The general consensus is to get a spirit around the midpoint of the crawler's journey so that hopefully the security is even more completely focused inwards. Minimize the chances of something looking outside, small as it may be.<br/><br/>The trip through the barrens is unpleasant but uneventful. May not be on the same on the way out, but most gangs need a moment or two of number gathering before assaulting heavy vehicles that are not flying Corp colors. The no man's land, even with the background count gone outside of some ghoulish pockets, just feels bad. Like a curse or malign spirit will emerge at any moment.<br/><br/>Neither does, as the van wedges the wheels properly to keep it behind the artificial hill. No spell strikes the crawler as it nudges under the gate. No spirit strikes it as the thing 'searches' the grounds, contact long lost.<br/><br/>The slowly climbing, silent gun turrets don't shoot or activate  as it opens the doors to the guard house.<br/><br/>And absolutely nothing happens as the explosives both magical and mundane erupt, shockwaves carrying almost imperceptibly to Lapine and Lilly's and Leon and Rita's ears. It's probably go time, either now or imminently.