Meep
Spoiler (click to show/hide):
Before Chen can answer your questions, you storm off to spar with Smalls. She looks a bit confused and distressed, but she shrugs it off and the last thing you get is a view of her turning and heading toward engineering. You're fairly certain you could meet up with her later; not like there was a strip mall you all could go visit, or a town to harangue.
Knight
Spoiler (click to show/hide):
You head down to the gene therapy labs and you quickly find the base to be nearly exactly as it was before. You take the elevator to the lower levels and quickly find yourself in the familiar, large, room of the genetics lab. The many human-sized tubes, though empty, are a bit ominous. They're currently being cleaned and perhaps prepped for something else. Only a few scientists are here, perhaps some of the newer ones, as they're diligently preparing the lab and cleaning the tubes.
Melissa
Spoiler (click to show/hide):
You head down to the armory, attached to the range. You see a few other soldiers in tow have already gotten their weapons out and begun practicing for the missions to come. At the armory, you find the same red-head Aussie managing the munitions. Without a word, she quickly pulls out your weapons, likely recognizing you from the previous bases. Unless you make conversation, she'll continue cleaning with only the words, "Sign out your good on the sheet."
On your side of the weapons cage, you see a sign-in and out sheet, with space for the specific weapons being signed out, and their serial numbers, series, and make. The weapons themselves are as you left them, with the S.C.O.P.E. you requested as well for your rifle.
Russian
Spoiler (click to show/hide):
You find the barracks on the east side, just as in the last base. You pick a bunk and pass out almost right away. Once you awake, you feel a lot more refreshed, although the silence of the barracks is a bit unnerving. It likely indicates many of your team members are out acclimating themselves to the headquarters, or perhaps practicing or even training.
You do a once over of the main levels of the base. The West Wing is still largely for research and development, whether scientific or mechanical. The East Wing is entirely for the soldiers, including barracks, dining area/lounge, fitness center, and a range attached to the armory. The lower levels would take quite awhile to explore, so you hesitate to go down there for the moment, unless you intend to dedicate a lot of time to it.
You eventually find yourself at the armory. A sign out sheet on your side of the weapons cage allows you to write down whatever you intend to take. The same red-headed Australian woman seems to be cleaning some of the weapons and you recall her having this duty at the last XCOM base. More than likely, she wasn't military, just another specialist supporting the soldiers.
Lorielle
Spoiler (click to show/hide):
You find most of the bunks unclaimed, and even then, there's definitely an excess if everyone you've seen are the only deploying soldiers. After claiming yours, you decide to try to find Officer Bradford. Though not officially in charge of XCOM, she was more or less acting commander in the previous base. She is in charge of administration and communications, as well as managing the floor of the mission control in lieu of a commander.
You make your way to the upper levels and eventually find her office. The door is closed, so you politely knock and not a second later, you hear a strong, but female, voice say, "Enter."
You walk inside and see a simple and somewhat small office. The desk takes up 1/4th of the room and a small bookshelf is to the left of it. The red-head beauty named Tamara Bradford sits behind the desk and she glances up once to meet your eyes, then returns to diligently filling out some kind official forms.
"What can I do for you, squaddie? Sorry, your name's slipping my mind right now."
Shaknah, Delta, Spit
Spoiler (click to show/hide):
Vahlen smiles, "Of course you can know of the tests beforehand. I have no intention to make you do anything you don't desire. I merely thought you would like to test your mental capabilities against in an alien in a controlled environment before facing it in the field. They are... resilient, in many ways. My studies have revealed much, however, of our enemy."
The doctor clears her throat to try to break up the heated discussion, "As I said, you will not be forced to do this. Your minds must be tempered steel against the alien psyche. Practice would do you well. If you like, I'll even leave the room. Those of you who wish to practice, come with me."
Vahlen stands up from behind her desk and walks out of the room, heading to the third containment cell from her office. It's the same cell that had the two sectoid commanders, as you all recall from your training. The two red-skinned aliens look inquisitively through the containment cell at the women, but otherwise, make no hostile moves.
Vahlen says, "Now, try to enter their minds, and acclimate yourself to their idiosyncrasies. It will make it a lot easier in the field. These ones are particularly powerful in psionic ability. These ones will seek you out in the field and seek to control you first and foremost."
Harley
Spoiler (click to show/hide):
You find your way to the bunks and find more than enough for everyone to settle. You set yourself up, empty your back quickly, and head back to the hangar. Of the four aircraft hangars, two are open, and both with interceptors. It seems both are currently under maintenance by a half dozen technicians and engineers. The two skyrangers dominate the center of the hangar, receiving the most use. You recall your simulation training with the aircraft. The skyranger, beyond anything any single nation can hope to achieve, can circle the globe in a few hours. The interceptors are even capable of doing it in half that time and the Avalanche series missiles can shred the alien scout craft with ease.
You get somewhat excited at the thought of piloting these in actual combat, hoping you can best the alien pilots and dog-fighters, despite some of them being psychic.
The other two hangar garages are closed right now, for one reason or another. Perhaps the aircraft are ready to launch, or maybe there's nothing in them at all.
TCEL
Spoiler (click to show/hide):
You take a look at the map and see the overall setup of the base. It was straight forward, no real secrets other than the lower levels having dozens of floors without labels or indicators. Regardless, you see the way to the barracks and you quickly take it. One short elevator trip and a few long corridors later, you enter the first floor of the barracks. The walls on each side of you are lined with bunks, just barely big enough for someone your size, and you can hardly imagine how the larger woman deals.
There seems to be quite an excess of bunks, and if the ones you met are your only team members, there will certainly be some left over. More than a few of your squad members are claiming bunks, or have already cleaned out their bags and left to visit other parts of the headquarters. You even see one soldier is sound asleep on her bed, likely tired from the trip.
Spriter
Spoiler (click to show/hide):
You find the same red-headed Australian handing out weapons, to not just you, but others eager to practice their aim, including Jessica Hardy and some of the newer recruits. Without a word, the supply officer hands you all your weapons, on the assumption you're going to go through procedure and still sign out for them. The signout sheet already has a number of names on it of people who've secured their weaponry.
You find your rifle is exactly as you left it, perhaps cleaner than ever. The supply officer seems to be cleaning weapons, even as you inspect your rifle. It still has the same scope and other attachments you had on it before. Ammo is more than available and you're free to take as much as you can carry, though you're required to sign out number of rounds as well.