Part One: Specimen Security
You will be led to the specimen kennels to select
a demonstration unit for today's laboratory
exercise. Your lab leaders will be familiar with all
appropriate protocols within the kennels; they are
to be obeyed unquestioningly on all counts. This
exercise is not without danger, and your safety
will depend on them. The kennel master, an
Undertaker on retainer to the university, will
escort you to and from the underground
chambers and will act as troubleshooter for this
exercise.
The kennels are located beneath the laboratories
in the new Nonhuman Pathology wing. To
achieve entrance, you will be conducted through
a series of locks beneath the building proper; the
specimens are isolated at a depth of thirty meters
beneath the grounds of the university, accessible
only through a series of ramps and heavily doored
passages that are kept secured when not
in use. All doors are to be opened only to permit passage and are to be locked again when your
team has passed through. Note that the doors, all of which open inward, are of metal and sturdily
made, intended to resist tremendous pressure from below. In the event of an emergency, the
doors will not be opened.
The specimens are contained individually. In this way, they may be accessed with fairly low
likelihood of accident. These animates are contained in wide, rounded cells with a double gate
system regulating access, a design offering no possibility of concealment for the creature
contained within. On approach, you will be easily able to determine the position of the specimen
before entering the cell.
A special apparatus will be required for specimen capture and transport. All equipment needed
may be found in the chamber immediately inside the terminal kennel doors – the kennel master
will allow you access. To secure the specimen, you will require a set of thick, sturdy ropes, the
heaviest grade of leathered sack, and a gurney equipped with the full set of heavy leathered
restraints. For your personal safety, you will be required to wear a full set of protective gear –
leathered coveralls, coat with reinforced collar, supple gloves, helmet with steel mesh faceplate.
When you are fully equipped, organize into teams. Five of your strongest will be required to
secure the animate. The others will act to move the animate to the gurney and secure it there.
Open the outer gate and permit four of the strongest to enter, two by two, each pair holding a
length of the rope between them. The fifth should stand behind the rope teams with the leathered
sack at ready. The rest of the team should enter with the gurney and stand ready, closing the
gate behind.
By the time you are in position, the animate will have sensed your presence. Wait for it to come
toward the second gates before triggering the mechanism that permits these inner gates to open.
As the animate comes forward, the rope teams should rush forward, catching the creature on the
ropes and bearing it down. The fifth team member must close ground immediately and secure the
sack about the creature's head. (Remember that any healthy adult will be faster than an animate
of this age. However, the creature is still quite powerful. If it does catch hold of a team member,
do not panic. As long as the head is secured, you are quite safe, as unnerving as the experience
may be.)
Convey the animate to the gurney as quickly as possible and secure it firmly by means of the
attached straps. If the creature has managed to take hold of any of your team, it can be induced
to release its grasp with a short application of an electric prod to the appropriate muscle group.
The kennel master will be available to provide this service. Once the creature is secured, you
may remove the helmets. The remainder of the gear should remain in place for the duration of the
exercise.
Check that the restraints are absolutely secure before proceeding to the first set of locks. The
animate will struggle against its bonds and may succeed in loosening them. It is therefore
necessary to check the restraints at every set of locks and tighten any loose straps before
proceeding. The troubleshooter will check your work and accompany you through the locks and
into the laboratories.