards the two as Link and Tech near, a pair of them. One stands by the door while the other gets up from where he'd been sitting, moving to take his usual place for checking people in.
"IDs," he says almost disinterestedly, holding a hand out expectantly towards Link.
no subject
Although that is how Link looks normally anyway, so it doesn't exactly take much work.
The guard glances at the ID, then at the screen on his device. Apparently satisfied with Link's card, he holds out a hand to inspect Tech's.
no subject
He hands over his card to be checked then, receiving it back with a nod and then a vague handwave given to them both as they're cleared for entry. The sound of locks sliding out of place from the entrance can be heard as the guard depresses a button, a light on the side of the door switching from red to green.
no subject
Link doesn't hesitate to go through the gate - and start briskly walking towards the warehouse beyond. He does, however, wait for Tech to catch up once he gets to the front door.
Here, there's no guards - but there is a card reader they need to swipe again to get in.
no subject
Tech enters after, not glancing back once he hears the gate closing after them. He nods at Link as he holds up his card again. "These should be all we need for further entrance, but we need to stay close in case there might be any other odd checkpoints we come across," he says lowly.
He brings his card up to the reader to demonstrate for Link, pushing the door open once it unlocks.
no subject
Then, they're inside - and they see the inside of a massive warehouse, with rows upon rows of shelves stacked high all the way to the ceiling.
Finding what they're after in all of this won't be easy - but that doesn't stop Link from immediately running to the nearest aisle, and peering at what's on the shelves.
no subject
While Link has a look around, the clone looks for a computer. Surely there should be one to keep track of inventory.
"Ah," he says as he spies one off to the side of the door they'd come through. Tech walks over and starts tapping at the keys for system access.
no subject
So while Tech tapped away at the computer, Link employed his own solution to this puzzle. It just happened to look a little...odd.
He would tap at something on his slate. Spin around, in a little circle. And then stop, and tap at the Slate once more. Repeat, repeat, repeat.
no subject
again. He glances over his shoulder briefly, brow arching. Does he have some kind of tracking on his items? Interesting.Returning his attention to the computer, he finds his way to the manifest of confiscated items. Assuming they keep everything as closely catalogued as they do the information their chips gather, things should be attached to their names...
"I think I've got something..." he says, pulling up a directory. "Now to see if these listings pertain only to the specific warehouse or if I can get a master directory- the latter would make more sense..."
no subject
Lots and lots and lots of text. Enough that it's hard to make sense of it all.
"Does it say where our stuff is?" He scans through the wall of text - can he see his own name, anywhere? The name of anyone familiar?
no subject
"This is where we will find the chip ID we have been assigned and this information here pertains to the number of items confiscated from that person, and here is the listing of which locations they might be found. I have pulled up mine by code, but I think I can look up by name. But here-"
He taps at one of the location links listed under his line of data, expanding the list downwards. "Unfortunately it does not seem to provide very specific entries on the items themselves, but that is fair considering they may not know what some may be. Armor, armor, weapons- it's a very generic way of categorizing items but there seems to be another field for further information. Not important for our needs. We might be in luck. This would be the code for this location and warehouse. This should be...an aisle number, and this will be the shelf or bin."
no subject
This kind of warehouse organisation isn't something Link is specifically familiar with. But it doesn't feel all that different from one of the Sheikah Shrine puzzles - especially the ones where he had to use drawings of constellations as a guide, matching them up to the right counterpart. It's just a different kind of puzzle, a different code.
"Okay," Link says - before immediately turning around walking alone the edge of the aisles. He starts at the markings on each one, trying to find the one that matches up with the record...
...There! That one! Link disappears into the aisle, peering at the shelves and bins. Which one matches to the other half of the code?
no subject
He uses his tablet to take a quick shot of his inventory information before doing a quick search to see if he can pull up Link's. He is in no way prepared for the sheer amount of items that come up. "This is all his??" he murmurs to himself, brows lifting. There's definitely no way they're going to find them all, especially considering how scattered they appear to be by way of storage. He takes an image of it anyway, noting that at least a few can be found in their current warehouse. It'll have to do.
"Any luck?" he asks as he turns away from the console.
no subject
Although some of it - particularly the meals and food - has probably gone well and truly off by now, if the Sylphid haven't bothered to store it properly. They probably don't want to find Link's collection of gourmet meat.
Fortunately for Tech though, the moment he calls is the moment Link finds the box. The label matches the code he saw exactly, right down to the last letter.
"Yes!" Link calls, before picking up the box and running back towards Tech with it. He holds it out for the man to take - but from the way Link is eyeing it, he's clearly curious about what's inside.
no subject
At Link's response, the clone hurries over to where the other is, backtracking only once to find the right aisle he's down. At least with the other coming to find him, he doesn't have to go far. He takes the box, setting it down to inspect the contents, brows lifting as he pulls out a pair of blaster pistols. "Good to have these back," he notes, a ghost of a smile touching his face as he looks them over. He'll have to figure out how to replenish the charges for ammunition but it shouldn't be impossible.
"I've found a listing of your items. Here, I'll transfer the information over to you," he says. "...although if I could ask a favor- is it possible for you to store these? I cannot be sure we will be inspected upon exiting."
He sets his DC-17s on the box again so he can pull out the tablet to send Link the list. "I believe there's at least a few of your items here."
no subject
Besides - Link was expecting to be the one carrying everything they found anyway, so it's no issue to pick up Tech's weapons and store them away.
Then he's leaning forward, trying to peer at Tech's tablet so he can see the list. "Which ones are here?"
no subject
"Let me see... a weapon, armor and... something they apparently have categorized as unknown: miscellaneous." He arches a brow at Link but given how storage worked with that tablet of his, who knows what all went into there. Tech taps at the screen to send Link a copy of the list image.
"There. They don't seem to all be in one section, but at least two are down the same row and another item of mine seems to be within that same area."
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