Scene 9:

As the scene fades in, you notice your current location is on top of a pod support, harnessed to the space station. Your ship is already space born and waiting for you to link up. SAL unlatches the pod from the tower support and guide it into place aboard the Monte Hue. As the ship prepares to enter the light tube, the captain switches on the ship's internal communication network and begins to debrief the team on the mission. As it turns out, this one will be a combination effort with both the military forces and two other PSI 5 shipping vessels due to the nature of the situation. This colony is suffering from a pirate introduced virus that, is left unattended, is perceived to wipe out the whole colony within sixty hours. It has already been twenty-two hours since the virus was first detected and mass doses of the medical serum that both your and the other two ships are caring are desperately needed immediately. As the ship emerges out of the light tunnel, your ship meets up with the S.S. Constellation, the S.S. Dark Sun, the M.S.C. Lexington, and the M.D.C.7. Pyro Christine. As the proper coded messages are relayed between the ships for security reasons, all ships prepare to enter the system, with five plasma bolts at the ready. And as the shield barrier is ripped to shreds, the military ships cruise in ahead of the three PSI 5 shippers. Quickly, the military vessels launch their fighters and form a defensive pattern around the shippers in an attempt to protect them as much as possible. After all, this system is suspected of having mass enemy activity present at most of it's planetary bodies. No sooner then the convoy begins to advance into the outer boundaries of the system does the enemy squadron begin to surface. First several fighters from various races shows up, then hordes begin to emerge from behind the many planets and their moons. The skies begin to light up from all the weapons fire occurring. Even though you have plenty of force on your side for this one, your mission is still challenging due to the amount of friendly's present that you must concentrate not to shoot at. But, not to worry. In this stage, if you accidentally hit a couple of friendly's, the only counter-measures that will come at you will be deductions from your pay check from any damages that you cause. But beware. In later stages, hitting a friend may mean your demise. For they tend to be more dangerous then the enemy, due to the fact that they have the schematics on your ship and use them to make every hit count. For they will assume that your ship is under enemy control and will not stand by and let an enemy just pick them off. Anyway, just be careful at what you shoot at out there. And an even better tip would be to take a second and read the quick glance information provided by the HUD targeter under each ship.
More then two-thirds of the way through the journey, the convoy runs into an enemy ship the likes of which can only be described as the equivalent of a large, mobile enemy base placed in mid-space known as a Star Crusher. (So named due to the capability of their main weapon's destructive capacity, having the ability of literally crushing the very life out of a star within minutes.) But, at this time, you don't have the trouble of dealing with such an vessel, since the priority of the medical mission required by the colonists comes before the destruction of the pirates. And due to this threat, the two military vessels and their fighters break off from the journey to engage the Star Crusher. Which means that it is back to business as usual of fighting off pirate craft with only the help of your fellow weapon officers. (Eight, to be precise.) And talking about business, here come some more enemy fighter craft. Time to go to work.
About a minute and a half later, the PSI 5 convoy pull into orbit around the colony at the same time as multiple cargo shuttles are breaking through the upper atmosphere levels of the planet below. The scene begins to fad out as the communication system crackles to life with welcome messages and security protocols and the shuttles link up with the PSI 5 shippers.

Next time the player plays the game, he/she inserts the required credit(s), then inserts the pass card into the card slot (located above the quarter slots), and presses the start button (the button is a combination of the start and plasma bolt) to begin stage ten.

Scene 10:

As the exterior comes into view, you can tell that the S.S. Monte Hue is floating in mid-space while cargo transports are departing from the ship's outer hull doors. The engines begin their eternal pull against the coldness of space, propelling the ship into the active Gravitron Ring. As the ship is slung through the vast, dark plain, the captain reveals that the plan for this mission is to head to the border of the Cassandra Nebula, punch a hole in the pirate's solar blockade shielding, meet up with another Gravitron Ring that is escorted by a heavily armored Solar Tug, and proceed on towards the colony on Mercury 7. Identified as The Midway Runner Project, it is hoped that this operation is the key to keeping supply lines open, despite the enemies use of system wide shielding.
Seconds later, the ship emerges back into sight from the high speed journey through the light tunnel, only to find rubble where the meeting point was scheduled to be. Both the shield and the nebula are wrecking havoc on long range scanners, keeping them from sensing any nearby craft. And turning an otherwise easy operation into just another life-or-death mission.
As the Monte Hue makes a fly by of the system's eighth planet, sensors (now partially clear from the nebula's interference) pick up a rather large pirate ship coming around in orbit from the far side of the planet. No. Make that incredibly enormous. Actually, way too big to even deal with is more the thing to say right now. The navigator responds by punching the engines up to emergency over-thrust. The usual low hum from the engine's operating processes start to become more than a background sound. In fact, the whole interior of the ship starts sounding like the inside of a bass drum while the whole drive system starts to slowly tear itself apart from the stress. But, there is a bigger problem then that. That goliath appears to be breaking orbit and heading your way. And by the look of things, the S.S. Monte Hue will not be able to outrun that thing. The communication line breaks in with the report from the scanning officer. Ship classification has been confirmed. The enemy is a Star Crusher. Worse yet, she's loaded with pirate fighter craft. And they're launching. Looks like there is going to be one powerful battle here. But, one thing is for sure. Win or lose, the repair bill is going to be high.

Next time the player plays the game, he/she inserts the required credit(s), then inserts the pass card into the card slot (located above the quarter slots), and presses the start button (the button is a combination of the start and plasma bolt) to begin stage eleven.

Stage 11:

As the scene fades in, you instantly recognize that the pod is already in place aboard the S.S. Monte Hue. And that the supply shuttles have already unloaded their cargo and are beginning their decent towards the planet below. Next, the captain turns on her ship wide communication system and informs her crew as to the mission ahead. As it turns out, this run does not head for a colony, but a high traffic shipping lane where pirate activity has been running rampant. The mission is to head through this common flight path and act as a security patrol and fight off all pirates that are present within the channel. The bad news is that you will have to do it with friendly ships of all variety about. Even worse, some friendly ships have the enemy and their fighters aboard, ready to strike at a passing shipper. So, be very careful at what you shoot at and try to wait for the scanning officer to make a firm identification on the kind of ship that is located in your sights. As the ship launches for the local Gravitron Ring, you prepare yourself for the new challenge that lies ahead. "After all, how many pirates could possibly be hiding in a shipping lane?" you ask yourself. Unfortunately, you're going to find out, the hard way. On a positive note: Happy hunting!
As the ship returns to normal space, the S.S. Monte Hue winds up only seconds away from entering the normal flow of traffic in amongst the shipping lane. As it merges into the regular flow, you, the other two weapon officers, and the scanning officer begin to search for any unusual activity. Seconds later, you have a confirmed pirate sweeping the traffic searching for loot. You begin to open fire as soon as you have a confirmed lock so as not to hit other innocent vessels in the shipping lane. Although a tough assignment, it sure makes a refreshing change from the usual routine that you have had to endure in the last few months of service for PSI 5.
As the mission progresses, the amount of pirate activity present become all too clear. They are literally littering up the place. But their greed tends to get the best of them, trying to score yet another hit off of your cargo holds. Now, if only all those other ships would just try and get out of the way.
The mission comes to an end just as quickly as it began, with a transmission from your old ship, the (SHIP NAME HERE). They're calling in to report that they are ready to begin their sweep of the shipping lane. Next, as the ship pulls out of the channel and heads for the nearest Gravitron Ring, the captain activates the internal communication system and lets the crew in on the fact that the cargo was just a lure for the pirates to scan for. And then, as the scene begins to fade out, you see the Gravity Ring shoot the S.S. Monte Hue back into the light tunnel.
As the next scene fades in, the ship has already come out of the tunnel and is lining up with an open hanger door at Starbase 289. As the ship pulls into the darkened hanger, you see the exterior strobes marking the borders of the walls, with the light of that system's star glistening off of the metal exterior of the station. Then, as the portion of the ship that has your gunnery pod mounted on it slides under the roof of the hanger door, the exterior becomes exposed to the dark blue lighting used by many hangers. Seconds later, the ship settles down, landing struts extracted, upon the landing pad of the bay's floor. Next, as the hanger door closes, the floor begins to lower as the pad begins to make a slow 90 degree turn, allowing the ship to be brought down into the safety of the main space craft bay below. The sound outside begins to change from the low vibrations of the main engines as they begin to shut down to the echoing sounds of mechanical hydraulics bouncing off the walls. As the platform sets down into its resting position, the regular illumination begins to return to the bay along with the artificial oxygenated atmosphere so common to space stations. A floating crane hovers over your pod and lifts it off the seat and begins to carry it to an unloading harness, allowing you the privilege of exiting the gunnery pod. Then, the scene fades out. Next scene to follow is located inside a large room, somewhere on board the station, set up with rows of chairs with various people of many species, family members, and fellow crew members seated in them, an aisle down the middle, and a podium with a senior officer behind it are set up at the front of the room on a raised platform, you and eight other officers (already promoted and waiting for your cue to start) are here to perform the traditional ceremony of rank improvement. As the soft music of the traditional PSI 5 ceremonial rank song plays in the background, you (from a first person perspective) begin to walk down the aisle towards the podium. As you step up onto the raised platform, the senior officer reads a traditional speech to you. That speech goes as follows, "(PLAYER'S CHARACTER'S NAME HERE), you have honored us with your superior display of authority in amongst the place of battle. Your success against the odds placed against you by your adversaries is by far above and beyond the expectations of which your position was originally intended to be. It is my honor and privilege to grant you this promotion, passed down by the Co-Presidential Staff themselves, for the upgrade from your current rank of Mars to the noble status of Jupiter. Now for these necessary questions. First of all, do you understand the requirements that this position demands of you?" You answer by saying, "Yes." He continues, "Second, do you in any way feel that you do not deserve this promotion in rank?" You answer, "No." Next thing the senior officer asks is, "Last, but not least, are you willing to accept the responsibilities required by you from both your new position and your commanding officers with no questions asked, should any occasions to do so ever arise?" You answer with a "Yes, sir." And with that said, he pins the Jupiter insignia onto your flight suit. "Let it be known that to this day forward, officer (PLAYER'S CHARACTER'S NAME HERE) is no longer to be identified as a Martian Weapon's Officer, but as a Jupitarian Weapon's Commander." Then, after you line up with the other eight officers and the applause from the audience calms down, you are handed a parchment listing your next assignment.
Your ship: The S.S. Pegasus.
Your position: Top ranked weapon's personnel amongst six.
Your mission risk level: High.
Time when your new assignment becomes effective: ASAP.
Several seconds pass by, giving the player a chance to see and read the documentation before the shot fades out.
As the credits scene fades in, the shot starts out in the ceremonial room, (wide shot) then it makes a fairly quick 90 degree turn towards the door and starts a fly through scene that first passes through the closed doorway, then through the walls of the hallways, (all the time getting faster) until it passes through the outer shell of the starbase and into deep space, where credits begin to roll by, along with the traditional star field effect. While a remixed version of the PSI 5 theme song plays in the background.

Next time the player plays the game, he/she inserts the required credit(s), then inserts the pass card into the card slot (located above the quarter slots), and presses the start button (the button is a combination of the start and plasma bolt) to begin stage twelve.

Stage 12:

As the scene fades in, you are sitting inside the gunnery pod as it departs from the holding bay of a space station under the control of SAL, your on board AI computer. You see amongst the loader's framework the impressive ship that it is surrounding. She is one of the three of her kind in the fleet. Built right before the end of the pre-solar shield days, this class of freighter was designed for deep space deliveries and exploration services with twin class 8 engines, incredible space for cargo storage, (including the ability to mount external freight cases) heavy duty power generators for shielding and refrigeration, reinforced outer armor, and still unmistakably the largest ship design of the entire PSI 5 fleet. SAL glides the gunnery pod into position as the extended loading hatchways begin to retract from the S.S. Pegasus. As the tower's clamping system latches down on the pod's base, you begin to hear the idling pulse of the class 8 engines vibrating through the super structure of the inner framework. As that idle changes into a slow forward movement, your new captain appears on the communication screen. Along with general and trivial information, he talks about the mission that lies ahead. In this one, you will be making multiple shipments to three different colonies in two different systems. The first two colonies are located in a system simply known as G-87. Pirate activity is high within this system with their usual solar shield in place. And the third is just on the outskirts of the very system that you will be passing through. As your information terminal begins to light up with the usual process checks and ammo load count, you feel the vibration of the engines as they propel the ship towards the Gravitron Ring, that wonderful gift provided by another species with which you can't possibly conceive the idea of space travel even being possible without. And even before that thought is concluded, the Pegasus is slung tens of thousands of light years in a mere eight seconds to its destination, almost effortlessly. Almost as fast as you can believe that you are here, the command to fire the Plasma Bolt comes through. And, as routinely as ever, comes the annoying pirates in their third rate crafts trying to ruin every second of your existence, just because they consider you, your ship, and your people trespassers. But, your job is your job. So, defend your new ship well.

Next time the player plays the game, he/she inserts the required credit(s), then inserts the pass card into the card slot (located above the quarter slots), and presses the start button (the button is a combination of the start and plasma bolt) to begin stage thirteen.

Return to part 1 of the stage board.

Proceed to part 3 of the stage board.

Return to home page.

Copyright Jerod Underwood Park 1997
All rights reserved

1