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In which a core character option breaks the game and we take this train right off the rails. This is the last episode of this adventure!
The crew get themselves involved in a small internicine conflict.
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We name ALL the ships. The crew finds a lone castaway and evidence of a long-ago battle. There's a wormhole! Yay! It's sucking the ship's power! Boo!
The away team collects some samples. Captain Naero channels his inner Kirk, but doesn't know when to stop. The runabout must sound like a can opener, because some Xerxes panthers think it's dinner time.
All roads lead to the science center. The away team rescues a survivor, then argues about what to do with them. Time to make a plan- race for the cure, or beat the clock to get off this rock? Por que no los dos?
The engineer's got a plan to deal with the cavemen, and it ain't honking the horn. Victorious, the away team heads for the science station- dragging a new friend with them. Some newfound pollen allergies lead to paranoia.
We spend some time meeting the crew, and then watch them crash-land on a planet. They make it through, only to be attacked by... cavemen?!
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