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.
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."
no subject
Luckily, though, they have the aisle and box codes - and after finding Tech's pistols, Link's got the hang on things now. Once more he walks alone the end fo the aisles, looking for the one that matches.
Soon enough, he finds the aisle with two items and starts stalking down it. Except it's not long before Link comes to a complete stop.
This one's easy to spot. The shape of it doesn't fit easily into any of the crates or boxes, so it's right there in plain view - the Lightscale Trident. Mipha's Trident.
He reaches out to pick it up, gently, like it's something precious. Because it is.
no subject
When he comes upon Link it's when the weapon has been found, and quite a weapon at that. Tech's not much used to such of the melee variety save for lightsabers and energy whips, and from how reverently Link retrieves this one, it must be special.
"I've never seen such a weapon before," he observes as he steps closer.
no subject
But maybe it was just that this one was special. Even if it hadn't belonged to a friend, anyone could see that this was a beautiful weapon.
no subject
The first and foremost thing that comes to mind at the mention of a trident is the Separatist assault ships that had been used to penetrate Tipoca City's defenses in a bold attempt of an invasion. Tridents otherwise aren't really a very common weapon at all from what he's experienced, but he can at least ascertain how it would be used by its design.
"It looks almost fragile, doesn't it," he marvels. "Of course I doubt it is if it's been crafted to be a weapon. Whoever made it must have been quite skilled."
no subject
And for Mipha - the Zora princess - Link knows that Dento would have accepted nothing less than the best. There were other weapons, yes, that were technically more powerful. But there wasn't much that could compare to the kind of speed the Lightscale Trident could command.
Slowly, Link started walking down the aisle again, keeping an eye out for the next item. But he keeps a grip on the trident, rather than putting it away.
He knows he'll need to, before they leave. It's too distinctive for the guards not to notice. But for now, he still wants to keep a hold of it.
no subject
He steps in the opposite direction along the aisle, eyes scanning the identifying numbers on the shelves until he comes to the section he remembers from the manifest. There doesn't look to be an easy way to get to the upper shelf he needs to, but the storage units themselves look sturdy enough that he starts to climb up the side where the section is more fortified. It's about halfway up from the ground, a sizable distance, but at least he's no stranger to scaling things, apparently.
Once he reaches the row of shelves he's meaning to reach, he pulls out the box there on the end, brows lifting at the slight weightiness of it. "Ah, there you are," he says as he edges it out enough to pull the pieces of his chest armor from within, hooking an arm around one of the shoulder links.
no subject
In his arms - along with the lighscale trident he's still holding - is his rubber armor set. Admittedly, not the armor he would have chosen to retrieve, if given the choice. He had other armor he used more. And the fish head helmet was...well. A fish head helmet. But he was happy to get it back, all the same.
"You found armor too?" he says, trying to peer at what Tech's found with great interest.
no subject
Needless to say, Link has some very ...unique pieces of equipment.
"Ah, yes," Tech replies, letting the chest plate and its back piece slide off of his arm. "I think this will be much sturdier than anything I've found so far here, so it is good to have back." He arches a brow. "I see you've found your equipment as well. It looks quite unusual."
no subject
"It's Rubber Armor," Link explains. From his serious tone of voice and still largely blank expressions, it's hard to tell whether or not he acknowledges the inherent ridiculousness of the armor at all. "It's resistant to electricity."
no subject
"Well, I suppose that would efficiently insulate one against electricity," he concedes, although he looks dubious on just how much of the armor could be rubber. But Link is more the expert in this than him. "That is definitely going to be difficult to smuggle past the security. Best you store that now, and if you don't mind, this? There's one more thing of yours to find here, isn't there?"
no subject
Tech does have a good point, so Link nods, and puts the armor away. The entire armor. First the helmet, then the top half, then the bottom. The whole lot of it just disappears entirely.
He hasn't let go of the Lightsale Trident just yet, though.
Then he walks back out of the aisle - looking for the last thing he has here. For this one, though, he has absolutely no idea what it will be.
no subject
With that taken care of, he follows Link's lead, slinging his own armor partially over his shoulder. Hopefully no one comes in while they're helping themselves to their equipment. It might look pretty suspicious.
no subject
"Your armor should go in the Slate too," he says. Because any issues about getting the Rubber armor past security applied just as much to Tech's armor.
no subject
It's not a huge deal for him to carry for the moment, but if Link opts for the present, he'll hand the armor over.
no subject
"...Sorry," he says, before taking Tech's armor and, sheepishly, storing it away in the Slate.
no subject
no subject
So by the time Tech catches up, Link has alright opened up the box. A box which apparently contains what looks like a lot of small, leathery bat-like wings.
167 keese wings, in fact.
no subject
"What are those..? Or perhaps I should be asking why so many..."
no subject
As for why so many? "I've killed lots of keese." And apparently Link just...keeps their wings.
no subject
"...what do you use them for?" Surely there has to be some reason, although he is starting to suspect after the list he'd seen that it might just well be compulsory for Link to store whatever he comes across that might be interesting.
no subject
Although, in truth, Link didn't collect them just because they were useful. In fact he didn't even really need them anymore, having since found much better ingredients to use them instead. But...they were there. And it was always nice, having more. So he picked them up anyway.
And now he has 167 of them.
"...Keese eyeballs are better," he adds. Now those, he still used plenty of.
no subject
"I doubt you will find them here. I believe we've retrieved everything relatable, here. With more time I'd be able to copy the manifest from the system so we have it for future reference but the longer we stay, the more suspicious we may be. Is that everything?"
no subject
But Tech was right. They couldn't stay here. And if they were discovered, it might make things harder for those who were searching the other locations.
"...We can go."
no subject
He checks his tablet for a quick scan once they get closer to the door to make sure no one's approaching. The last thing they need is some questions on potentially suspicious activity, but thankfully it looks clear so far. Guarding these must be a dull job.
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