Food at your fingertips, a loyal army of soldiers, and a situation that blends perfectly into the chaos and carnage mortals have wrought on one another: Elin Olivecrona has built her own private paradise here, by certain standards.
You constantly see Nilay and lesser underlings running back and forth on errands to maintain the place. That's a sneakernet—data being physically carried from place to place, just like what you do. Data is flowing everywhere here, and it has to be coming from a central source.
If you could get your hands on all that blood traffic data, who knows what Julian and you could do with it? Of course, Olivecrona wouldn't be happy if Julian copied the data and set up his own little oasis.
You head back to Millicent's and enjoy a suitable vessel with the other Kindred.
Next
The next evening, you head right for Olivecrona's office, but the red tent is locked down and guarded by that Malinois.
Next
As you make plans for the evening, a hideous Nosferatu in ragged clothes appears. She introduces herself as Lenora, a facilitator among the different Anarch groups that feed in Camp Scheffler. If you're looking to aid the Anarchs here, she is willing to help. She leaves her contact information, as well as a shoebox full of camp records as a sign of good faith.
These are copies of Olivecrona's contacts in the blood trade. This is exactly the sort of hard data Julian is looking for.
It seems like you might have a few more nights to spend here.
You're not sure how you'd even begin going about a jailbreak. There must be hundreds of people here, and the relative amateurishness of the security personnel makes extracting them more difficult, not less. But as you patrol the camp, looking for weaknesses in the defenses, you see a few opportunities.
Several fences are vulnerable. Most are electrified, but you might be smart enough to avoid circuits and carefully snip a few vulnerable sections. Alternatively, though you still can't get to your car, you might be able to "borrow" a vehicle and move into position for a fast getaway. You'd have to dodge patrols all night—tiring work, requiring total focus—but once it's moved, people might be able to use it to escape.
Or, assuming that at least some of the prisoners already know a way out, you could prep them for desert survival. Someone with survival training could lift supplies from the guards, then leave caches outside to ease their flight.
Finally—this is the simplest, though perhaps not easier than any of the others—you could just bribe some guards to look the other way when the time comes. Not all of them are happy about their work, and some street smarts and a roll of twenties might get you further than more complicated tricks.
Trucks regularly deliver water to the camp, and while the prisoners are locked up and watched, most of the supplies really aren't. You have no difficulty finding military-issue packs of food and water. The only tricky part will be scattering them around where people need them.
Fortunately, you and Julian used to do this sort of thing before you became a courier. You grab as many supplies as you can carry and head out into the desert.
You move as fast as you can, positioning supplies in places where you hope patrols and Gangrel won't find them. But the Jeep patrols outside the camp are relentless. They almost catch you twice. The third time, they open fire. They're shooting blind, but you're forced to retreat back to Camp Scheffler.
They suspect something, and they'll probably find the caches you left.
Next