Dark Knights Compund, Montenegro
Soon you've made your way to the back of the hall and the real simulators, either by pure chance (though strangely enough you've seen others being turned away) or after being directed there by a friendly Dark Knight once you had done a few rounds in the "mechshooters".
These simulator pods are indeed the real thing, academy class and all. In fact, some of the programs being run there greatly remind you of your own time back at the academy and you are willing to bet that they are not just cobbled together but professional software. How the Dark Knights managed to come by them, however, remains unclear. Any questions to this effect are just shrugged off by the Dark Knights.
True to their flyer, the Dark Knights are indeed able to provide simulator packages for every existing mech in the Inner Sphere. Of course this only extends to real mechs, and so that fantasy "foxhound" you hear a young woman in Steiner fatigues talking about is right out.
Nevertheless, you can't suppress the feeling of something strange going on here when you find the Hatchetman HCT-3F on the list of available mechs. As every mechwarrior worth his salt knows this mystery-shrouded design is exclusive property of the Lyran Commonwealth, and a very recent at that. Appearing in increasing numbers within the ranks of the LCAF for the last few years, the hatchet-equipped mech might very well be the first new design in the Inner Sphere in 200 years.
Besides the purely technical stuff, you realize something else: These simulators are clearly some sort of filter. Most of those who made it to this point are commended on their abilities and invited to come back any other day for a more thorough testing, but a select few (including you) get the suggestion by one of the Dark Knights to "check the back room for a few pointers on the finer points of arena mech to mech combat" . This piece of advice is usually accompanied by a sly wink.
The back room is certainly past that huge set of doors in the rear wall of the hall which seems to be guarded by two tough no-nonsense bouncers, a striking contrast to the ever-smiling, ever-friendly Dark Knights roaming the hall. To their right you see a black-skinned man leaning against the wall, doing his best to keep the whole hall in his sight and occasionally venturing forth to calm down shouted disputes or other quarrels. It is the very same man you saw earlier intervening in that big fracas and despite a distinct lack of any insignia on his leather jacket you somehow can't shake the impression that he's something more than your average friendly neighbourhood mediator.