Ceyjavik distress beacon

Borkin village

### Overview

When the Caldorre conflict is resolved, Eckirrt Kann's Safari Ship will quietly begin a migration to Ceyjavik. In the meantime the Fed telecom recommends boarding raider ships to interrogate any raiders that surrender. After the ship arrives at Ceyjavik, its owner issues a distress call from the ground. Soon begins a long, eerie journey through the dark corridors beneath the ice.

The agency behind the raids gets revealed at the end, though this seems to do the opposite of clarifying the situation.

### Preparations

It's advisable to raise the medic's dex to 20 (he should start high anyway) for the 8-frame healing power. This will also give the crew access to a couple of energy blades hidden in Caldorre 3. Once in the labs, it seems stupid that the armories shove so much anti-projectile armor at everyone while they're battling it out with animals. However, it may be a good call to dress up one kevlar guy who can take point in a couple of areas, because there are some very strange and dangerous projectile users down there.

### Reveals

"In Malcolm Trandle the Light once shone brightly. Once it shone with a radiance that would illuminate a galaxy. But when the Sentinels took up residence on a planet called Earth by its people, Malcolm began to change. A darkness crept into him and he began to treat the poor primitives who lived on that world as cattle and playthings. Before any of the other Sentinels knew what had transpired, Malcolm had gathered a small army of these pitiful savages and decided that he should be the ruler of the Sentinels. He stole me from the dwelling of Kedro, and he stole the Book of Spells as well. You see, although the Light shines brightly in me, I wield it but slightly. Those around me, however, can wield it far beyond their normal capacity. Malcolm feared Kedro as long as Kedro had me with him. And Malcolm feared the Book even more. Ahh, how he feared the Book! So he stole us, and brought us to this Light-forsaken corner of the cosmos.

"The Sentinels have the power to wield the Light, just as you do. On Earth, the name the people gave to that power was 'magic.' Have you heard of it? You have it in you, but you clearly do not have the knowledge to wield the Light. Kedro does. The Sentinels do. The Light can let you mend people, it can let you change their nature, it can let you confuse them or strip them of knowledge. It is through that means that Malcolm can be defeated."

### Maps

Life centerScience lab/Office unitCommand centerLand life labUndersea tubeEA FunLabSea life labSea volcano
### Notes

* The Borkin settlement's command center has a large radio room with a survivor showing up onscreen. She can be contacted with **T** (the prompted **1** targets the console).

* At the very end of the undersea tubeway, Electronic Arts™ has a "funlab," putting *Sentinel Worlds* well into the realm of science fiction.

* In the sea volcano, the long-range scan depicts a great lava lake on the northwest side with a stalagmite that widens down near the base. It's not a bad way to keep the maze levels in perspective.

* A poorly-connected dot in the plot around this mission is that researchers from Borkin, exploring the undersea volcanoes via sub, suddenly drew close to the imprisoned Key of Thor. Alarmed, Malcolm used his power to drive the Ice Tigers berserk and destroy the settlement.