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Cetsa experiences something unusual, the Reliant temporarily gets hacked, and there's a party in Medbay.
Grimm, CJ, and others help Medbay out with getting supplies to a community in the grips of an old world disease. Grimm Grinner, The Voice of The Wastes, broadcasting on all channels to update you as he travels towards rumoured settlements and outposts, in search of information, safe places, and some semblance of hope out in the wastelands. Want to support Welcome To The Wastes? Head to buymeacoffee.com/wlcm2thewastes to donate, or pop over to etsy.com/shop/welcometothewastes if you want to grab some merch! Outpost Owners: M3ND3R, Ian Tweedle The Network: Francois Layton, Molly Layton, Corey Palmer, Ron Getz, Melissa Evenden, MAD Ratter, Frost Survival Gaming, Riley Fedor, The Nuka Lounge, Lindsay Sheppard, Peter Van Cott, Cellophane Diamond, Tal Meloche, Shiimapan, Follow Welcome To The Wastes on social media by checking linktr.ee/welcometothewastes Sound effects are from freesound.org See you in The Wastes.. --- Send in a voice message: https://anchor.fm/welcometothewastes/message
Station 3 - Episode 06 - Medbay Written and performed by Paul E Cooley Purchase audiobook available from the author Purchase Ebook/Paperback available from Amazon Become a member for exclusive content "The Black" update
Station 3 - Episode 06 - Medbay Written and performed by Paul E Cooley Purchase audiobook available from the author Purchase Ebook/Paperback available from Amazon Become a member for exclusive content "The Black" update
Do you like hot dogs? You might not after this. Scars and scrapes are the stars of this episode. Grab your bubble wrap and meet us in MedBay for a bloody, spine-curling ride. Be glad this is only audio. See omnystudio.com/listener for privacy information.
The Medbay sequence in Alien: Covenant shocked, enthralled, and terrified audiences back in 2017. In this next installment of our ongoing exploration into the film, actor Benjamin Rigby—who, as Covenant's Ledward, is at the very center of that iconic scene—takes Jaime and Patrick deep into the creative process behind it. Be sure to follow Benjamin on IG (@brigby) for some amazing photography! // Apple Podcasts: bit.ly/perfectorganismitunes // For more on this and our other projects, please visit www.perfectorganism.com. // If you'd like to join the conversation, find us on our closed Facebook group: Building Better Worlds // To support the show, please consider visiting www.perfectorganism.com/support. We've got some great perks available! // And as always, please consider rating, reviewing, and sharing this show. We can't tell you how much your support means to us, but we can hopefully show you by continuing to provide better, more ambitious, and more dynamic content for years to come.
Among UsSnuggle down and cosy up, for tonight you will walk in the memories of those that came before you in Among Us.You find yourself in a strange and alien landscape. The terrain is rocky and ragged but not too harsh. The rocks are bold, but broken, as if sliced by the icy wind you can start to feel through your clothes and on the nape of your neck. The sky is darker than you expect it to be, but bright enough for you to know its daytime wherever you may be.In the distance you can see a jagged mountain range, smothered with snow collapsing off its side, like a badly baked and decorated cake, until the smothering becomes a dusting further down its steep hills. You shiver at the thought of the cold, and the harsh barren landscape. You are cold enough where you are so decide to find shelter hoping your quest will help you realise where you are. You've walked for a little while now and have been slowly climbing a gentle hill. As you approach the top, you notice an out of place object on the near horizon. It's as large as a small town, but looks abandoned as if it had been placed there in error and then forgotten about. But you recognise this object. You don't know why, you are drawn to it and you decide to investigate further. It's getting darker in this already darker world, and you decide that some shelter in a strangely familiar place is better than none. You're still not sure where you are, and are unaware of any potential dangers, so you resolve to use caution and to stay alert until you're sure you're safe.You reach the strange town just as the last of the day's light fades. Although, instead of going darker, the sky turns a different shade, a greenish hue fills the sky and everything is washed in an ethereal emerald. The landscape around you changes dramatically. The snow-topped mountains in the distance now look like cupcakes with glistening green icing, while the rocks around you look more like precious metals than rocks. There is a magic to this light, but the change makes you nervous and you decide to push through an opening you'd spotted a little while back. As you approach the opening, you notice that the object in fact looks like a crashed spacecraft. Suddenly you remember where you know this place from and recall the little, pink, cat-hat wearing hooded character you played in in this very location - The Skeld! You recall the hundreds of games you engaged in with your friends, your sibling and random others in this very ship. You remember the different areas of the ship well, and the lobby in which you all met in before embarking on the quest to find the Imposter. And you remember being the Imposter, the hiding places, the sabotage and the voting. You loved this game and are keen to take shelter and refuge in a familiar place, comforted by your memories. As you walk through the darkness, the ship's lights automatically flicker on. You can hear your footsteps echoing in the vast and empty corridors of the ship. You pass a door on your right, but it's locked. You can either turn around and head the other way, or continue forward. You think you know where you are, so you push forward and enter the Cafeteria - a place you know well. You're excited to be in the Cafeteria and you quickly decide to see if you can use the vents, as used by the Imposters in the game. To your delight you can, and you travel through the vents to the Admin room. Here you look around and interact with the puzzle before stepping back out to the corridor. You remember the camera here, where you'd look at the other players from the Security room, trying to figure out who the Imposters were and where they were coming from, but only recall crazy dances. You remember doing a dance yourself, and later being told how funny it looked in the Security room. You smile as you head left and through the Storage room towards the Lower Engine room. You decide it would be wise to go to the Security room to just make sure there is nothing unexpected lurking in the corners of the ship. You approach the Security room, but you hear something behind you. It sounds like it's coming from the Reactor room. It's a scuttling sound, and you think you can hear a kind of sobbing. You quickly turn around and head towards the sound and are surprised to see a green character stuck in the vents from the Reactor room to the Upper Engine room. "Hello?" you hear as you walk towards the vent. "Hello! You found me! Thank you so much. Can you please help me out of this vent? I've been stuck here for days and I don't know where everyone else is."As you help Green out of the vent, they explain to you how they were the Imposter and had successfully managed to trick everyone on board. They'd all kicked each other out, and the Green had been chuckling the whole time. But something strange had happened. The other characters hadn't respawned, and the green character, lonely, had started to wander the ship in search for them, but couldn't find them. Then the ship started to suddenly make strange noises, so Green had hidden in the nearest vent in order to be safe. When they'd woken up, everything was quiet and dark, and Green was stuck and couldn't' get out. You're amazed Green has been able to survive and you both enter the Security room. Of course, you can't see inside the rooms, only the outside. You and Green begin to scan the cameras, looking for any movement or anything out of place. Suddenly Green points excitedly at the camera near the Navigation room. The door for the Weapons room seems to be jamming open and shut, as if the electrics had been damaged. You decide to head over there together and both agree the quickest route would be through the Cafeteria. There is a vent in the Security room that leads to the MedBay. From there you can go through the Cafeteria and into the Weapons room through the side door, the door that is hidden by the camera.You jump out of the MedBay and head towards the door. But you quickly remember that it was locked from the outside - you tried to open it when you first came into the ship. You release the lock and you and Green head into the Cafeteria. Both of you try the side door, but it's locked. Inside you can hear noises, but you can't make out what they are. You tell Green to stay put and try to find a way to open the door while you disappear into the vent that leads to the corridor outside the Shields, Navigation and Weapons rooms. You quickly run to the Weapons room and you can see the door jamming. You notice the "Divert Power" button has been damaged, but not badly. You fix the button and release the door. Inside you find seven more players. Pink, Blue, Red, Orange, Purple, White and Black. They come out from their hiding places and start to surround you. Before they can ask anything, Green bursts through the side doors. "You're all ok!" he says with relief.Everyone gathers around Green who recounts what had happened. The group start to giggle, hug and laugh. Green points to you, before leaving the group. "Thank you, there was a glitch with the game, it seems. But you arrived just in time. Everyone is so grateful to you."As he talks, the whole ship comes alive and rises from the ground. You've not only resolved the glitch, but you've released the ship from the ground and reset the game. You thank Green, but hint that you're tired. "Choose any cabin you want!" says Green before heading back to the group.You make your way to the Navigation room. You're always fascinated by the journeys space craft embark on. You sit on the bridge and admire the colourful lights of the screens and are hypnotised by the hum of the engines. Slowly, you feel your eyes get heavy, and your body sinking into the chair. You know you're tired, so you close your eyes and drift away, awaiting your next adventure. Written and narrated by Tamer AsfahaniDialogue Editor: Ian AbeMusic contributions: Jan Strum Edited and produced by Magdoos Media LimitedFor Aiéhla x©2021 Magdoos Media Limited - All Right Reserved.★ Support this podcast on Patreon ★
Having suffered a devastating injury at the hands of some CREEPs, Grimm and CJ barely made it to The Medbay, and have learned some new things about the world as it's changing around them. And with The Corporations pushing out their own broadcasts, it's time Grimm Grinner cleared the air a bit. Grimm Grinner, The Voice of The Wastes, broadcasting on all channels to update you as he travels towards rumoured settlements and outposts, in search of information, safe places, and some semblance of hope out in the wastelands. Want to donate to the podcast? Head here: https://www.buymeacoffee.com/wlcm2thewastes Follow Welcome To The Wastes on Facebook and Instagram! Sound Effects from freesound.org
Buckle up for a binge session dear listeners, as Kit and Harper watch and record their reactions to Netflix's War For Cybertron: Siege in as close to real time as possible. Special guest Eliott is also here to turn save our sound multiple times by turning off the air conditioner. If you're feeling rambunctious, they did develop a drinking game during the editing process. Take a drink when: we say manlet the Elita despair is too much every time we grudgingly admit something's cool we go off topic and every time we yell (hard mode, every time we raise our voices). Topics Include: Horny But Not Sexy, The RT Girl Character Archetype, Stop Talking About Alpha Trion! Stop Talking About Alpha Trion!, Telling Not Showing, Deadly Premonition, 5,000 Decepticons In The Thunderdome But Zero In The Streets, "We're Building A Better Show!!", We Need To Talk About Red Alert's Medbay, For Little Mouths, Elita-None Of You Are Listening, Where Is Jazz????????, The Tits And Ass Of It All, Have You Met Ratchet?, We Need To Talk About OpLita, and I Don't Think There Was Even A Siege. Our theme and outro is Remember (The Synth-Pop Song) by Unsound on Jamendo. Donate to Black Love Resists in the Rust.
Ops! Tactical! Helm! Engineering! Medbay! By your powers combined, Voyager ventures into the Brannon Braga era with "Night". Your podcast heroes enjoy 25 minutes of deep character development and innovative camera moves followed up by the worst episode of Captain Planet you never saw. It's...great?
We’ve had a lot of fun last week experimenting with the vast rainbow of space cocaine, but like most out of control yayo fiestas, it’s time for the spickens to come home to roost, or in our case, an outrageous matter-bending space ostrich coming home to bring a vengeful ex-conspirator back for some well deserved retribution! We are in the deep red this week on the Adventurific Radio Hour as C.L.A.N.K. struggles to keep all of Duke’s blood in the inside of Duke and fight off the advances of an old flame, Muck struggles to keep Nostrovia in the air and keep heat on the ground, Kenntucky struggles to break free of the shackles that are currently keeping him safe in the MedBay, and Slasher struggles to keep her streak of suspicious silence going! I don’t want to ruin any of the suspense but I should warn you, by the end of this episode, an employee of the NBC will not be making it back! So, grab your favorite nondescript vile of stimulants, and inject that silly bastard between your toes, because we are all hands on deck, this week on Adventurific!
Responding to an automated distress call, the Enterprise finds the Seleya, a Vulcan ship that entered the Expanse nine months previously, derelict in an asteroid field rich in Trellium-D. Rescue efforts go sideways, as the Vulcan crew is exhibiting classic signs of Zombie-ism. Star Trek: Enterprise 3x05 - Impulse Directed by David Livingston Written by Jonathan Fernandez, Terry Matalas Guest Stars: Sean McGowan There Are Four Mics is a weekly Star Trek podcast discussing the Star Trek episodes and movies in stardate order. Join Jason Allen and Joe Heiser as we discuss the 5th episode of season three of Star Trek: Enterprise, Impulse. Cold Open Archer carries an injured and crazed T’Pol into the Medbay as she screaming her intent to murder the captain. Part I A day before the events in the Medbay, Archer and Trip are discussing bring back movie night when they pick up a Vulcan distress call. Archer and a team to take a shuttlepod through a dense field of Trellium-D laden asteroids to reach T’Pol’s former ship and crew. After the Vulcan vessel is unresponsive to their hails, they board it to find it in a state of unnerving disarray. Even more unnerving is the arrival of a Zombie Vulcan that tries to kill T’Pol until he is phasered by Archer. Hordes of zombie Vulcans descend onto the boarding party, blocking their ability to retreat to their shuttlepod. They begin making their way to the Vulcan sickbay to treat Corporal Hawkins injury, as T’Pol clearly begins to start suffering the effects of whatever has incapicated the Vulcan crew and she starts losing control over her emotions. Meanwhile, not having any luck beaming over Trellium-D asteroids, Travis and Trip take a shuttlepod out to manually collect some. Unfortunately once they land, an anomaly alters the course of the asteroid and sends them barreling dangerously into the densest section. Part 2 Archer and the gang make it to the bridge, but when they call the Enterprise asking for help they learn that Trip and Travis’ little asteroid adventure has disabled their only means of rescue for a few hours. Paranoia begins setting in on T’Pol and she briefly pulls a phaser set to kill on the Captain before his kick-ass moves saves his skin. Using the bio-data Archer transmitted, Phlox discovers that Trellium-D is a deadly neurotoxin for Vulcans and T’Pol will need to get treatment immediately before the effects are permanent. As if all this wasn’t enough, the Vulcans begin flooding the away team’s hideout with a deadly gas. The Enterprise away team overloads the ship’s system in order to clear the bulkheads keeping them from the shuttlepod. As the ship begins exploding around them, T’Pol’s mental state also continues to deteriorate, culminating in Archer stunning her. The crew fight their way through Vulcan zombies back to their shuttlepod when Shuttlepod Two finally arrives at blasts the locked docking clamp freeing them to make their escape. Phlox is able to heal T’Pol but they aren’t aren’t going to be able to use that Trelium-D Trip and Travis collected to protect the Enterprise until he can come up with an inoculation for T’Pol. Even though she’s safely back aboard her ship, T’Pol’s dreams continue to be haunted by Zombie Vulcans.
Logan awakens in the MedBay, attacks Jean, then goes on a self-guided tour of the School. Our Special Guest, Brett White of Decider.com, discusses all this and whether the Xavier Mansion meets any basic building codes.
Logan awakens in the MedBay, attacks Jean, then goes on a self-guided tour of the School. Our Special Guest, Brett White of Decider.com, discusses all this and whether the Xavier Mansion meets any basic building codes.
Remixing dinosaurs, genetic engineering, bacta, hyposprays, and more! This week, the Ladies discuss some sci-fi medical science, so join us in the Medbay. And the coolest part may just be that it hasn't all stayed fictional, though the trick seems to be not to take any medical innovation too far, or else.
Remixing dinosaurs, genetic engineering, bacta, hyposprays, and more! This week, the Ladies discuss some sci-fi medical science, so join us in the Medbay. And the coolest part may just be that it hasn't all stayed fictional, though the trick seems to be not to take any medical innovation too far, or else.
The Temporal Cold War heats up as Future Man and Silik continue to meddle with Archer's historic mission. The death of 3600 Paraagan colonists rests on Archer's shoulders, the Enterprise is ordered to return to Earth, and Crewman Daniels visits Archer despite shedding his mortal coil earlier this season. Season one of Enterprise wraps up in a big way! Enterprise 1x26 - Shockwave Pt. 1 Directed by Allan Kroeker Written by Rick Berman & Brannon Braga Guest Stars: John Fleck, Matt Winston, Vaughn Armstrong, Breezy There Are Four Mics is a weekly Star Trek podcast discussing the Star Trek episodes and movies in stardate order. Join Chris Keeley, Jason Allen, Joe Heiser as we discuss the 26th episode of Star Trek: Enterprise, Shockwave Pt. 1. Music credits: Faith of the Heart/Where My Heart Will Take Me - Written by Diane Warren, performed by Russell Watson, Jerry Lubbock, and the New York Trek Orchestra Archer's Theme - Dennis McCarthy and New York Trek Orchestra === Show Notes Cold Open The Enterprise approaches a mining colony of a matriarchal society for a visit, while Trip, Archer and T’Pol discuss the possibility of future human settlements as large as the nearly 4,000 people that populate this one. The Enterprise receives the colony’s strict landing protocols, but as the shuttlepod descends to the planet there is an explosion that quickly spreads across the planet. Act I In the medbay, the crew tries to figure out what happened as Trip’s injuries from the explosion are being treated. Hoshi assures the Captain that there is nobody left in the colony to answer because they watched it burn. After all scans and logs show the plasma ducts were closed, but do still show the point of origin for the explosion being directly under the shuttlepod, Archer calls Earth to deliver the bad news to Admiral Forrest. T’Pol requests Phlox keep a close eye on the captain because he’s being emotional, but the doctor assures her that he is behaving naturally for someone dealing with so much grief. Scans of the planet reveal evidence that the atmosphere must have been ignited by a plasma, but Reed remains certain the shuttle’s plasma ducts were closed as ordered. Archer takes Trip and T’Pol into his ready room and informs them that he has heard back Admiral Forrest with the news that the Enterprise mission has been canceled and they have been ordered to return home. Act II T’Pol joins Archer in his quarters to tell him that while there have been some questionable decisions he’s made, there have also been many unimpeachable ones. She advises him to convince Starfleet to continue the Enterprise’s mission, and she will makes the same case with the Vulcan government. Phlox is packing up Medbay while Trip is hollering about how terrible everything is, but Doc maintains faith in humanity’s future. In his quarters, Archer crawls into bed and turns off the light, but turns it on moments to find himself on Earth ten months earlier. Crewman Daniels appears and tells the Captain that he sent him back because the destruction of the mining colony was never recorded in history, so must have been caused by a faction in the Temporal Cold War. Back aboard the Enterprise in the present, Reed brings Archer a device discovered just where the Captain said it would be that was designed to emit a plasma beam. The Captain tells Hoshi to make the coms go on the fritz for a few hours, and reverses course back to the destroyed colony. Act III Archer tells the crew he’s met with Crewman Daniels, and uses the knowledge he gained from that conversation overcome a quantum engineering problem for Trip, and to provide instructions to T’Pol on how to extract Suliban logs from data discs. Reed and Archer enter Crewman Daniels’ old quarters to extract Suliban ship schematics from a toy the time traveler left in his quarters after his last visit. The mysterious flurry of orders Archer issued previously culminate in them locating a cloaked Suliban ship hiding on a nearby planet and disabling it. Trip, Archer and T’Pol board the disabled vessel, taking down a bunch of Suliban. After they retrieve the data disks, they retreat back to their shuttlepod and order the Enterprise to set course for the Vulcan ship as soon as they are aboard. Act IV The Suliban Data disks reveal a cloaked Suliban ship attaching the device responsible for causing the destruction of the mining colony to the shuttlepod. Silik relays the events to Shadowy Future Man, who orders him to capture Archer but let Enterprise continue on its journey. T’Pol stands by her belief that time travel is impossible in spite of seemingly overwhelming evidence to the contrary. Reed calls the captain and Trip to the bridge because something is fishy with their warp field. That something fishy turns out to be a fleet of heavily armed cloaked Suliban vessels. Silik orders the captain to turn himself over, or he’ll destroy the Enterprise. Archer agrees, and leaves T’Pol in command of the ship and Hoshi in command of Porthos. To the puzzlement of the bridge crew, the Suliban hail once again after the captain has left, frustrated that Archer has not turned himself over. The captain exits the turbolift, but he no longer finds himself aboard the Enterprise, but instead amidst the wreckage of a city in the 31st Century. Crewman Daniels appears and tells him there is no way to send him back to his own time.
The Enterprise crew finally make it to Risa, wrapping up the three episode arc that started with Fallen Hero. Archer settles in to do some light reading, Trip and Reed seek to expand their horizons, Travis tackles a local cliff face, and Hoshi practices her language skills on the local population. Of course this is a TV show, so nothing goes according to plan, but without revealing too many spoilers--at least three senior officers shed their clothes at some point during this episode. We're short two members again for this episode! But different ones this time. Memory Alpha: Link Enterprise 1x25 - Two Days and Two Nights Directed by Michael Dorn Written by Chris Black, Rick Berman & Brannon Braga Guest Stars: Dey Young, Kellie Waymire There Are Four Mics is a weekly Star Trek podcast discussing the Star Trek episodes and movies in stardate order. Join Chris Keeley, Jason Allen, Joe Heiser as we discuss the 25th episode of Star Trek: Enterprise, Two Days and Two Nights. Music credits: Faith of the Heart/Where My Heart Will Take Me - Written by Diane Warren, performed by Russell Watson, Jerry Lubbock, and the New York Trek Orchestra Archer's Theme - Dennis McCarthy and New York Trek Orchestra === Show Notes Cold Open T’Pol escorts the captain to the shuttlebay as he expresses concern that he is going on vacation while some of the crew are left behind to work. T’Pol assures him that he needs the time off, and the system of drawing lots was a fair way to make the determination. Shuttlepods One and Two make their way to Risa’s surface. Act I As the shuttlepod makes its way to the surface, the bridge crew discusses the various ways each of them will be spending their time. In the MedBay, Crewman Cutler prepares an injection for Phlox that will initiate a 2-day hibernation cycle instead of the standard six. As Archer and Porthos scope out the villa overlooking the sea, the captain notices that it also overlooks the balcony of a pretty blonde lady who also has a dog. Trip and Reed are in the bar looking for some sexy aliens. Archer takes a break from reading his book under the moon's light to refill his tea, when the dog from the other balcony suddenly appears and menaces Porthos. It’s owner, Keyla, rings his doorbell to retrieve the hairless beast, and Archer scores himself a sweet date for tomorrow. Act II Hoshi interrupts the couple eating dinner next to her in the restaurant to show off her mastery of Risan, but incidentally impresses a fella lurking in the back who offers to teach her his native language if she joins him for dinner. Over in the bar, a couple of ladies make their way over to Trip and Reed to make a determined effort to make these Earthlings’ first trip to Risa a memorable one. Keyla sees Archer looking at the stars on his balcony, and asks to join him so he can regale her with tales of his adventures. In the bar, the two lovely ladies Trip and Reed have met offer to show them the beauty of the subterranean gardens, but instead take them into the basement, morph into ugly ass aliens, take their belongings, and shoot them. Act III Travis has a shuttlepod pick him up from the planet surface after he hurt himself rock climbing. With Phlox snoozing for a couple of days, Cutler seems pretty confident she can handle his broken leg. Trip and Reed wake up in the bar’s basement tied up and robbed of their clothes, and they set their sights on getting out of their predicament before the Enterprise becomes aware of their shame. Travis is having a reaction to the painkiller the Risans gave him, and requests they wake up Phlox. Hoshi gives up learning this guy’s native language, but they start communicating in the language of love as he lays a kiss on her and they head to relax in some steam pools. Keyla swings by Archer’s villa again to go on a morning walk, but instead things get serious when she reveals her entire family was murdered by the Suliban. T’Pol and Cutler wake up a confused Phlox and inform him of Travis’ condition. Act IV Phlox is acting like a drunkard, but seems determined to fix Travis’ troubles in spite of everyone’s concerns. After Keyla was injured by a camouflaged turtle on their daytime adventure, she keeps turning the topic back to the Suliban and getting more agitated. Archer scans her on the sly, and sends the readings up to T’Pol for analysis. The analysis reveals that she is Tandaran, and when she is confronted, she scratches Archer causing him to collapse. Trip and Reed have finally escaped their prison by knocking down a stinky bottle of alcohol and cutting through the ropes. Hoshi wakes up the next morning next to that alien fella, suggesting that the steam pools turned out to be pretty fun. Phlox solves Travis’ allergic reaction and passes out. Archer wakes up to find Keyla has left, and then joins his comrades on the shuttlepod back to Enterprise.