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
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.
no subject
Link nods, and then opens the warehouse door. The coast, as Tech had already determined, is clear.
Then there's only the guards at the gate - who do in fact look very, very bored. "Taking anything out?" one says, as she eyes the two of them.
"No," Link says, staring back.
no subject
It seems that boredom works in their favor as they're waved on through without further consideration, the other guard only eyeballing them as they go past before offering a nod to confirm things look clear. All that's left is for Link and Tech to play it cool until they're out of sight.
no subject
...But Tech would probably be annoyed if Link does that. Especially after Tech went to so much effort to do this is sneaky way. So Link does nothing, and just keeps on walking.