Farnham's Kind

Now located in orbit around the planet Kolars in the Spikan system. The KZK own the right to it, but have not assaulted it yet.

Farnham's Kind was found in the Doppler system, and after an argument between the FET and SSL, the SSL paid an undisclosed amount of stellars and gained control over the pseudo-world.

Farnham's Kind is round, smaller than one sector, and is a pseudo-world structured in four branches, equal in size.  It is obviously an alien constructed world.  No life is detected.  Each branch has a "port" in which you believe your ship can land.

Major event #2:  The FET Dora complete work on the starport begun by the FET Flitter.  This gives the pseudo-world a functional starport. Ship landed at reports will now be received.  Ship maintenance can be performed provided that there is a minimum of 80 colonists of your affiliation at the starport (or later, inside).

General layout:  Farnham's Kind has 7 levels.  Level #7 is the outer surface level.  Level #6 is used to defend against invasions and #5 is used defend against space attacks.  #4 is used for some manufacturing and storage.  #3 is the scientific level.  #2 is the living area. Level #1 is the innermost level and contains the power control facilities, and is located in the very center of the pseudo-world. Levels 2-7 are divided into 4 separate areas.

Observation of damaged/wrecked area:  The 6, 12, and 24 stops show much damage and wreckage.  Your detailed observations conclude that they may have been starports that were put in such a state by an attack of an enemy of the pseudo-world.  To remove all of this wreckage would require thousands of AP's.  Although you cannot be sure, it stands to reason that something in these areas must have survived intact (or close to it).

F. K. General conclusion #1:  The pseudo-world Farnham's Kind appears to be an alien constructed habitat.  Indications lead you to believe that the alien race who constructed it (roughly 5000-25000 years ago), abandoned it.  This may have been a result of an attack on the habitat, as three other starports are extensively damaged.  F. K. may also have been plundered and raided.  Your observations also indicate the aliens were 20-40% larger than humans.

F. K. General conclusion #2:  By investigating the inside of Farnham's Kind, combined with early orbital observations, you have determined that the pseudo-world is spherically shaped with 4 protrusions situated similarly to the four corners of a 4-sided die.  The interior appears to contain at least 5 levels, plus the outside level.  Vator stops 1, 7, 13, and 19 are closest to the center.  Rooms are in general rectangular in shape.

F. K. Artifact Space Weaponry (PP gun):  The tightly sealed door you found contains an artifact about 100 mu's and it is obvious that it is space weaponry of some sort.  It has a hole (tunnel) which extends to the surface.  You also find a pile of metals/nonmetals here (40 mu's), which is probably used with it.  It is set up to flow right into the weapon (probably automatically).  You  have no idea how to activate it.

Investigations of the space weapon proved that it is a Plasma Projector and requires 3 mu's of metals/nonmetals each time it is fired.  The weapon is firmly attached to the starport and cannot be moved.

Farnham's Kind Surface:  The area known as the east starport is set about 900 ft. below the rest of the surface of the pseudo world.  After searching for 4 tu's, you find a strange set of stairs (?) that allows your party to move to the top in 1 tu.  You now can easily determine that the world does not rotate.  At the top you estimate that a class C starport would be the maximum size starport the area could have.

Surface Exploration of Farnham's Kind:  The surface of Farnham's Kind looks flat, but in fact has a fine rough surface.  This gives such devices as crawlers, tanks and men on foot excellent traction.  Every 100-150 ft. you find a 'loosely' covered hole.  You spend 20 tu's trying to determine the function/purpose of the 'surface holes', but fail.  Nothing else of interest is seen.

Farnham's Kind Interior Search #1:  Your personnel attempt to find a lighting source and power source.  After 15 tu's they think they have identified the light source, but it has no power.  To trace power leads will require many tu's, they believe.  Your search finds nothing else but blank walls... it does appear that the place was either stripped or that you are presently in an empty storage area.  It is amazingly clean.

F.K. Level 2 Interior Details:  You find a network of rooms, which were probably used as living quarters, and could easily be converted to human living quarters.  One guy suddenly yells "found an artifact!" and as several of you investigate you find that he only found what looks to be a small item transport network (used to move minor items only).  In another room you find something like a chute, and you think it is used for waste disposal.  The rooms are very clean.

F.K. Level 3 Interior Details:  Somehow, this level is cleaner than all of the others.  You discover that this level has many strange doors and after some investigation conclude that they are effectively airlocks, allowing such rooms to be completely sealed.  Many of the rooms have an octagon-shaped hole in the center of one of the worktables(?) (which are found throughout this level), and it may have been used to hold a database/info unit.

F.K. Level 4 Interior Details:  This level is composed of extremely large rooms/chambers.  Stop #15 has 4 rooms/chambers each capable of holding a 480 mu item.  In addition, there are several other various sized rooms.  Your ground party stumbles upon a room containing less than a mu of metals/nonmetals, thorlium, and an unknown substance. Otherwise, this level appears to be completely empty.
F.K. Level 5 Interior Details:  This level contains many chambers interconnected.  Each chamber has about 21 mu's of room, but is connected to a fairly large room with a big door, and this second room can hold about 25 mu's.  The first room type has what appears to be a large covered circular hole in its ceiling.  It is obvious that Stellar Empire space weaponry could fit in here with only minimal effort/cost.

F.K. Level 6 Interior Details:  This level contains very large chambers supported by strong pillars.  It appears that there are in excess of 120 places where a 44 mu object could be placed.  Then, it could be moved up to the surface level, through the hatch above it by the lifter beneath it.  How to get this to occur remains a mystery but it shouldn't be too difficult to figure out in the future.  You also find tower-like structures which provide excellent visibility.

Farnham's Kind "large hatch door":  Just before your personnel can bend down to examine it, a soft noise emanating from beneath the surface is noticed... gets louder... pop!  The hatch suddenly has a hole in its center... which gets larger and then the hatch is gone.  Next a whoosh occurs, and a larger bubble topped, metallic bottomed apparition arrives from beneath and into above the gap left by the hatch.  An entrance is apparent.  A brave soldier enters and sees controls.

Farnham's Kind "vator network":  Careful examination of the apparition reveals it to be a transport network.  The controls are quite simple to operate.  By measuring the size of the unit, you determine that it can hold a maximum of 480 mu's at a time.  You operate the vator and find it has 24 places it can stop at.  You spend 1 tu at each stop.  Three of the stops the hatch/door refused to open, and you could see massive wreckage.  All of the other stops looked okay.

F.K. Airlock Status:  Your careful examination of the area surrounding the vator station reveals that a cleverly designed airlock already exists, and appears to be functional.  Of course to make the pseudo- world habitable to humans will require a large number of life supports plus a substantial amount of oxygen.  The actual number cannot be determined.

F.K. Interior Search #7:  While exploring stop #13, your GP stumbles upon a passageway leading down.  They follow it and soon arrive at what your scientist thinks is a power center/station.  He requires a minimum of 70 tu's to complete a thorough investigation of it.

F.K. Power center/station:  Your scientist succeeds in turning on the lights.  He tells you that there are many controls, etc. and that a large research team is needed to figure out what everything is and does.  One thing he has been able to determine is that the pseudo world is a large alien constructed habitat and he believes that it can be converted into the equivalent of an open-type colony.  A complete survey of the world is required to determine cost.
