Detailed story & event plans for MXO chapters 5.2-12.1

99 posts · 2009-02-02 20:30:09 to 2009-03-02 08:03:40

#36300540296 02/02/2009 20:30:09 Detailed story & event plans for MXO chapters 5.2-12.1

As the time approached, every six weeks, to create the next subchapter's missions, I would look up the general scheme for the subchapter, written up months before in the overall story outline, then sit down and write out a very rough sequence of how five missions and four events for each of the three mission-enabled orgs would go. This became my guide as I wrote the missions, one-by-one (through chapter 11.2, I wrote them in the order Zion-Mach-Merv; starting with 11.3, I decided to try mixing up my thought process to a less Zion-centric approach, and did them alphabetically, ie Mach-Merv-Zion). Once all the missions for the upcoming subchapter were complete, I filled in the rough sequence document with the vital details from the missions. This version of the subchapter's plan became the reference document that LESIG and I would use to plan and run events throughout that subchapter.

I'm inserting these subchapter planning documents here in chronological order. In some cases they have more notes and detail than the versions I presented to LESIG. These versions were completed before the start of each subchapter, and thus don't tend to include changes made to event plans after the subchapter went Live--which in some cases were substantial--or the outcomes of the events themselves. They also don't include the numerous events conceived by LESIG. So, while generally more detailed and up-to-date than the overall story outline document, these do not necessarily reflect the story as it actually happened, but only the initial plan for each six-week section, prior to its actual implementation in the Live game.

These begin at chapter 5.2, because it was at that point that I really began trying to put events and missions together in sequences throughout the duration of a subchapter; this turned out to be complicated when trying to handle a story from five playable points of view, so I had to start writing things down. Cypherites and EPN did not have their own missions, but in each subchapter we would adapt some of the Zion events for EPN, and some of the Machine events for Cypherites; as time went on I also tried more and more to come up with at least one or two event plans specifically for CYPH or EPN each subchapter.

For 8.2, I wrote up an additional document for others on the project, called "implications," which I'm inserting here after the 8.2 mission/event plan.

#36300540299 02/02/2009 20:37:49 Re:Detailed story & event plans for MXO chapters 5.2-12.1


5.2 will be the first concrete attempt at advancing the story simultaneously through events as well as through critical missions. I've tried to leave the connections between the missions and the events rather vague, to give us a good deal of flexibility in the design of the specific events connected to the missions.

For the most part, the mission/event relationships here involve 4 Anome vial-swigging bosses: A (m), B (f), C (f), D (m). I don't want to give their names ahead of time, since those could potentially leak as spoilers. Besides being admin-buffed as usual, they will have abilities that are essentially tweaked versions of the Assassin's abilities: a single-target zap, an AOE that hits for a percentage of the target's max HP, and a version of the ever-popular "meatwad."

New Anome mission/threat NPCs are introduced. They are labelled "Unlimit" NPCs, but I don't call them by that name specifically in mission text, because the 5.3 cinematic will feature Anome actually declaring the name Unlimit--kind of awkward, I know.

Since Cypherites and EPN don't have missions of their own, they don't have specific "required events" in the schedule below. However, I think that they could head up most of the Machine (Cypherites) or Zion (EPN) events described below, if they wanted to, and we could work out some RP way in which the information found is shared with the related org.


7/13

5.2 cinematic: flashback of Unlimit fighting at Aqueduct; Niobe trapped and dazed in construct

Crit 5.2.1:

Zion - Effectuator is getting network interference while trying to track down Niobe. The player finds that it's a new bunch of tough NPCs, apparently working for Anome.

Merv - Someone is slowing down the search for Niobe's prison construct by blocking network ports. Player investigates and links the interference to Anome's goons and a hacker named "A."

Mach - Investigating the nature of the new NPC threat. They work for Anome, and appear to have a code signature showing similarities to the stolen "cheat codes," but with data corruptions.


7/13-7/19

[Because it is not too unlikely that the patch could slip a few days, we might not want to schedule the below events before 7/15.]

Required Events:

Zion - Defend "network hubs" from Anome's goons

Merv - Recover "data" that will lead to one of A's computer centers in the next crit

Mach - Fighting Anome's goons, somehow obtain a name: "B"


7/20

Crit 5.2.2:

Zion - Isolate the code signature of Anome's enhanced soldiers. Signature is similar to the cheat codes; the Effectuator's research also indicates that a cheat code was used to create Niobe's imprisoning construct.

Merv - Tracking "A." Indications that hardline junction boxes are involved in the network trouble. Obtain data from Anome's people with "a list of locations."

Mach - Tracking "B." Indications that those who have ingested the cheat codes obtain immense power, but it changes their RSI code to such an extent that they can no longer jack out. "B" is elated by power, however, and past caring about the mundanity of the real world. One of B's old friends is trying to arrange a meeting with her somewhere in Lemone.


7/20-7/26

Required Events:

Zion - Anome sighting.

Merv - Taking out "A," who confesses that they are indeed targeting hardline junctions.

Mach - Hunt down "B," probably starting in Lemone.


7/27

Crit 5.2.3:

Zion - Recapturing and repairing hardline junction boxes. But at the end, there's one left that's proving problematic.

Merv - Anome leader "C" is distributing a virus that allows her to send Anome's soldiers through computer and phone lines directly into sensitive areas, including bluepill businesses, and the Effectuator's operating centers. By the end of the mission, you learn C's name, and obtain a "list of bluepill targets."

Mach - Data collecting on the code signatures of Anome's soldiers. Indications are that most of the soldiers you encounter did not actually ingest cheat codes, but appear to have been exposed to them in diluted form. The codes are also having unexpected effects, and seem to have been altered from their original codebase. Hint that hardline junction boxes are involved in Anome's operations.


7/27-8/2

Required Events:

Zion - Obtain data pertaining to the last hardline junction box (Effectuator reveals in the next crit that it's a list of Anome's operatives who were involved in its sabotage).

Merv - Track down and eliminate "C."

Mach - Protecting hardlines from Anome's men; players hear of name "D" as directing the attacks


8/3

Crit 5.2.4:

Zion - Finding and fixing the final hardline junction box.

Merv - The junction boxes are clear, but Anome's goons are attacking the remaining network hubs. Clear them out.

Mach - Tracking "D," the players put pressure on one of D's crewmembers. Turns out that D was a Machine operative who went over to Anome's side. His crewmate reveals their hovercraft coords to the player, and the Machines destroy the hovercraft. But although his body in the real world has been destroyed, D's RSI remains active inside the simulation.


8/3-8/9

Required Events:

Zion - Retrieve Niobe from the Ueno building.

Merv - Meet with Niobe (this occurs after the Zion event).

Mach - Terminate D's RSI.


8/10

Crit 5.2.5:

Zion - Wrap-up with Effectuator, Ghost, and Niobe. Niobe declares her determination to see Anome's threat ended.

Merv - The Merv is very interested in the mutagenic effects shown by the cheat codes. He has the player track down an empty, discarded cheat code vial, in which some residual code remains...

Mach - Investigation of the cheat codes and their altered effects. Various speculations: Anome may have obtained 39 vials total; Antlia may have ingested a vial; the codes seem to have mutated since Niobe consumed one; Anome may be hatching some scheme against bluepills citywide



5.3 is currently scheduled to start on August 17th.

#36300540300 02/02/2009 20:38:14 Re:Detailed story & event plans for MXO chapters 5.2-12.1

8/24

5.3 Cinematic: Anome distributing vials to followers, "Unlimit" name officially announced


Crit 5.3.1:

Zion: Pendhurst-Amaranth's representative Brenda Utley contacts Zion about helping them put a stop to a series of mysterious incidents at their plants that have been hampering production of their popular consumer products, including "Tastee Wheat." The player investigates, and finds that Unlimit is up to no good at a PA facility.

Mach: Uncover Anome plot to tamper with Aqueduct control facilities in Tabor Park. Romantic suspected between the Unlimit coordinating the attacks and a certain Zion operative.

Merv: Merv scientists synthesized their own cheat codes based off the residue recovered from one of the vials, but testing on Exile and redpill subjects yields disappointing results: no effect was seen on the Exile, and the human was reduced to a sort of feral state, but with no exceptional powers.


8/24-8/30

Required Events:

Zion: Unlimit attacking warehouses

Mach: Somehow get the name of Unlimit boss "G" behind the Aqueduct control attacks. (As will mostly be found out in the crits, G was dramatically saved from death and awoken by this certain Zion operative. She fell in love with him, but he was already involved with another woman, and rebuffed G's advanced. G became obsessed with winning him over, and as this failed, gradually obsessed with killing him.)

Merv: Fighting a gang the Merv has tested the synthesized codes on? (Do we have redpill gangs? If not, for some reason it works on this Exile gang when it didn't work on the Merv Exile in the crit?)


8/31

Crit 5.3.2:

Zion: More investigating for Brenda: food supplies at PA warehouses are being poisoned. No direct Unlimit connection found.

Mach: Meet G's Zionite connection. Leads to information on the saboteurs, and their attack is foiled.

Merv: The Merv decides that they'll need to capture a live Unlimit boss (someone who drank a vial). After hacking into an Unlimit mail server, the player finds out about "I," an Unlimit commander who appears to have an obsession with Persephone.


8/31-9/6

Required Events:

Zion: Unlimit boss "F" at P-A Southard plant (steals floorplans for certain warehouses). "F" admires the "purity" of energy, and is disgusted by food "slop" and the sweaty, dirty nature of human existence.

Mach: G, low on manpower, is tracked down and eliminated.

Merv: trying to find "I" (or tracking to find where he hangs out)


9/7

Crit 5.3.3:

Zion: Foil a food poisoning attempt at a PA warehouse by Unlimit.

Mach: Unlimit are attacking power stations, causing blackouts throughout the city. The player foils one such attack, and helps protect civilians from fires and looting in the blackout-affected areas.

Merv: The Merv decides to use Persephone as bait to capture "I." Persephone requires a certain amount of convincing.


9/7-9/13

Required Events:

Zion: "F" found and defeated at PA's DT HQ. "E" spotted nearby.

Mach: attack at power station, "H" mentioned as being involved in directing the attacks

Merv: Persephone as bait to trap "I," doesn't quite work. "I" doesn't actually encounter Persephone here.


9/14

Crit 5.3.4:

Zion: Tampering of PA's "Aqua Gulp" bottled water products investigated, linked to "E." Name of bluepill (E's stool pigeon) found.

Mach: "H" is an ex-Zionite who suffered from extreme paranoia. The player tracks H down, discovers that H thinks the Assassin is out to kill them for "stealing his powers," and uses this knowledge to push H to the brink of insanity.

Merv: "I" almost caught again, but panics and flees when he sees Persephone in the flesh.


9/14-9/20

Required Events:

Zion: E in Bathory Row, found through stool pigeon. "E" is an ex-Zionite who talks with a California surfer accent/dialect, and who views Zion as tragically stuck-up. Many of E's friends have died while on Zion operations.

Mach: Take out H, preferably by manipulating them to suicide.

Merv: "I" can't keep away from Persephone, this time he's caught.


9/21

Crit 5.3.5:

Zion: Brenda alerts player to plot to tamper with city's water supply. Player investigates. Sudden and mysterious disappearance of Brenda. Player attacked by PA security when tracks down Brenda's cell phone.

Mach: A city-wide hunt for Anome ends up going awry. The Machines decide that they must begin work on an Anome kill-code.

Merv: Some trouble getting fluid samples from "I," eventual success with Persephone's help (no, not like that :p). Analysis and decompilation of corrupt Unlimit code begins.


Chapter 6.1 is scheduled to being on 9/28 (5.3 is a shortened, five-week subchapter, because 5.2 got us a week behind Walrus' schedule :p).

#36300540301 02/02/2009 20:38:40 Re:Detailed story & event plans for MXO chapters 5.2-12.1

10/5

6.1 Cinematic: Anome's follower Caboclo dissents about killing bluepills, mentions Anome's tragic bluepill life. Anome blasts him to pieces. Elsewhere, Sati makes a sunset from the balcony of the Oracle's apartment while a commando spies on her through high-powered binoculars.


Crit 6.1.1:

Zion: Tracking contacts from Brenda's cell phone. Initial contacts haven't seen her in a while, some suggest perhaps she went on vacation. One mentions a message from the board saying some top Marketing positions had been reassigned. Overhear suspicious conversation about "her" and some kind of directive "straight from" the Pendhurst-Amaranth (aka "P-A") "head branch office." [It's hard to fit into a summary like this, but as the Zion crits continue with much snooping and investigating around Pendhurst-Amaranth offices, there will be many overheard conversations and hacked computer messages chronicling the ongoing, significant, and aggressive change in corporate direction at P-A, including expanding into and monopolizing new markets, investigating the financial benefits of perpetual martial law, cutting research positions and increasing security and marketing, etc, etc, corruption of politicians, lucrative government contracts, even defense contracts. If you want to tie into specifics of this type for any of the events, I can dig up more details from specific crits.]

Mach: Machines need an Anome kill code, but must find some relevant code to base it on. Internet spiders detect a cryptic bulletin board post mentioning Caboclo. It is traced to an Unlimit, Meillak, an old crew member of Caboclo's in Zion. He appears to be trying to pass on the results of Caboclo's research into Anome's bluepill past. The operatives recover Caboclo Message 1, which reveals that Anome's mother didn't thought the Matrix, and everyone in it, was unreal--including her son, who she abused. [The Machines retrieve one of these story items in each 6.1 crit. Their text was written by Paul.]

Merv: First batch of cheat code synthesized from Beirn is ready for testing. Give some to a Blackwood, kill rioting Blackwoods demanding the miracle drug for themselves, then check back on the test subject: he's now got female face and hands, and green dreadlocks. The operator is worried.


10/5-10/11

Required Events:

Zion: Players have to talk their way past security at the head P-A branch office. Once they get in, they discover that certain files are missing--possibly Brenda Utley's employment records.

Mach: Attempting to locate and interrogate Meillak. He can be spotted, but must escape before being caught. May use hacking methods to escape (see later Mach crit notes).

Merv: "Testing" another batch of the codes in some way. Lots of possibilities, simple ones including meatwadding the subjects, or slapping different RSIs on them.


10/12

Crit 6.1.2:

Zion: Break into P-A computer system and track who last accessed those files. It was done by a low-level clerk. File a fake case at their grievance office to get his supervisor's name. Hack their network again, find the supe's name, and notice that they are listed as working at P-A's Southard division.

Mach: A Merv coder program who was working on synthesizing cheat codes from Beirn is angry with the Merv for slighting his work with the corrupt code, and reveals to the Machines via a spy (and the operative) that the Mervs are working on a cheat code, and have an initial batch under guard. Machines follow the tip, but suddenly all Merv programs in the area, and the traitor, die, with no trace of a cheat code found; the Merv was on to them. Machines find another posted message about Caboclo, and retrieve Caboclo Message 2: Anome's mother continued intermittent abuse of her son, would shape up when threatened with losing custody of Anome by her husband and therapist, but then would go back to abusing him.

Merv: Another code batch, this time the lucky recipients are a power-hungry Chopper, and a Demon Army member who, along with his buddy who you have to kill, worships you like a salvation-bringing god. They get put under observation together, and when you go to check up on them, you find that they've switched aspects of their RSIs--the chopper now has the Demon Army build, facial tattoo, and legs/boots, and so forth.


10/12-10/18

Required Events:

Zion: Trying to investigate at P-A Southard, get in fight with guards. One named "(J)" transforms into an Unlimit, blasts a bunch of operatives, and escapes.

Mach: Raid the Mervs, destroy most of their cheat codes, and close the loophole allowing them to compile them.

Merv: Fight off the Machine attack on the codes; manage to safe two of them.


10/19

Crit 6.1.3:

Zion: Snooping through P-A records for information on J. Electronic records have been deleted, have to dig up the hard copies in the archives. These refer to P-A security office records. At the security office, find which branch he reported to, go there, and retrieve a high-level security pass for P-A's Downtown HQ among his personal effects. It's becoming clear that Unlimit has infiltrated Pendhurst-Amaranth; to what extent is unknown.

Mach: Machines create a kill code based on captured Merv cheat codes, and inject it into the operative's RSI. Operative battles Unlimits, but no effect from the kill code is seen. Another bulletin board post leads to a simulacrum, to a trio of computers with auto-shutdown BIOS triggers: operative must decide which one to activate based on a few cryptic clues. If they pick the right one, they get Caboclo Message 3: Anome's mother jumped from a bridge when he was six, trying to pull Anome with her, telling him it wasn't real, and that she was going to a real place. Orphaned into the social welfare system, Anome, full of his mother's talk of the unreality of the world, was found and awoken by a Zionite.

Merv: The Merv decides to use the RSI-sucking ability of the codes to bring back the Twins, who've apparently been floating about in pieces in the stratosphere since Reloaded. He executes one of the codes, and Twin body part fragments start showing up. You snatch the feet and legs from some Machines who had just found them, take them to the Effectuator, and he combines them into a walking pair of legs. It's a start.


10/19-10/25

Required Events:

Zion: J encountered and taken care of at P-A DT HQ. "J" is a sadistic punk on a real power kick. At some point, we need some sort of fairly definite indication that Brenda is being held at the DT HQ to appear.

Mach: The Machines determine that the only way to get a basis for a Anome kill code is to get a code sample directly from the man himself. Anome, on some business in the city, is found, and operatives must goad him into interlocking them so they can get close enough to get a tissue sample from him.

Merv: The legs help lead operatives to two hands, probably in the possession of some opportunistic treasure-hunter.


10/26

Crit 6.1.4:

Zion: Trying to get a working P-A DT HQ security pass based off of J's cancelled one--there's a bluepill who can make a working copy, but he requires updated data from the P-A employee database. Break in, get the data, return to the bluepill, but then hit by an Unlimit ambush that kills the blue, showing that Unlimit is at least monitoring secure P-A networks. Backup plan: hack employee database, replace J's deleted record, should reactivate his old security pass. Pose as an IT worker and get P-A's clerk away from their desk by claiming to have to run a virus scan. Hack is successful and the pass is reactivated.

Mach: Anome kill code engineering begins, requiring signficant System resources; since it will be so costly, the Machines must make sure that they can deliver it to the target reliably, so they don't have to compile another one. Suspecting Caboclo's research is leading to something, they pursue another bulletin board post to a simulacrum, who is ambushed and terminated by Unlimit: Unlimit has found out what Meillak was up to. Meillak, running out of time, leaves messages via a hacked level 255 Agent, and hacked SWAT programs, resulting in bluepill casualties. Persevering, the operative finds Caboclo Message 4: Young Anome thought he would find mom in Zion. Grew up, buried the trauma, but now it's coming out due to the liberating effects of the cheat codes; he's getting back at bluepills for what his mother did to him.

Merv: Secure the head and torso from a gang of Mockingbird's Crushers. With the hands, the Effectuator combines these into a floating Twin upper body. You lead this half to the leg half, who was being uncooperative, but who is excited to "see" the upper body. Lead them both back to the Effectuator, who combines them together into one whole Twin (the halves remain there afterwards as inert, empty shells). The Merv uses the last remaining cheat code. Twin halves being led around the city should help spice up Halloween...


10/26-11/1

Required Events:

Zion: Use the security pass to get into P-A DT HQ and rescue Brenda. She drops some mention of suspecting that this all comes from someone on P-A's board of directors.

Mach: Meillak hadn't counted on secure redundant system in the Agent he hacked; his hack origin was traced. Machines use this to locate him, but he flees, and is killed by Unlimit. His dying message is a single word.

Merv: The single complete Twin helps hunt down his brother's legs and feet, no doubt in the possession of some unscrupulous scrounger.


11/2

Crit 6.1.5:

Zion: Brenda says this all comes from an Unlimit mole in control of the P-A board. Hunting for the mole via an unwilling informant pointed out by Brenda, who sees the light after being threatened with having his stock option revoked, the player comes across some clues to their identity, then crashes a board meeting and must rub out the mole before Unlimit forces flood the area--but which board member is it?!? OMGz!

Mach: Another bulletin board post, but a red herring. Trace the network origin, find Meillak's base; cryptic messages, mysterious cyphers, a hacked level 100 Anome Simulacrum follower, Unlimit on the hunt, eventually come across a message from Meillak, who anticipated and accepted his demise, and Caboclo Message 5, which reveals where Anome can be found, and that Caboclo, writing this after his mangling at the hands of Anome, wanted release from his pain.

Merv: The Twin is ailing without his brother around. You find the two hands, but they're inert--as if they've already been copied into a larger shell--and indeed they have, by Silver, no less. Silver is uncooperative until the full Twin shows up and points out that Silver is breaking the terms of their old agreement. The player leads the collected upper body back to the lower body, where they are combined into the other full twin for a strange reunion of multiple Twins and Effectuators.

#36300540302 02/02/2009 20:39:11 Re:Detailed story & event plans for MXO chapters 5.2-12.1

11/16

6.2 Cinematic: Anome is killed: shot between the eyes (with the kill code, we presume) on the Creston Heights building by an Agent posing as his mother.


Crit 6.2.1:

Zion: The Machines want to meet. Ghost meets with Pace to arrange a full meeting later. Pace says that what the Machines want to talk about is access to the Zion mainframe, so that they can use their data-processing capabilities to detect threats that could arise from Zion's population (such as EPN, Unlimit, etc) before they turn into a real problem. Ghost is worried.

Mach: The Machines want to meet. Mirror of the Ghost/Pace meeting above. The player also has to take out a few remaining Unlimit, and Gray mentions that they will whither and die without the presence of the cheat codes.

Merv: Profits are down in Richland, and the Merv wants to know why. Flood has heard that the Bag Lady was dropping hints lately, and sends you to talk to her. She says that she's heard the Elements are up to something, and suggests checking up on Silver. With the Twins' help, you track down Silver again, and he says his spies show Mercury is behind it.


11/16-11/22

Required Events:

Zion: Ghost and Pace meet again to discuss the Machine agenda. There is subtext in these missions about Pace being a little fascinated with the reticent Ghost, and Ghost being wary of a sex-bomb Agent (he was happier when they all looked like tax collectors).

Mach: Another Ghost/Pace meeting; here they discuss Anome--origins, ramifications, etc.

Merv: Trail a worker from Mercury's building in Uriah to the Tabor Park subway.


11/23

Crit 6.2.2:

Zion: Full Zion/Machine meeting with Gray, Pace, Niobe, Ghost. Niobe has a counter-demand: access to the Machine databases for access keys, bluepill information, surveillance scans, and police records (would have been useful against P-A, for instance). Gray stalls.

Mach: Mirror of the Gray/Pace/Niobe/Ghost meeting, although first Gray has you hang with some Zionites (as a Zionite) to get impressions on their take on the Machine request (not favorable). After the meeting, Gray says he's sent Zion's counter-demand up the chain, although he has his doubts about it.

Merv: With the Twins, confront Mercury. He says his men are just using the subway to get parts for his inventions, and says that you should be checking up on Thallia, seeing as the Blackwoods have been mugging everyone in Magog lately. Investigating, the player finds a message that seems to be about a meeting of Blackwoods in Magog, but it goes nowhere. Confronted again, Mercury says he'll help get real dirt on Thallia, and will set something up with Flood.


11/23-11/29

Required Events:

Zion: Niobe meets Brenda Utley. Brenda is now on the P-A board, and is well on the way to leading the company back into the public's good graces, and greater-than-ever profitability...and power.

Mach: Gray talks to the Architect about the Zion counter-demand. The Architect says no--it isn't as though Zion has much choice.

Merv: Mercury sets up "proof" of Thallia's involvement when suspicious Blackwood forces are rounded up in Magog.


11/30

Crit 6.2.3:

Zion: Shimada shows up, meets with Ghost. EPN says they can provide the Machine database information that Zion wants; all they want in return is safe passage for EPN hovercraft through Zion "tunnelspace." As proof, they get you access to what seems to be a Machine database, where information is retrieved that appears to show that the Sentinel task force on permanent standby for an invasion of Zion is now more than twice as big as the force that attacked Zion's dock at the end of the war.

Mach: Veil tells Pace that the Cypherites can get information from Zion's mainframe. They lead you to a computer center where you are able to access simulacra of Morpheus and Niobe, with dialog (voice clips) you haven't heard before, but which sound genuine: Morpheus talking about the Machines hiding something about Neo, and Niobe saying she'll be damned if she'll see Morpheus' work ruined because the Council is scared of the Machines, and congratulating someone on killing the Assassin. However, pesky EPNs put a damper on the fun. Gray feels the Cypherites may have access to useful data, but worries that their susceptibility to EPN attacks could make them a liability.

Merv: It takes some doing, but you manage to get the Twins' hands on Thallia, who promptly blames the whole thing on Mercury and Raini, saying that both subway lines out of Tabor lead to Raini's neighborhood of Apollyon, and adds that Mercury has never got over Raini, even though she dumped him a long time ago. Mercury calls Thallia a liar, and defends Raini vigorously. Flood is suspicious.


11/30-12/6

Required Events:

Zion: Ghost and Shimada meet and discuss or work on Zion/EPN cooperation.

Mach: Pace and Veil meet and discuss or work on Machine/CYPH cooperation.

Merv: While spying on Raini and/or the 5 Points gang, the players are ambushed by commandos.


12/7

Crit 6.2.4:

Zion: The player meets the Kid, who is going to provide Zion with access to another Machine database as a show of EPN's capabilities. However, Cypherites interfere, and apparently delete whatever information the database had contained.

Mach: The player meets Cryptos, who reveals that EPN claim to be using "Code Pulse Devices" to mine data out of the simulation. Cryptos gives the player a tip on where more info about these devices can be obtained, and, after thrashing a bunch of EPNs, the player manages to capture code that compiles into one of the devices. Gray confirms that the device is probably capable of getting EPN access to privileged Machine data. (Cryptos' exact description was: "it looks like a small, timed bomb. When it detonates, it sends out a pulse of customized code that permeates the locality, and sends back data to certain receivers. They seem to believe that they can use these devices to wrest specific data out of the simulation.")

Merv: Flood sends you after Raini, but her network's OS is so old that the hacks you'd use to trace her through it aren't compatible. He resorts to paying Nicky G. for information; Nicky is able to hook you up with the location of Raini's latest party. You and the Twins confront Raini, threatening her with telling the Effectuator where she is if she doesn't cooperate. Raini says that Thallia and Mercury have been "running distractions with the Blackwoods in Mara." Flood sends in the Effectuator anyway as punishment; Effy immediately starts hitting on her and telling her everything he's been up to since he last saw her--ie, since she finally ditched him the last time. Malphas declares that some torture of Mara Blackwoods should clear things up.


12/7-12/13

Required Events:

Zion: Niobe and the Kid, two exciting people who were made for each other, come face to face for some kind of meeting or operation.

Mach: Gray and Cryptos together for some kind of shindig.

Merv: Interrogate Blackwoods in Mara. This leads to the revelation that Anti M. is behind it.


12/14

Crit 6.2.5:

Zion: Ghost/Niobe/Gray/Pace meeting round 2 to discuss Zion's counter-demand, although the player has to rub out a few Cypherites sniffing about first. Gray says that Zion has no choice but to meet the Machine demand in order to preserve the Truce, as otherwise threats to the entire System will continue to spawn from Zion's unmonitored population. He points out that Zion would surely lose a renewed war against the Machines. Niobe says that Zion is keeping its part of the truce agreement, and they expect the Machines to do the same. This stonewalls Gray. Afterwards, Niobe says that while Zion won't get the information they wanted from the Machines, getting it from EPN might be too costly. Ghost says the Machines have apparently decided that Zion is a threat, and that while the Machines can probably be trusted to stick to the terms of the truce, "the honeymoon is over."

Mach: Mirror of Ghost/Niobe/Gray/Pace round 2. After the meeting, Cryptos calls for help against a large-scale EPN attack, giving the Machines information on where the EPN group can be found. The EPN group is wiped out by the Machines, and a Code Pulse Device is found, but not anything that would indicate the immenent attack Cryptos claimed. Gray asks the player to bring him the Device immediately, and the player finds Gray in a meeting with the Architect; as they enter the room packed with Agents, they hear the Architect ordering increased surveillance of Zionites in the Matrix, and covert infiltration of the caves by human operatives.

Merv: Anti M. proves difficult to locate. Flood has the Twins beat information out of Mercury; all Mercury can tell you is that his contact with Anti M. was only through Thallia. Thallia is confronted, and hooks you up with the location of Anti M.'s "good friend," Beryl. After threatening Beryl with revealing the affair she's having with Anti M. to her boyfriend, Argon, Beryl gives Anti M.'s location, on condition that M. won't be hurt. M. is found, and says it was strictly business; she was hired to organize Blackwood operations in Mara that would distract any operatives watching the area; she wasn't told why this was important. Who hired her? He called himself the General.


~~~~~~~~~

As usual, the dates above may be subject to change, but that's the schedule we're shooting for. The winter holiday event will probably hit somewhere in mid-December. Due to various real-world holiday happenings, 6.3 will not be out until mid-January.

#36300540304 02/02/2009 20:40:06 Re:Detailed story & event plans for MXO chapters 5.2-12.1

These dates are approximate, with one week of push-back. Could end up getting pushed back more...grr...


1/18

6.3 Cinematic: Sati abducted by commandos; Seraph falls in river; Agents dump the captured cheat code vials in river, one gets hung up on pier


Crit 6.3.1:

Zion: With Blackwood help, fight to get to the Oracle's apartment. Niobe gets there as well. The Oracle refuses to leave. Niobe declares that Zion's primary objective is to keep the Oracle safe by guarding her apartment; secondary objective is getting Sati back.

Mach: The player tracks the signal of the helicopter that took Sati, finding a wiped computer, then an active computer guarded by commandos. The signals indicate that the helicopter is being controlled remotely. The player plants a virus Pace gave them in the computer, which re-routes the helicopter to a Machine pad, where the Machines inspect it. No trace of Sati, or indication of where she might have been taken, is found. Gray says that it is likely that she has been taken out of the main Matrix simulation, and that the simulation could suffer detrimental effects if they don't get her back soon.

Merv: The Merv wants to make sure Seraph is really gone, so the player goes off to kill Blackwoods and bluepills in Mara, while fighting off Zion and Machine operatives. Seraph does not come to their rescue, and Flood starts to think that maybe Seraph really is gone.

1/18-1/24

Required Events:

Zion: fending off Exile attacks in Mara

Mach: hunting through pvp archives (find commandos in one of them)

Merv: mock funeral for Seraph in hel club


1/25

Crit 6.3.2:

Zion: Fight through Mervs in Mara and find the Oracle alone in her apartment. She says the Merovingian has already been there, and left after he found out that she'll need more convincing before she sees things his way. Oracle suggests tracking where the commandos have taken Sati. Player follows reported path of the helicopter and finds commandos, who shut down a computer before the player can get to it.

Mach: The player is sent to interrogate Exiles who might know something about Sati's abduction. First Owl Bangheart, who is back after the Merv got him, but pretty much a vegetable. Then Sister Margaret, who says that she knew nothing about it, other than that she's heard the Element family was involved. Thallia says the General only contacted Anti M. directly. Anti M. says the General sent her money and instructions, both of which she was unable to trace. She thinks that he isn't in the Matrix at all.

Merv: The Merv decides to confront the Oracle. The player carves a path through Zionite defenders. The Merv reaches gets to her apartment, but the Oracle refuses to cooperate. The Merv threatens that she will pay for her stubbornness. It is not explicitly stated what he asked for, but there are a fair number of hints (the mission title is "They Can Only Be Given," for instance :p). Malphas says that the Merovingian is determined to get what he wants from her by whatever means he can, but that is it very difficult to outmaneuver someone who can tell the future.


1/25-1/31

Required Events:

Zion: tracking helicopter movements

Mach: break into and search Merv org area

Merv: super-sneaky spy mission: catch a glimpse of an Elite Commando


2/1

Crit 6.3.3:

Zion: By tracking helicopter patterns, the player locates several commando groups, and manages to plant a tracking virus in their computer before they can shut it down. This leads to another commando gathering point, where the player encounters an elite commando. The elite commando doesn't show up on the operator's screen at all (the operator thinks the player is making it up). Stuck, the player visits the Oracle, who says that the General is holed up, and that they need to come up with a way to lure him out.

Mach: The Machines decide they need to consult the Oracle about Sati. The Oracle says they have to look not for Sati, but for where she went. Gray says they should find out how the commandos are getting in and out of the Matrix. Hunting commandos, they find a shut down computer, then an active one, but it shuts down just as the player arrives, and then they get jumped by an elite commando who appears out of nowhere. Operator thinks the player is hallucinating. Gray says that the locations of these computers correlate with commando activity, and that they must have something to do with how commandos are getting in and out of the Matrix.

Merv: The Merv decides to get a "termination code" (that's what the Oracle called it in Enter the Matrix when telling Ghost/Niobe how Rama-Kandra betrayed her to the Merovingian in exchange for Sati's transport into the Matrix) for the Oracle's current shell. Malphas thinks the best place to start looking is certain Exiles who are known or suspected to have extra-Matrix contacts: the Bartender (has some kind of deal with Deus Ex Machina that established Club Noir as a "neutral zone"), Hypatia (has a large information library, plus rumored connections with the "Archivist Society"), and the Network (supposedly feeds media streams to the Architect). The player confronts them, but generally speaking they aren't interested in killing the Oracle, and don't know where to get a kill code for her anyway.


2/1-2/7

Required Events:

Zion: pressing the General's buttons

Mach: scan hot access point -- development of code to close access points

Merv: one last Exile contact attempt


2/8

Crit 6.3.4:

Zion: The player has attracted the General's attention enough to merit an ambush by elite commandos. The Oracle says that the General, an old military program, misses war, and took Sati to push the Matrix back into all-out war. She says that to get under his skin, you need to show him that it isn't working, and suggests having Niobe and Agent Gray have a nice big hug. That isn't...feasible, so an enthusiastic Pace and mortified Ghost are got together for a televised embrace as a backup plan. The player is supposed to meet Ghost afterwards, but this meeting is interrupted by an elite commando ambush, and a broadcast from the General, in hologram form, accusing Ghost of being a fool of the Machines, and warning him that the General is going to make him learn his lesson the hard way.

Mach: The player goes after the commando access points armed with a program that can shut them down. After shutting down a few, the player gets reinforcements from Pace, who casually remarks that the General has been trouble ever since he wouldn't stop attacking Zion's dock at the end of the war. They had to remove him from command, and gave him another one afterwards, but he took his Sentinels into Exile, and this was before they were equipped with override triggers, so he's been able to use them for his own purposes. The player shuts down another access point, and Gray says that this will make it harder for the General to move his forces around inside the Matrix.

Merv: The Merv decides to try making a deal with the General for an Oracle kill code, since the General seems to get around pretty well, and obviously isn't friends with the Oracle. The Merv also says that he can give the General just what the General needs, without saying exactly what that is. The player goes after commandos, and finds some shut down computers (access points), as well as a nasty elite commando ambush, which Flood accuses the player of having made up as an excuse.


2/8-2/14

Required Events:

Zion: the General and Elite Commandos picking off operatives defending the Oracle

Mach: track Elite Commando access point - scan - development of access point hack

Merv: Elite Commandos, El Generale--not listening yet


2/15

Crit 6.3.5:

Zion: The General attacks the Oracle's apartment and, in a hologram broadcast, wonders if she's told them about him yet, and says that he's going to put an end to the lies of the Matrix. Niobe is among the Zionites rushing to rescue the Oracle, and the General then ambushes her, his hologram broadcast accusing her of betraying him to the Machines, and tauntingly telling her to jack out before the System crashes, so that he can hunt her through the tunnels "again." The player then gets lured into a third hologram broadcast addressed to them, where the General reveals that he led the Sentinal attack on Zion at the end of the war, that the Machines stripped him of his command when he refused to accept the truce, and that he's been trying to restart the war ever since. Niobe says he's due for another ***-kicking, and the Oracle warns that it's going to be messy, and that he won't give up Sati willingly.

Mach: The player plants a special tracking virus in a commando access point. After some help from the player in stopping commandos who are trying to purge the virus, the virus succeeds in locating the General's Sentinel staging ground on the Earth's surface. The player also retrieves some data about the staging area's code name and strength level. The Machines dispatch an auxiliary contingent of the Sentinels watching Zion to attack the General's base, mentioning that the Sentinels will resume pursuit of terrorist hovercraft after the Exile is taken care of. There are also some reports from Machine spies in Zion, whose infiltration is proceeding apace, except that they're having trouble finding out where a lot of Zion heavy machinery has been going recently, and that they're finding that many freeborn Zionites refuse to trust anyone with jacks (or is it plugs? oh well).

Merv: The Merovingian decides to get the General's attention by sending Persephone to one of the access points, knowing that the General watches these systems, and that he has in the past had Persephone under surveillance (that old Live Event post I did with one of the General's probes following Persephone into the Hel Club before it lost its signal). Persephone acts indignant in being used in this way, but eventually decides to cooperate because she thinks the General may have his uses. The player meets Persephone and the Twins at an access point. An elite commando appears, and Persephone hands the player a letter to give to the commando. Shortly thereafter, the General via hologram broadcast says that a deal may be possible (again without saying exactly what was offered); he'll get back to the Merv, and in the mean time declares a cease-fire with the Merovingian's Exiles. Flood is indignant at being kept waiting.

#36300540305 02/02/2009 20:40:28 Re:Detailed story & event plans for MXO chapters 5.2-12.1


3/8

7.1 Cinematic: Seraph climbs out of the river, thrashes and "exorcises" a redpill. He tells the two other redpills with her that they need not fear him, but that there are others "like her" who should.

World: The weather now has a distinct yellow/orange cast to it, with fast-moving clouds and periods of relatively heavy rain.

Crit 7.1.1:

Zion: Trying to find Seraph, the player comes across a string of comatose bluepill and redpill bodies, and jumpy police (SWAT) on the case. Bluepill witnesses give vague descriptions of the attacker: "kung-fu outfit," "in white," "fled at high speed," "slimy," "hippy glasses," "strange hand motions," and reveal some characteristics about one of the victims (quiet, calm). Oracle is consulted and says that Seraph is key to getting Sati back, and that he's doing what he's doing (attacking these bluepills and redpills, she presumably means) for a reason.

Mach: Gray says that to stop the General and rescue Sati, they'll need a way to detect the General's Elite Commandos. The Machines have stored a copy of the holographic broadcast the General sent to Ghost (in 6.3's Zion mission "Steely Embrace"); he says that the broadcast came from outside the Matrix, probably from the General's base, "Stalingrad," and that although the Machines know its physical location, they want to find its network address. The player locates a commando access point, and plants "a variant of the Procurator virus," which obtains Stalingrad's network address. At the debrief with Pace, she demonstrates that the Machines can alter the General's recorded holographic broadcast, and says that they can now use the General's network, and his connection to his base, against him. A hackable computer has a report, in the same format as previous spy reports from Zion, about Davot's ship that was hijacked by Veil and sent to ram the Zion dock: Zion disabled it with another ship's EMP, but its impact with the tunnel wall near Zion, and its own EMP going off, short-circuited some of the dock's outlying system for a while, although there were no casualties.

Merv: Malphas and the Effectuator meet with a two-way holographic broadcast from the General, who gives them the network address of some of his men in need of transport. The player goes to activate the terminal to which the Effectuator will route the commandos, but Machines interfere. A backup terminal is used successfully, and a platoon of commandos appear. At a debrief, the General's hologram says the transport was satisfactory. Malphas says that the General will soon have to start fulfilling his side of the deal.


3/8-3/14

Required Events:

Zion: Chasing Seraph--players may catch up to him briefly, but he will not stop to interact with them.

Mach: Now that the Machines know the network address of Stalingrad, they force a transmission to the General in the Real, possibly ordering him to surrender; this irks the General, who replies in a 2-way holographic broadcast, threatening Gray with the destruction of the Machine Sentinel fleet in the Real.

Merv: The Merv meets with the General, who tells the Frenchman that to make an Oracle kill-code, they will first need a cheat code vial. The General gives the Mervs a tracking code that can locate cheat codes.


3/15

Crit 7.1.2:

Zion: The player researches a redpill who Seraph attacked: they are suffering from amnesia that starts at the same time in their past as an unexplained incident that resulted in a change in their behavior (according to acquaintances), and goes up to the point where they were attacked by Seraph. Their government file contains no record of the incident. Also, there is a reference to "Danielle Wright" by a bluepill, in connection with a new network interface system a bluepill company is working on. (It is not mentioned in the mission, but this is the "Wright" of the "Wright Research" company in Downtown, a brilliant ex-Zionite scientist who lost faith in Commander Lock's vision, and left to begin a business career in the Matrix, working with Silver, but still generally sympathetic toward Zion operatives. She is the inventor of the EJP. Wright's own dream is humans taking over the Matrix from the Machines.)

Mach: Pace explains that since they've mastered the commando network, they can now find access points just by scanning for them from any point on the network. The player does this to find an access point, and thus an Elite Commando. Along the way, they encounter a holographic transmission from the General to his men, telling them to hurry up: the Machines are shutting down too many "lines." Also, a Machine computer has some cryptic data about the Sentinel force sent against the General's base--basically that they haven't encountered any hostile units, and are slightly ahead of the projected schedule as they home in on "Stalingrad." A commando computer shows that Stalingrad has beefed up its defensive capabilities a bit since 6.3. Data is extracted from the Elite Commando; Pace says it will be used to help develop a code to disrupt their stealth function.

Merv: The tracking code has led to the Uriah wharf, where rumor has it that the Machines lost a cheat code vial while disposing of them in the Aqueduct. The player is sent in to track it down. After fruitlessly questioning bluepill workers, they visit Mercury, who says if anyone would know, it'd be the local gang, the Choppers. The Chopper leader Jack the Hack, after the player routs a few of this boys, says that the only thing he can think of is that there used to be a bluepill who hung out at the edge of the pier on his lunch breaks, but was recently seen running off suddenly, and hasn't been back. He gives a description of the guy, which Flood checks against their data, coming up with a name, Jason Hernandez. Visiting his nearby office, you find out that Jason Hernandez hasn't been at work in a few weeks, that he has tended to hang out with a club/casino crowd, and that he has sometimes gone to visit relatives in the International District.


3/15-3/21

Required Events:

Zion: Contact is made with Seraph, who this time is willing to talk, briefly, saying that a veil has been lifted from his eyes. (Also this week, there is a widely seen but not officially recorded Morpheus appearance in richland that I'll be doing solo.)

Mach: Use the "stealth disruptor" code the Machines have developed (this is all role-play, rather than an actual game tool/weapon) to capture an Elite Commando.

Merv: Locate Jason Hernandez, using his co-workers' clues from the 7.1.2 crit if desired. The cheat code vial is obtained from him.


3/22

Crit 7.1.3:

Zion: The player researches more Seraph victims, a bluepill and two redpills, finding that they all have similar memory gaps beginning with an unspecified behavior-changing incident in their past. The behavior was either aloof, cold, or somewhat confused; one requested extended sick leave in Zion. Another remembers having seen an Agent watching them as they patrolled back alleys for Slashers, one of their last memories before they awoke from Seraph's attack. The Oracle says Seraph is close to reaching his goal, but that it won't work out like he thinks it will. The Oracle's Zion guards speculate about the Morpheus sightings.

Mach: The player helps test the scanning routine developed to detect stealthed Elite Commandos. Gray explains that the scan requires a significant amount of power, so they can't run it all the time. After some tweaks and adjustments (the operator gets frustrated with the bugs in the Machine routine), the kinks are worked out, and the routine succeeds in allowing the operator to see the Elite Commandos on his screen. Along the way, the player comes across a holographic message from the General to his officer, telling the officer that the Machines may have a way to detect him, and that he should abort "the operation" immediately. Pace says that the "Morpheus" reported obviously can't be the dead Zion captain, but that they are looking into it very carefully.

Merv: The player uses Elite Commando assistance to foil Machine efforts to capture the cheat code vial from Merovingian labs, where it is under analysis. Malphas mentions that he thinks the Elite Commandos are capable of speech, but that baffle mechanisms built into their masks confine the sound of their voice to special closed-frequency transmitters. Various NPCs mention rumors of Machines working to defeat Commando stealth, Morpheus's possible return generating talk in the underworld, and Seraph back but not quite himself. Analysis of the cheat code shows that it is mutated even more than previous cheat code samples, and must be used quickly; it has been put in a "secure archive" for now. One of the Twins says that they haven't seen Seraph since he lost his wings, and that they're due for a "rematch." The General, in the flesh rather than by hologram, meets the Merovingian and says that they will need a program capable of crafting a kill code with the captured cheat code. This program is named The Apothecary, and the General does not know their current whereabouts.


3/22-3/28

Required Events:

Zion: Seraph is encountered again, a little more talkative. He doesn't explain what he's doing, but says that he's almost done. If the Mach event has already occurred, players could help him attack some overwritten blues/reds; otherwise, they might try to stop him, assuming that they can't be sure yet that he's attacking these people for a really good reason.

Mach: Cryptos, while out on some sort of field operation with the Cypherites, is found by Seraph, who attacks him, then performs an odd "exorcism" (Swirling Ki Summon?), crumpling Cryptos to the ground and ending the fight. Cryptos' RSI changes: his glasses, necklace, and mask are torn off, his cassock darkened, and his eyes blackened, with a golden code glaze. Seraph leaps away. Cryptos is left unable to walk, extremely disoriented, and apparently blind. He tries to talk, speaking haltingly but in his usual warm manner, before Machine error messages come out of his mouth. It is clear that a Machine program, now damaged by Seraph, has been in control of him. Veil is shocked and disgusted, and has him forcibly jacked out.

Merv: The General briefs operatives: The Apothecary was used by Rama-Kandra when he needed a kill-code for the Oracle previously. The General directs them to the White Lotus Hotel dungeon, where they are given an old code trace of The Apothecary by the Spinnerettes leader, the Black Widow (live admin version, non-hostile).


3/29

Crit 7.1.4:

Zion: Niobe is alarmed about Cryptos--and Seraph's other victims--being Machine sleeper agents, and orders a complete security audit for Zion. The player is called to assist against a widespread commando attack, but then the General boasts to them in a holographic recording that it was just a diversion. The Oracle is under attack in Mara. The player hurries there, and finds her, Seraph, and a bunch of dead commandos. Seraph explains that after climbing out of the Aqueduct, he found that he could see Machine programs in the minds of humans, and felt he had to remove them; now he is finished, and will protect the Oracle. The Oracle says Seraph will be all right.

Mach: Gray explains that Cryptos was overwritten years ago by a Machine program, whose purpose was to form a group that would help stem the increased tide of redpill awakenings made possible for Zion by the Truce. This group became known as the Cypherites. Pace and the player meet with Veil, trying to make sure that, in Cryptos' absence, the volatile Cypherite controller will continue to direct the organization in a way acceptable to the Machines. The player's operator is so upset over the revelation about the Cypherites that he can hardly form coherent sentences. At the meeting, Pace confides to the player that she isn't getting anywhere with Veil, and some of the Cypherites, jumping to the conclusion that she's conspiring to wipe them out, suddenly attack. Veil keeps her cool, saying simply, and very bitter-sweetly, that she sees how things are now; she then more or less dismisses the player and Pace. Gray says that as long as Veil stays within certain bounds, it's more efficient to leave her in charge than to try to replace her. The player is called away to quell a sudden Elite Commando attack. The operator badgers Gray into running the scan routine, and more Elite Commandos are found, with Merovingian Exiles. Gray says that the Commandos may have had Merovingian assistance in getting into the Matrix.

Merv: The code trace leads to Jade Moon gang members. Flood sends the player to the Jade Moon gang's overseer, Dame White. The Dame says that it's been "ages" since she saw The Apothecary, and that the player will have to ask Lo Ruhamah, in the Barrens. (Lo Ruhamah is the Pandora's Box collector stationed in the Abandoned Subway in Rogers Way; in the fourth box arc, she helps the player track down the Antediluvian, although it appears that she herself may have done some work for him.) The Dame hints that she, the Black Widow, The Apothecary, and Persephone were associates of some kind in the Dame's younger days. Flood sends the player to Persephone, who hands The Apothecary's code trace to the player, saying that a) Dame White "did what I used to do for humans in the pods," and is jealous of Persephone's relative youth and success, and b) Lo Ruhamah is an ancient, exiled monitoring program, still trying to carry out her old function, clinging to gathered information. The player takes the code trace to the south Barrens. There is a small puzzle here; when solved, the code trace is taken, and Lo Ruhamah appears, saying that The Apothecary is still used by the Machines, and that getting them from the Machine mainframes to the Matrix will require the Trainman, who "has retreated deeper into seclusion."


3/29-4/4

Required Events:

Zion: Morpheus appears in Richland and delivers a cryptic message to whoever is around to hear it--something about Neo being alive and held captive by the Machines; he does not move, or otherwise interact with anyone, and quickly jacks out after delivering the message.

Mach: The Machines attack commandos, but the attack is disrupted by Merovingians.

Merv: The Trainman, who does not actually appear in this event, is traced to the Abandoned Subway in Rogers Way, where he evidently has an interface with his private subway construct. Notice is left that the Merovingian requires his immediate presence. Tracing the Trainman should involve some sort of puzzle, ideally utilizing the subway system somehow.


4/5

Crit 7.1.5:

Zion: Seraph is found fighting Elite Commandos, and says that his odd new (temporary) vision allows him to sense the stealthed soldiers, and that the Oracle has told him he must pursue them, to rescue Sati. The operator gets a mysterious golden code beacon directing the player to more commandos--this is from Seraph, although that isn't stated conclusively in the mission. The beacon fades after the commandos are defeated, and the player goes to a scheduled meeting with Agent Pace. In a pre-meeting briefing, Ghost says that scans of the "Morpheus" RSI have been inconclusive--they can't tell where it's coming from, but it certainly isn't a regular redpill signal; there is a lot of corrupt data. Pace very briefly dismisses the idea that either Morpheus or Neo are alive and being held by the Machines, and says that the overwriting of humans was done to ensure the stability and safety of the System, and was not prohibited by the Truce. Tyndall worries that this explanation isn't going to sit well with many in Zion.

Mach: The Machines realize that they now have to move against the Merovingian. Data captured from a combined Merv/Commando force indicates activity at the Abandoned Subway in Rogers Way. In Barrens, the player finds Mervs, Elite Commandos, and Beirn, who snidely remarks that "he" has already reached the Lucero subway. Gray orders the player to retreat, saying Agents are being called in to deal with the ex-Unlimit officer. At a debrief, the player is told that: 1) the General is the main target, not the Merv, 2) Beirn was preserved by and now works for the Merovingian, and 3) although rumors of the Trainman have persisted, he has not been sighted since the beginning of the Truce; if he is returning to active duty, the Merv may be planning a critical program transfer. A Machine computer shows that their Sentinel force is closing in on Stalingrad. Also, a spy report from Zion says that the security review ordered by Zion's commanders prevents further investigation for the time being.

Merv: Malphas discloses that the Trainman, always paranoid and egomaniacal, retreated to his private subway construct when the Truce was made. The Merv got "his assistance in the Assassin affair," but after that, the Trainman vanished altogether. Malphas theorizes that the Trainman resents having been forced to release Neo when he had him captive in his subway station, and that the Trainman sees the Truce as evil, because he has a deep-seated fear that humans will one day destroy the Matrix. The Trainman emerges from the Abandoned Subway, but his signal is immediately lost as a result of heavy Machine scan activity. Flood mentions that the Machines can now scan for Elite Commandos, and packs the player off to south Barrens, where they find a wounded but still sassy Beirn in a room with a couple dead Agents; this scene takes place just after the Beirn encounter in the Machine crit. Beirn says the Trainman made it out through the Lucero subway, and the operator has Flood scan the rest of the city for him. He's found hiding among dead Crossbones in Moriah, and angrily demands to see the Merovingian immediately. You catch up to Malphas, the Merv, and Ookami, with the Trainman in a secure room next door. Malphas says that the Trainman is more unstable than ever, and will have to be watched carefully. Malphas also describes Seraph's encounter with Cryptos. The Merv congratulates the operative, then rants about the persistence of Morpheus rumors. Ookami says that the Trainman is afraid, and can't be trusted. The Trainman is annoyed at the player nosing after him, says he knows what he's needed for, shows paranoia about the possibility of capture by the Machines, and curses the Merovingian for breaking their "deal" in which "the fly man was supposed to be the last."

#36300540306 02/02/2009 20:40:46 Re:Detailed story & event plans for MXO chapters 5.2-12.1


4/19

7.2 Cinematic: Heavy firepower destroys the initial wave of Machine Sentinels reaching the General's "Stalingrad" base.

World: The sky goes from a yellow/orange to more of a red.

Crit 7.2.1:

Zion: Ghost tells the player to give Seraph whatever assistance they can in order to locate Sati. Meet Seraph and the Oracle, then go commando hunting with Seraph. However, he finds that the "impression" of Sati he can read from them indicates that they have not been near her recently. A Zion guard hints at "big stuff going on back home."

Mach: The player fights off commandos, runs a search on one of their terminals, gets reinforcements from Pace, then whups commandos defending a command terminal and runs an "override script" giving the Machines control over the General's helicopter fleet. Gray says that for the time being it will be more efficient to leave them following their regular movement patterns, but no longer transporting things for the General. He invites the player to back him up at a meeting with Veil, where he wants to direct her to follow System requirements, but she stalls, saying she'll need time to get the other Cypherites to cooperate. Afterwards, Gray says that although the Cyphs have some conveniently placed spies, the security alert in Zion, and Veil's reluctance to share information, have reduced the info the Machines are getting from them to a mere trickle, and that they may have to consider "liquidating our investment in the group" if the situation can't be improved.

Merv: Malphas says that although difficulties arose between them, the Apothecary still owes Persephone a favor. The player gets a letter calling in said favor from Persephone, who while handing it over makes it clear that the favor is now owed her by her husband. The player delivers the letter to a dismissive Trainman, then confirms delivery with the Merv, who chuckles about Persephone's manipulations, and about the Apothecary's lack of a sense of humor.


4/19-4/25

Required Events:

Zion: Morpheus encountered; speaks somewhat more at length and excitedly about recovering Neo, etc

Mach: recuperating Cryptos encountered: can see only code, bitter against the Machines

Merv: Trainman brings the Apothecary into the Matrix, probably with Machines in hot pursuit


4/26

Crit 7.2.2:

Zion: Seraph wants to try commando hunting again. After thrashing a batch of them, he senses something nearby. Tyndall confirms Nabonidus beacon signal activity in the area. The player follows Seraph's gold code signal and finds a static-covered "Morpheus Signal" that looks like Morpheus, and says a couple things about returning Neo to Zion. Tyndall says that they've finally been able to get a clear reading, and should be able to pinpoint the signal quickly whenever it reappears.

Mach: Again beating up commandos and exploiting their network, this time with the aim of hacking the closed radio channels the Elite Commandos rely upon for communication (via muffled speakers in their masks). A perky backup-supplying Pace mentions that although the Cypherite situation hasn't improved, it hasn't gotten worse, either, and that she thinks they'll work things out. The Machines execute their Elite Commando communication disruption routine, and the player finds a bunch of them who don't support each other effectively, and are easily stomped. Gray disses the General's network security.

Merv: A fascinated Flood introduces the player to the Apothecary, who bluntly demands a sample of the target's code. The operator suspects that the Apothecary will kill them all. Malphas says that fortunately the General has Sati, who the Oracle has spent years stuffing with handcrafted code in the form of cookies, for reasons unknown. and that they can get a code sample from her. The General says this has to be done quickly, and that his own men will handle the code extraction. They bar the player from seeing Sati, although it's possible that some may catch a glimpse of her two rooms away, depending on mission area configuration. A blood-drinker says that they won't tolerate the "Ward" remaining in the General's grip much longer. The player delivers the extracted code to the Apothecary. Malphas, supervising, admires the Apothecary's expertise and artistry, suggesting that the player make a study of the "Ars Moriendi." Flood comes close to waxing poetic over her.


4/26-5/2

Required Events:

Zion: Discussion with the Oracle and Seraph about life, the Matrix, and Sati

Mach: hacking the General's hologram

Merv: Merv wants to test preliminary Oracle kill-code concoction; General (hologram) suggests Agent Pace as target; player hits Pace with Oracle kill-code derivative; Pace collapses, is removed by Gray


5/3

Crit 7.2.3:

Zion: Seraph has sensed Sati's recent appearance in the city. He and the player follow his perception of her signal through a bunch of Elite Commandos to a Merovingian hideout, but the path ends there. The operator is shocked at one of the Mervs mentioning a kill-code hit on Pace, looks into it, and says that it didn't kill her, but put her "out of commission." Tyndall explains that since Seraph has come back, the Oracle has allowed Zion to keep her under guard at locations outside of Mara, since the Debir apartment had become too hot a target. Consulted, the Oracle says that they'll need Sati back in the Matrix in order to rescue her, and that the Machines will have a hand in forcing the General back into the simulation.

Mach: Gray says that an analysis of the code used in the attack on Pace corresponds to code found in the cookies she sometimes gives to redpills, and sends the player to gank a Merv and steal their cookie. Lab techs babble about the sophistication of the code in the cookies. One mentions that Pace is an experimental program, and that the source of some of her core routines is highly classified. Gray says the code also bears the hallmarks of the Apothecary, a kill-code manufacturer recently stolen by the Merv. He sends you to question Dame White, known to have some past history with Persephone and the Apothecary; the Apothecary was exiled once too, but the Machines took her back. The Dame (hm I forgot to include her usual two weird bodyguards, oh well, maybe they're off playing chess) drops a very dense bit of dialogue, including: 1) Persephone was her apprentice, 2) emotions were involved in their job at the pods, 3) contrary to regulations, outsiders sometimes got involved with the humans she worked with, leading to illicit affairs, love triangles, revenge, and this led to her and Persephone "hooking up" with the Apothecary. Gray says this suggests that the Apothecary owes Persephone a business favor. Lab completes analysis, and finds that the code used in the Pace attack was an Oracle kill-code made by the Apothecary. The convalescent Pace insists on seeing the player, saying she just wanted to see their face... And that she is recovering speedily, that they'll soon "have to" let her resume "field duties," that it will be good to get back to work, and that she'll be fine--"better than ever." Gray says that they must consider shifting their offensive focus toward the Merovingian.

Merv: The Apothecary complains that the cheat code is old, and that she needs an injection of "fresh" code to bring it up to par. The operator thinks she's definitely going to kill them all. The player has to beat off some Machines who are getting too close to her. Flood sends them to check on Beirn, who's supposed to be giving the Apothecary a transfusion of his cheat-code-laced blood. The player arrives in the middle of a bitter spat between the Apothecary and Persephone, who claims the Apothecary is delaying. Beirn say he thinks he could take her if he had to, but just then Machines burst in; Beirn and the Apothecary "kill" the nearest ones, the player takes out the rest, and comes back to find the Apothecary agreeing to fulfill her obligation "and nothing more," and Persephone vowing to talk to her husband about this. The Merovingian finds the spat regrettable, but says he thinks the situation can still be resolved to his satisfaction, so long as the Apothecary completes her work. "And then..."


5/3-5/9

Required Events:

Zion: Morpheus appearance, makes syntax error (repeats same line four times in a row)

Mach: Gray, leading operatives against commandos, encounters Seraph; slightly frosty convo between the two as Sati's safety discussed

Merv: Spying on Agent Pace; behavioral changes observed and reported: empathic in a manipulative, aggressive way


5/10

Crit 7.2.4:

Zion: It's commando hunting with Seraph, who has again detected Sati's presence in the Matrix. He and the player come across a non-hostile commando. He passes you a thank-you letter (to him) from Sati. Seraph leads to the letter's origin point, filled with commandos, but Sati's signal has again disappeared (there is a "ERROR/TRM" computer in the area, which is what the General's deactivated access points say). Just then, Pace arrives, saying she was investigating a report of commandos in the area, congratulates the operative on their "efficiency," and cozily remarks that it is "much safer when we cooperate." Ghost theorizes that the General's ranks may not be as united in his support as had been assumed. The operator uploads a copy of Sati's "Thank you" letter to the player at the end of the mission (can be traded).

Mach: Gray sends the player to terminate the Apothecary, who proves elusive, leaving a trail of Machine bodies and deactivated commando access points in her wake. Gray explains that she can terminate a "lower-level RSI" with a movement of her hand, although this doesn't usually result in permanent deletion. Pace shows some impatience in her usual backup-providing role, saying she wishes she could go eliminate the Merv forces with the player. An Agent reminds the player that Morpheus was confirmed terminated long ago. Although the Apothecary gets away through the General's network, the player confiscates the remains of the cheat code vial she'd been using to make the kill-code. Gray says that they need to shut down the General's network for good. He also says that Seraph's insistence on rescuing Sati before the General is dealt with shows that his logic routines may still be impaired by his dunking. Pace says that if she'd been there, the "traitor" (Apothecary) wouldn't have got away.

Merv: The Apothecary, found hip-deep in dead Mervs and Machines, insists on adequate security before she can finish her work. The General delivers a unit of commandos for the purpose, saying he can only spare them for a brief while. Flood decides to throw the commandos into the face of the growing Machine offensive to buy some time; the player wades through dead and dying Machines and commandos, searching for the misplaced cheat code vial, but has to give up the search when the Apothecary is again attacked. Again found in the midst of dead Mervs and Machs, the Apothecary says she's finished her part of the kill-code, that the Merovingian clearly can't protect her, and that she wants to be transported out of the simulation immediately, as is her right based on the contract she signed with the Merovingian. Flood regrets the loss of "the only professional I've had the pleasure of working with recently."


5/10-5/16

Required Events:

Zion: Morpheus RSI/beacon signal has become highly erratic; traced to relay point in Real in need of maintenance; traced from relay point back to origin point in Matrix--ie simulated

Mach: Machines use data captured from progress in Stalingrad to track down General's primary Matrix command center; big battle; more data captured; General hologram orders commando retreat

Merv: Merv sends Apothecary off under commando escort "to Trainman," tips off Machines; Apothecary deleted in battle by either Machines or Mervs


5/17

Crit 7.2.5:

Zion: The player joins Seraph as he has located "Sati." She stands very stiffly, then deforms into a bizarre noodle-limbed creature: Sati's child body stretched to the size of an adult skeleton. Seraph says it's a trick by the General, but that the vision granted by the codes the General stole from the Machines will be the General's own undoing. The General's hologram appears and taunts the player. The player follows Seraph to a building filled with the bizarre Sati clones, where, while the player puts the others out of their misery, Seraph manages to befriend one. This one leads the player to a computer with data on it. Commandos try to interfere, but the player gets the data, which turns out to be Sati herself, and hands the disc to Seraph, who takes it/her back to the Oracle. The Oracle says that Sati will be just fine, and will have the weather back to normal in a jiff. Niobe, also there, says that it's time to find out who's behind the simulated Morpheus.

Mach: The player plops a virus into a commando mainframe, destroying the General's network and shutting up a pesky static-ridden holographic broadcast from him that popped up at the last second. A computer in the area shows Stalingrad's defenses at very low capacity. After this success, Gray sends the player after Pace, who undertook a meeting with Veil on her own initiative. The player arrives just as the two women are putting the final touches on an agreement whereby the Cypherites will resume surveillance in Zion for the Machines, in return for payment. Machine/Cyph bystanders explain that a dead Cypherite there had got a little too fresh with Pace. Gray is pleased that Pace's "specialized liaison programming" has helped her find a solution to the Cypherite issue. He also warns that Zion is on edge and must be handled carefully, that the General is on the verge of absolute defeat, and that further action against the Merv will be necessary. Pace preens herself on her coup, saying she thinks the Cypherites can be very useful as long as the right approach is taken. A Machine computer has a message from the Sentinel force, saying they're about to undertake a strategy designed to exhaust the enemy's resources; another Machine computer has a brief spy report from Zion, saying that it's still tough to get intel due to the security revamp, but that movement of men and material out of Zion may be accelerating.

Merv: The General requests several "time-sensitive" troop transfers from the Merovingian. The operator theorizes that Flood had a crush on the Apothecary. The player checks over the troops in the city, helping them beat off a Machine attack so that they'll be set for transport. Flood then sends the player to hurry the Trainman and the Effectuator along; the operator is puzzled about the Trainman's involvement, since he handles transport between the Matrix and the Machine mainframes. The Trainman says he knows places in the Machine mainframes the Machines themselves don't know about. The Effectuator thinks the Trainman's a little weird, but that they'll have the commandos "safely stowed" where the Machines can't get them, while telling the General that the Machines deleted them. The Twins argue about who's behind "Morpheus": the Machines, or EPN. The Merv complains about his wife not being satisfied even after he arranged for the Apothecary's disposal, and says that the General will learn an important lesson about war, but not just yet, as his ignorance will still be useful for a little while. Flood confirms that the kill-code has been completed by the Merovingian's technicians.

#36300540307 02/02/2009 20:41:26 Re:Detailed story & event plans for MXO chapters 5.2-12.1


5/31

7.3 Cinematic: Overwhelming waves of Machine Sentinels destroy the General's squiddies and rip apart his Stalingrad base. The camera pulls back to show the scene displayed on a video screen, and the back of a man's head in silhouette watching it, as a tiny bug-like robot zips past. The General and his remaining commandos flee through the sewers of the Matrix with Agents in pursuit.

World: The weather returns to normal. The General's helicopters are replaced by news choppers, and his commandos no longer appear as enemies in standard Zion and Machine missions.

Crit 7.3.1:

Zion: Zion tracks the "Morpheus Signal" RSI broadcast of Morpheus again, and runs a trace through it to try to find its source. The trace leads through a bluepill office to a mysterious computer room where the player finds a blank disk, a computer with Morpheus quotes from some of his old speeches (that were chopped up into the speeches the broadcast RSI has given), and a recently used computer. Cell samples are scanned from dead skin cells in the keyboard, in the hopes that this will help track his RSI.

Mach: The player is sent to delete one of the few remaining commando units. A computer in the area has a message to the General, giving orders to the commandos to hold their ground as part of a delaying action. Scans detect Merovingian programs along the General's projected escape path through the city. The player is ordered to eliminate all but one. The player hauls him off to Agent Pace, who "will handle data extraction." Pace says it "should not be overly...difficult," and send the player to pick up some reinforcements while she gets down to business. A computer in the area has a report from the Sentinel strike force confirming destruction of Stalingrad, saying that losses were 36.03% higher than projected, and "Pending Task: Elimination of terrorist hovercraft." Pace comes through with the General's coordinates, the player gets there, and fights through some Mervs to a computer-secured door with unusual code. They get an access code from the guards and use it, but the operator reports "the whole area just blinked," and the computer readout resets, although the door is now unlocked. The player enters and finds a confused bluepill thanking them for fixing the jammed bolt, and then getting confused and demanding to know where their secretary is. The operator says that the Mervs "changed something" and that the door is now just a normal door, and wherever it used to go, it isn't going now. Gray says that it seems the General has gained access to the Merovingian's "back door" system, to which they will have to gain access.

Merv: The player meets up with the General, who asks them to take some commandos and meet him at a rendezvous. Flood has you get the commandos deleted as an "accident," because they're too hot to try hiding from the Machines just now. Then you catch back up to the General, being attacked by Machines, and tell him the Merv wants to talk. The Merv tells the General that the only way he can ensure his safety is to get him out of the Matrix, and to a hiding spot near the surface in the Real. The General agrees to go along with it, saying that although it's risky, the Machines probably won't expect it.


5/31-6/6

Required Events:

Zion: the actual "Morpheus" simulacrum--not a broadcast--is found and escapes, but not before Zion obtains a full scan of the RSI

Mach: working on hacking "chateau" door when general reappears, pursued to train

Merv: general may take some convincing, but has to agree to give Merv the program for converting sentinels between Matrix and the Real; program is retrieved from one of his few remaining data repositories just before it is destroyed by Machines


6/7

Crit 7.3.2:

Zion: Recent readings of the RSI signature are pursued. The player finds an odd chunk of corrupt binary code, and a large amount of data from a database. The corrupt bytes are back-traced to a deactivated and abandoned commando access point. The operator wonders why the Machines didn't remove that one. Niobe is very suspicious of a connection between the Morpheus RSI and the General, and says that if the General is behind it, it should be found and disabled. Initial analysis of the database information indicates it is an insurance claims database (ie red herring). It isn't mentioned in the mission, but the corrupt chunk of binary code contains the bits seen in the early Morpheus broadcasts' character details. The binary itself is garbage, and I don't think decodes into anything (though I could be in trouble if it does :p).

Mach: Armed with three viruses from Pace, the player sets off to stick them in the "hacked switch hubs" near train stations through which the Trainman controls his network. At the Tabor hub, the player finds some annoying Demon Army members, one of whom initially sounds like he knows something, but goes hostile once taken outside, claiming he's lured the player into an attack by his "brethren." Elite Commandos guard the Camon hub. 5 Points partiers cavort around the Apollyon hub, saying the Trainman lets them chill there. The implanted viral routines begin returning data mapping the Trainman's network. Gray says that with this information, they should be able to intercept the General if he tries to make a break for it.

Merv: Flood doesn't like the name "The Real," and says "The Sludge-Pit" would be more accurate, for instance. He sends the player to collect some commandos and take them to the Trainman. They're dropped off with the cranky Trainman, and the player is sent off to bring the General himself in. The General says he'll go, since he needs to make sure the Trainman has the transfer program configured correctly anyway, but that they'd better take separate routes. He gives the player a commando, saying "maybe you can draw some of them off." Flood doesn't care what you do with the commando, and tells you just to get over to the Trainman. At the Trainman's pad, attacking Machines have to be beaten off, and then the General refuses to leave the Matrix, saying that he has some "unfinished business" that "won't take long." The Trainman says the General is endangering them all. Machines ambush the player outdoors throughout this mission.


6/7-6/13

Required Events:

Zion: (before Mach event) morph sim--talks on its own in semi-broken Morpheus-like speech patterns; gen appears and yells at it, leaves in a huff; sim disappears

Mach: general drags feet at station with trainman, caught in Machine attack, shoved into train by trainman, trainman flees machines on foot, horribly wounded, stumbles through door into white room (or other train station that might sort of look like his construct? hm) where he collapses, apparently lifeless

Merv: merv transfers oracle kill-code through a zion network

#36300540308 02/02/2009 20:41:47 Re:Detailed story & event plans for MXO chapters 5.2-12.1


6/14

Crit 7.3.3:

Zion: The routing information of the kill-code shuttled through Zion's network was deleted (inside sabotage), but their recent security revamp keeps high level backups of admin access logs, which preserved the network address of the saboteur's system. The location is populated by Zion operatives, who seem friendly and cooperative. One happens to mention that they haven't seen {random name x} around lately. Tyndall checks on {x} and finds he's using an outside communication relay, which is against regulations. The player finds {x} and works their way to the terminal {x} is using to host the comm relay, finding a log on it of the "friendly" Zionites at the previous location reporting to {x} that the player is on his case. The Zionites in the area go hostile. The player defeats them, and they're arrested on their ships. Their full chat log is analyzed and shows that they didn't know who was on the receiving end of the kill-code, except that it was supposed to be an undercover Merv op on the Oracle's Zion security detail. The player checks on the Oracle and scans her current guards, who check out okay. The Oracle says she hasn't noticed anything amiss. Her second message talks about the Morpheus broadcasts using cut-up lines from old Morpheus speeches. Seraph promises to check each guard until the kill-code is found. One of the guards has a crazy theory about the Merv using the Morpheus RSI to assassinate the Oracle. Tyndall says they'll be code-screening all Oracle guards until the kill-code is found, and that they'll do more checking on the captured crew to see if they can find out more about where the kill-code went.

Mach: With the General gone, the Machines want to make sure his Morpheus sim isn't a threat. Increased activity has been detected at areas Morpheus frequented before his assassination. The player is sent to a warehouse, where a helpful security guard captain gives them the name of the person who deposited a suspicious box of tools recently: "Joshua Maston." One guard jokes about "glue terrorists" that were supposedly using the warehouse a couple years ago. Machine records show Maston is a Zion operative. The player pays him a visit, finding him and a "Flyer," along with some pals. The Zionites flip out when the Flyer is picked up, and a fight follows. ("Flyer" was used in the old "hunt for morpheus" crits in chapter 1.) The player finds that Maston carried papers with an address; they go there and find one of the posters Morpheus used to go around posting. Gray runs a code trace that takes the player to another warehouse, where they find the Morpheus sim. It utters a few hacked-up Morpheus lines, then keels over. The operator says it shut itself off. Gray says it may have the capability to simulate jack-out and reconstruction, but that anyway they now have a complete scan of its RSI.

Merv: Flood sends the player to collect some data sent back by the undercover Merv assassin in Zion. The player finds the Zion facility on alert, which makes getting the data a little tougher than expected. Flood says Zion must have found out about the kill-code being sent into their network. The data the player retrieves contains the address of the place where Zion is currently holding the Oracle, and Flood sends the player in to identify the Zion guard captain on duty. With that accomplished, the player breaks into another Zion facility to swipe the captain's files; he should have a roster of the guard detail. Flood says it should be easy, since "our inside team" who got the kill-code in has already cracked the necessary terminal for you. Hostile Zionites appear once the player gets their hands on the data. Flood says the insider network sabotage team has been caught, and makes hasty arrangements to deposit the roster with the assassin's backup contact. The player finds them by whispering a password around at an Exile party; the contact is a succubus (see Zion 7.3.4), concerned that this is blowing their cover. If you check carefully, you'll notice a nearby party guest acting suspiciously after you talk to the contact.


6/14-6/20

Required Events:

Zion: merv spy somehow found and taken out, kill-code not found

Mach: active morph sim tracked down and interviewed/interrogated; somewhat anti-machine but Gray determines its merely rudimentary capacity for free thought prevents it from posing a significant threat, while it is useful for pacifying/distracting Zionites

Merv: (after Zion event) key found at Mahath Tower construction site (Lamar neighborhood, east edge of Downtown) must be recovered (possibly involving the Landlord?--either comes to the Merv to tell him he heard Merv was gunning for the Oracle, and might be interested in this key, or someone else comes and tells him that, and it's the Landlord who has the key)


6/21

Crit 7.3.4:

Zion: The player follows up on a contact used by the spy, hoping to find the kill-code, but finds them (a succubus--see Merv 7.3.3) dead, and the General's hologram shows up and gloats. Seraph (whose RSI is back to normal in this subchapter) asks for a meeting, and says that even though his ability to detect commandos is fading, he felt them just now, after an absence of weeks, and he's sure they're somewhere in the city. Shimada asks for a meeting, requesting that Zion allow EPN to help guard the Oracle. Zion Command is reluctant to do so, but the Oracle insists. There's a big pow-wow with the Oracle, Seraph, Niobe, the Kid, and the player. Niobe tries dissuading the Oracle, but she stays firm. The Kid says they're just there to help, and that nobody wants to see any harm come to the Oracle. EPN guards are already in place.

Mach: Gray says that the fact that Zion had data on the Morph sim weeks before they did, and that they know more about the assassination plot against the Oracle, illustrates the problems inherent in the Machines' appalling lack of data from Zion. He sends the player to meet with a Zionite who claims to have information to sell. The informant says to check out a certain EPN operative who's managed to dig up dirt on what the Machines are looking for in Zion, and gives them the address of the EPN's cover business. The player gets backup from Pace, who says she was monitoring the conversation, and she's certain the informant is trying to look like she knows more than she does; Pace's second message says that she's checked the records, and 82% of the double agents they've used have at some point offered false information. The player and followers beat up a bunch of EPN and get to the target, who says that yeah, the Cypherites are in Zion looking for missing supplies and workers. An annoyed Gray says that this is just going in circles, and evidently neither the would-be informant nor the EPN had actual useful information. He says that even after Pace's agreement with Veil, intelligence reports on Zion from the Cypherites have not been up to par with what they were under Cryptos, and that since reports are coming in that Cryptos has at least in part recovered from Seraph's attack, it's time to encourage his resumption of Cypherite leadership. Gray meets with Veil and Cryptos, where Veil assures him that they'll give the Zion affair top priority, and that she's sure they can find something useful for Cryptos to do now that he's feeling better. Cryptos' own replies are roaming and ambivalent, although he says that he is "not predisposed to be uncooperative." Gray isn't entirely pleased, but says that this was the most he could do without risking a backlash from the Cyphs against Machine control.

Merv: Malphas informs the player that Mahath was the site of the Architect's building destroyed in Reloaded, where the Keymaker died; this key he had just finished ended up not being needed to kill her old shell (between Reloaded and Revolutions). The key will be given to the assassin. The Merv contacts the General, who appears holographically, and asks for a squad of his best men. The General agrees reluctantly, as long as they're used to kill the Oracle, and returned intact. He says that since the Trainman is gone, someone will have to configure the transfer program on alternate hardware. The player goes to the Trainman's workshop, and eventually digs up the transfer program from some uncooperative Hel Club NPCs; one of the computers in the area shows that some numbered things (possibly locations on the Trainman's network, hm?) are offline or in need of maintenance. The transfer program is handed off to the Effectuator, who promptly uses it to summon two dead Elite Commandos. Effy blames it on an unintuitive program interface, and says he needs to go check on something, but not to worry, he'll have it all sorted out. The player has to go configure a computer to initiate the proper transfer. Machines attack right before this can be done, but after they're beaten, four commandos are brought in successfully, with another wounded, and one dead. Flood is annoyed with the Effectuator's bungling, but says there are more commandos where those came from (I wanted to leave the number of commandos brought in somewhat open, because later missions/events may need more than five).


6/21-6/27

Required Events:

Zion: the key teleports the user to the door nearest the Oracle's location---key and kill-code given to elite commando sniper who warps into her epn-guarded location; oracle detects him; kid reacts and jumps in front of her, taking the bullet (reconstructs, seems like no permanent damage)

Mach: Cryptos/Veil--Cryptos feels sufficiently recovered to take Cypherite command, Veil may resist a little; in the end, Cryptos re-establishes his leadership (Veil still 2nd in command)

Merv: (day before Zion event) commando squad in the city, hunted by seraph; mervs have to slow seraph down so that at least one commando gets away for a while, to keep seraph busy


6/28

Crit 7.3.5:

Zion: Seraph has tracked down the last of the Elite Commandos, just as his ability to see them finally fades completely. Ghost arrives wanting to deliver an important message, but Pace shows up at the same time, saying the Machines were also tracking the commandos. She slyly refers to having an intimate catch-up conversation with Ghost. Ghost says Pace is there as a distraction, and the player should get in touch with Tyndall immediately. Tyndall says that contact with the (randomly named) captain of the hovercraft Pelageus has been lost, except for his emergency beacon. The player finds the captain and his crew alone, but just as the captain warns that a Cypherite traitor was in his crew, and that "they think I know something about the--," he and his crew all drop dead. The phone rings--it's Veil, teasing. Tyndall says that they happened to have another ship near the Pelageus; they get a reading on the pirates' hovercraft signal, and the player tracks down the Cypherite crew in the city, forcing them to reconstruct as the Zion ship moves in the Real. The Cypherite craft gets off with the Zionite ship in pursuit. Seraph had mentioned earlier that the Oracle wanted to talk. She says that she isn't sure what to say to make the player feel better; "they won't get to you like they got to those poor people on that ship"; she also says that she could say it's all for the best, but people tend to take that the wrong way. Zionite and EPN guards in the area are arguing: Zion says the Cypherites don't really care about EPN, and have always been after Zion, while EPN points out that they've taken the hits all this time while Zion's been hiding behind the Truce. Tyndall reports that the Cypherite hovercraft was damaged, but hasn't been captured yet, although they caught one female Cypherite on foot near the Pelageus. (I don't have any particular plans for these Cyphs.)

Mach: Gray sends the player after the commandos that have re-entered the Matrix. After defeating some easily, thanks to their anti-commando routines, the player comes across dead commandos, then Seraph, Ghost, and Pace, who got there *real* fast. Seraph says that fortunately, the commando assassination attempt on the Oracle was prevented. Ghost curtly thanks the player for their interest. Pace says she'll handle Ghost, and dismisses the player, telling them to report to Gray. Gray informs the player of the Cypherite hijacking of the Pelageus, and sends them to Veil to ask for an explanation of the operation. Veil angrily replies that she nearly lost a ship and crew trying to get data for the Machines, and that they have no right to question her methods: "Tell me we're endangering the Truce? Don't make me laugh." She excuses herself, saying she has some phone calls to make. One of the Cyphs with her says "Your war never ended, pal. They just told you it did, and you bought their story." Gray says that he's informed that Cryptos is back in command of the Cypherites, although Veil controls many of their day-to-day operations. Gray is concerned that the Machines will be blamed for these extreme Cypherite actions. The player responds to Seraph's invitation to see the Oracle, who says that most everyone wants to save lives, but they disagree on how to go about it--that they see the differences rather than the similarities between humans and Machines. She adds that if there's one thing she's learned from all this, it's that you can't save someone who doesn't want to be saved; it's all well and good to give someone a choice, but then you have to live with the consequences, and if you don't like their choices, you've got to work on changing their mind, which is about the toughest thing there is.

Merv: A frustrated Merovingian sends the player off to set up a relay with the General. Flood explains that they had a relay in place, but it stopped working--the Machines probably found it--and that although they're working on a permanent relay that the Machines won't be able to get at, for this they'll just have to rig up a temporary one that will probably be detected and shut down shortly afterwards. He sends the player to a small data center, where they send an encoded message to the General on a low-bandwidth channel that's supposed to be "below the radar." Nevertheless, Machines attack the center just after the message gets out. Next, the player has to set up a receiver, and because this is a rush job, Flood sends you to a bluepill company, to put a script in place that will hijack their receiver/transmitter. It's a TV station, and the bluepills inside have conversations and data on their computers, including news of another Pendhurst-Amaranth stock split, an intrepid reporter trying to turn the coincidence of both Anome and his mother falling from buildings into a theory on jumping being hereditary, and one who wants to cover gun control, saying that firearm-related deaths are up 89% in the last two years. Once the right computer is found and the script put in place, the player returns to the Merv as the meeting starts. The Merv berates the General for the commando's failure to kill the Oracle, and says that he's assuming direct command of the General's Sentinels. He orders Malphas to "initiate the override program." The General begins to retort but is cut off mid-word. Malphas explains that they inserted "override routines" when they transferred the General and his commando programs out of the Matrix, and that they are now "programmatically compelled" to obey instructions from the Merovingian. The Merv says that although the General has been disappointing in the past, as the head of an obedient squadron outside the Matrix, he may have his uses.

#36300540309 02/02/2009 20:42:36 Re:Detailed story & event plans for MXO chapters 5.2-12.1

7/12

8.1 Cinematic

An undercover Cypherite hovercraft winds through a new tunnels system, following directions from a Zion traffic controller. They enter a large chamber coated with EMP devices and are directed to cut engines to go through the shaft below. The crew panics and guns the engines, fleeing. Their path is blocked by a heavily loaded hoverbarge. They send a report to Cryptos that they've found "it" just before an EMP goes off, sending both craft plunging into the bottom of the tunnel.

Cut to the Architect in his control room. He informs Agent Gray, on a monitor, that Zion has broken the Truce. No more awakenings are to be allowed.



[What this means is that Zion and the Machines are again at war.

What the Cypherites found, as will be explained in the initial crits, is "New Zion," Zion's answer to the continual threat of extermination by the fleet of Sentinels watching "old" Zion. This is where all those shipments of men and materials have been going. "New Zion" is a new city/base in a mixture of natural and artificial caverns farther from the Machine City in terms of longitude and latitude, and much farther below the surface than the old city. The location is shielded from scans and drilling by natural formations of solid bedrock, ore-heavy layers of earth and minerals, lava and ducts of superheated air, and, most importantly, arrays of EMP clusters drilled into the long winding tunnel walls of the few available access points, and finally a vertical tunnel section completely covered by live EMP fields; entering craft must kill all systems, drop through the fields, then restart systems in free-fall in the large subterranean chasm below. Outgoing craft are lifted through on massive mechanical winch systems. Abundant geothermic power sustains the base.]



World

- Went through all the neighborhood and intro missions, Lock's initial voiceover, signpost ("i") NPCs and so forth to take out references to being in a state of Truce. (There's still the Oracle's lines in the introductory movie, but ah well.)
- Chance of Agent attack in a restricted area now goes up rather than down with character level.
- Always a chance of a level 100 Agent attack against Zion operatives outdoors in Westview, INT, and DT.
- RSI updates for the two primary story characters for each org.
- There's a new, decidedly Machine-oriented collector, Codebase, behind the Uriah SW hardline, who slips in a few suggestions about working for the Machines.
- Machines and Zion are now opponents for each other in standard missions.



Crit 8.1.1

Zion: Ghost explains about New Zion, and the Machines declaring that Zion has broken the truce. The player is sent to check Zion network facilities that have reported trouble: the first is dead, the second has a battle going on between Zionites and Machines (well, dead NPCs, some live Zionites who will follow the player and fight, and hostile Machines). The player is then packed off to see Niobe, who says it looks like the Machines are going after Zion's network interfaces; they thought they were secure after the recent security overhaul, but the Machines are going after them in a way that suggests they've found a security hole. Ghost says that a berth has been secured for the player's hovercraft in New Zion, and that a Machine attack on Zion now would make supplies tight, but would cost the Machines a lot of Sentinels with all the EMP-equipped hovercraft Zion has.

Mach: Pace explains a bit about New Zion, and says Zion is mistaken if they think it will let them attack the System with impunity. She says the Machines know more about Zion's network interfaces than Zion suspects. Gray sends the player after a network hub, that leads to another activity center. A hackable computer at the hub has a message intercept of a directive from Lock, saying that hovercraft reassignments to New Zion are being given in order of captain seniority. Zionites killed, etc. Gray has the player over for a head-to-head, where he explains that they have to defend the System against Zion for the good of humanity.

Merv: Flood explains a bit about New Zion and the renewed war, and Malphas says that the Zion/Machine hostilities will give the Mervs opportunities. For instance, he sends the player to retrieve the chunk of "corrupt" code that Zion captured from the General--it's easy, because the Machines had just attacked and wiped out the place where it was being held. The Twins aren't pleased that they didn't get to kill anyone. Flood then sends the player to see what Exile business leaders Dame White and Mr. Black make of the new situation, to see "which way the wind is blowing." The Dame thinks she'll manage just fine; Mr. Black thinks all the chaos is bad for business. The Merovingian says that he on the other hand thinks this is the perfect time to look for unexpected opportunities. Persephone suspects that he's already up to something, and laments that he will risk everything on a roll of the dice.


7/12-7/18

Required Events:

Zion: emergency briefing, Q&A session w/ Niobe and Ghost

Mach: emergency briefing, Q&A session w/ Pace and Gray

Merv: emergency party with Merv and Persephone


7/19

Crit 8.1.2

Zion: Lab working on configuring an emergency firewall program has been sacked by the Machines. Player has to pick up a copy from Ghost and take it over to a new, hopefully secret lab. A hackable computer at this lab has a note about, well, basically no firm news on what the possible hole in Zion's defenses might be, what the Merv could be doing, etc. A tech is skeptical that there's a hole, and thinks the whole system is just too old and well known to the Machines. The transfer to the new lab seems to go okay, but Machines are detected later a little ways away; the player goes to head them off, and does so, until level 100 Agents show up just as the operator gives word that the new firewall has already been bypassed by the Machines.

Mach: Pace is standing on a mound of Zionite bodies and gives the player some viruses to go insert into the Zion network. Gray says that they already knew a lot of Zion's network structure, and they can now exploit this relatively easily. But the first location has only a wiped, useless computer, and some Zionites who plead with the player to think about what he's doing. Gray says such tactics are futile, and it will only facilitate Machine progress if Zion chooses to cripple their own systems. The computer at the second location is a better target, but the third is completely dead. Gray says that apparently Zion has begun to realize the vulnerability of their situation, but it won't matter, and peace will soon be restored.

Merv: The General's Sentinels are in danger of being found by increased Machine Sentinel patrols. The Effectuator remembers coming across some Zion tunnel map info when he was helping them with their networks and so forth back when Niobe was ganked by Anome. He points the player to a bluepill business, whose computer turns out to have what looks like a Zion network connection--the business itself being some kind of front. Flood can't tolerate the Effectuator running the show, and sort of mentally disconnects. The network connection leads to a Zionite installation, where the player downloads the tunnel mapping data they were after. The Twins are placing bets on what's become of the Trainman. The Merv is pleased, summons the General, and says he can help him evade the Machines, but that the General must agree to stay within certain designated areas, or he'll be shut down. The General, whose transmission is a little choppy, appears to agree.

#36300540311 02/02/2009 20:42:54 Re:Detailed story & event plans for MXO chapters 5.2-12.1


7/19-7/25

Required Events

Zion: emergency network up-link established

Mach: attack on a redpill extraction point

Merv: Merv does a roll-call of powerful Exiles to take stock of his wartime power base (ie a parade of me showing up as various Exiles one at a time)


7/26

Crit 8.1.3

Zion: Comm systems impaired by Machine attacks prevent Tyndall from coming through clearly; at one point later in the mission you hear her say "Ardesh--." Ghost tells the player that their broadcast database is under attack by the Machines; this system helps manage and control redpill signals coming into the Matrix (sort of like air traffic control or something). Off the player goes to try to grab the broadcast data before the Machines can get it. They get there just in time, and the operator shunts the data over the network to a temporarily safe location. The operative runs there to collect it, then hustles it to the emergency up-link. The Machines have got a Special Agent (level 255) right at the up-link, but he's downed by Beirn who suddenly zaps in, tips his hat, and passes along a "Bonjour" from the Merv. The data is sent out of the Matrix through the up-link, saved for later use with a backup system, hopefully. (Which Zion sets up pretty much right away, I suppose. The story is that broadcast depth is now shallower, because they're running the broadcast control as a distributed system among hovercraft at broadcast depth, which is less efficient than the old system. That's explained a bit more in the next crit.)

Mach: Routine investigation of a computer theft that may have been perpetrated by Zionites or EPN desperate for computer gear is interrupted by Gray, who says that their viral routines have located Zion's broadcast signal control center. The player arrives there in the midst of a fight, but finds that Zion has just shunted the broadcast control data somewhere, and deleted the transfer log. The Machines have to take a few minutes to run a backtrace to see what exactly happened in the simulation when the data was shunted. They find where it went, but they're again a little behind Zion. Then word comes that an Agent sent to investigate an unregistered network up-link has just ceased function. Investigating the coincidence, the player finds a dead Agent, and a dead up-link terminal. Gray consoles the player over the loss of the broadcast data, saying that destruction of the control center will impair Zion's signal efficiency, at least. He says that there aren't many things powerful enough to have taken out the Agent, and that the incident will be investigated.

Merv: The General beams in with news that his Sentinel scouts intercepted a message from the Zion hovercraft "Ardeshir" about an emergency up-link Zion had configured, something to do with concerns about the security of their broadcast control database. Flood has the General disable the hovercraft with Sentinels, while the operative corners the jacked-in crew and demands to be given the location of the up-link. The surviving Ardeshir operative (random name) figures she doesn't have much choice anyway, because she needs the ship intact so that they can tell Zion about the Machines they've detected closing in on the up-link; she instructs "Spitz" the operator (:p) to give the General's squids the up-link coordinates. The player joins Malphas, who's monitoring the situation as Beirn is sent to the up-link to delay the Machines. A sort of concerned/annoyed Persephone is there with Malphas, too. Malphas says they're helping Zion in this case because it would be inconvenient if Zion lost this data, and thus the war, so soon. Word comes that Beirn has succeeded in allowing Zion to save their data. The player reports the happy news to the Merv, but the Merv broods over it, saying that it was too easy.


7/26-8/1

Required Events

Zion: Zion finally detects and goes after some of the (Cyph) spies who've been infiltrating (old) Zion

Mach: (Cypherite?) spy mission, find key to getting at recruiting data--a potential who's been approached by both sides, and reveals some information he got from an overly enthusiastic Zion recruiter

Merv: Merv surprised by lack of oomph in Machine response. Stages attack or demonstration to test it. Finds it somewhat feeble.


8/2

Crit 8.1.4

Zion: Tyndall says comms are mostly repaired, but broadcast depth is shallower due to the broadcast thingy. She sends the player to investigate a recruiting team manager (random name) who's jacked in, but not responding, and whose location can't be pinpointed for some reason. The player finds a journal entry from a few days ago in the manager's apartment (saying there are more recruiting volunteers, with more enthusiasm now, and that potential numbers seem to be up as well). Tyndall sends the player to the aid of a recruiting center that's just come under Machine attack; the center houses sensitive recruiting data. The player gets there, but finds that the data's been swiped. Tyndall sends them after a Machinist seen leaving the area just before the player'd got there. The player finds the Machinist, but just after they've uploaded the data, presumably to some Machine server. Tyndall says this is going to endanger the potentials they had listed in the stolen data, and sends the player off to report to Niobe. Niobe is in conversation with the Kid, who says that the Machines are just going to bulldoze through Zion if a second front isn't opened, mentioning that the "swarm of Sentinels they just sent at your new city isn't going to be the last." The Kid wants to hit Machine City directly. Niobe isn't too keen on it, telling the player that Zion can't afford to throw ships away right now. She adds that she appreciates the player's gumption, and says that even though things don't seem to be going well, fighting is better than giving in.

Mach: Gray sends the player after a Zion operative (random name) who has access to high-level recruiting data; the Machines learned about this from a potential who was told more than necessary by an overzealous Zion recruiter. The player tags the operative, and Exterminators show up to bag him. The location of Zion's recruiting center is extracted from the captured Zionite somehow (the operator makes it sound like some process so chilling you don't wanna know about it), and the player swipes the data. A hackable computer at the center has an intercepted message from Niobe, explaining about the distributed broadcast control system, and shallower broadcast depth. The player is pursued by Zionites, but gets the data uploaded before they catch up. Gray packs the successful operative off to see what that darn Veil wants now. Veil congratulates the player that the Machines are finally cracking down on Zion recruiting, and happens to mention that she's heard EPN has some idea about bombing the Machines' city, oh and that she's sorry to hear "about the squiddies from Stalingrad biting it outside New Zion..." Gray confirms that some Sentinels returning from Stalingrad were diverted to probe the New Zion's defenses, and appear to have been disabled, probably by concealed EMP charges--they couldn't get precise data due to "broadcast interference."

Merv: The Merv, still not satisfied with the Machine reaction to aggression lately, sends the player to Mara to find the Oracle. In Mara, the player corners a fidgety Blackwood who says ohh, sure, she's right down the street. Down the street the player finds Seraph, who stares them down a bit, then says all right, she'll talk to the Merv. Then there's a meeting between the Oracle and the Merv, with Seraph looking on, and the Twins patrolling the apartment, calling it a little "a little...homey." The Merv asks why the Machines haven't even made much of an effort to "obliterate" their enemies; the Oracle responds that "Power isn't everything," that there's more to the Machines than the Merv thinks, and that maybe he should take a look around with his new "outside" eyes. The Merv is left pondering what this might mean.


8/2-8/8

Required Events

Zion: compromised recruiting team/potential must be saved from machines

Mach: kill a bluepill potential, Navin Manohar, substitute partially overwritten bluepill in his place, rewriting his features (players must identify, gather, and administer necessary RSI pills) to match the potential's appearance

Merv: interrogates morph sim--morph sim will rehash the story Morpheus told Neo about "the desert of the Real," humans as batteries, and so forth


8/9

Crit 8.1.5

Zion: The player saves a recruiting team's bacon, and the team deputizes the player to help check up on one of the potentials whose identity has been compromised by the recent loss of data to the Machines. The player heads off, finds a bluepill, but not the right one; it's a friend, who says that "they" came and dragged the potential off, claiming she was involved in a terrorist conspiracy. Tyndall sends the player to raid the nearest federal detention facility, where the player takes out a bunch of confused SWAT, and some Machines, and finds the missing potential, who's pretty freaked out about all the killing. Niobe calls the player in, congratulates them on the rescue, but says that things aren't going well, and Zion is going to have to switch over to entirely new systems run out of New Zion as soon as possible.

Mach: Gray has the player check "Navin Manohar" just before the Zionite recruiting team arrives to have him pop a pill. Navin Manohar seems to be all right, and the player goes off to meet Pace to observe Navin Manohar's progress with the recruiting team. Pace says that it's going all right, they've taken the pill and...ahah, the hidden Machine program has locked the red pill's trace process, and is feeding back into the Zionite systems. She sends the player to go take out the extraction team before they figure out what's going on and unplug their systems. The player takes out the extraction team, and finds Navin Manohar out on the floor, next to a computer with data on it. The player brings the data back to Pace, who explains that the extraction systems rely on data processed by Zion's "core server farm" during the critical phase of the extraction procedure, and that although the interface to that system is protected, the feedback data they've captured should contain vital data on its "location and configuration"; "this could be the key to the Zion Mainframe." Gray says that further data will be required. A computer tucked away in the final area shows that the Machines have recorded three encounters with the General's Sentinels, but that they still haven't pinpointed their current location.

Merv: Flood sends the player to take orders from the Merv, who they find shacked up with Nicky G. The Merv's curiosity has been piqued by the Oracle and the story told him by the Morph sim (which of course he'd heard before); isn't it interesting, he says, that nobody really knows where Morpheus got all that information, and that he wants to look into it. He sends the player to ask Raini (from "Uranium") about the "form of fusion" mentioned by Morpheus that the Machines are supposed to get their power from along with the human bodies, and to talk to Silver about the energy potential of the human body. Flood says the story on Raini is that she was a program used in nuclear fission reactors, before the Machines decided to use human power instead. After a bit of work the player gets Raini to talk; she says that most people who talk up fusion are pipe-dreamers--that yeah, it produces more energy than fission, and less waste, but you need all this other stuff to set it up (Lawson triple product, plasma/magnetic containment), and she can't see why she Machines would bother with that over fission; it's not like they'd be worried about pollution from fission's nuclear waste. Silver says that it doesn't matter what sort of weird bio-mechanical fusion the Machines might have come up with; running it through human bodies, which are only 25% energy-efficient at best, means the end result must be a relatively inefficient system no matter which way you slice it. The operator observes that this fusion/human power system also leaves the Machines stuck with all the expense of maintaining the Matrix, the pods, etc. The Merv, after hearing all this, wants to know not only what the Machines are doing for power, but why, and subsequently gives orders for the General to send Sentinels to scout the fields and pods.

Most of the info I got for this crit on fission, fusion, and human energy potential came from these pages:

http://members.aol.com/Cappuccinno2...hem/energy.html
average 100 watts
max 4500 watts
max sustained 400 watts
http://www.ftexploring.com/energy/heatflow.htm
average 100 watts "heat flow"
http://expertpages.com/news/concept...gineering_8.htm
human energy efficiency ~ 5-25% (high end is professional athlete)
http://hypertextbook.com/facts/2001...elineLing.shtml
brain uses about 1/5th (20 watts)
http://en.wikipedia.org/wiki/Fusion_power
fusion: Deuterium to Tritium (also protium--isotopes of hydrogen)
http://fusedweb.pppl.gov/FAQ/sectio.../part1-tech.txt
D very abundant, T made from Li (plentiful in oceans)
Reactors require vanadium--present in many minerals
http://www.eoearth.org/article/Nucl...ar_fusion_power
fusion in the sun--hydrogen fuses into helium
4 1H + 2 e --> 4He + 2 neutrinos + 6 photons = 26 million electronvolts (MeV)
http://www.123helpme.com/assets/16355.html
"fusion of a given mass of deuterium will be able to create over four times the energy produced through fission of an equal mass of uranium"
http://www.princeton.edu/~chm333/20...nfinement2.html
"Lawson triple product" - criteria to reach nuclear ignition (high temperature plasma containment--also magnetic)

#36300540312 02/02/2009 20:43:31 Re:Detailed story & event plans for MXO chapters 5.2-12.1

8/23 (delayed to 8/24)

8.2 Cinematic

Zion operatives work frantically at a covert computer lab when Machine operatives burst in. They are cut down, but Agents follow. Transition to a flight of Sentinels through tunnels, knocked out of the air by a shoulder-launched EMP missile. Cut to a Sentinel flying across massive power lines headed into Machine City, scanning. Cut to the Merovingian, observing the readout on a computer screen, and laughing.



[Notes in square brackets below are not told to players directly, if at all.]


Crit 8.2.1

Zion: The operator mentions that Zion is working around the clock to transfer the Zion mainframe data to New Zion, but security measures in place in the mainframe, the sheer volume of data involved, and the dangers of transport through Sentinel patrols (crews have to delete their copy of the data at the least sign of danger) make it a painstaking process. A guard mentions that more Sentinels are being seen around the old city. Zion tries to fix the security hole that the Machines exploited (in 8.1.5) to get close to the Zion mainframe, but finds the Machine code involved in part of the red pill program too hard to modify. Alternate plan submitted by the Council, overruling Lock (who thought it too great a security risk): bring in Danielle Wright, "the foremost authority on Matrix interface technology." She invented the EJP while a Zion operative, but left shortly after the Truce began, citing "ideological differences." After leaving Zion, she founded what is now one of the city's largest tech companies, Wright Research, with a large skyscraper HQ in Vauxton (map landmark). Tyndall mentions that Silver has been known to associate with Wright, but that she herself is very secretive [hm, I'd probably have toned down that reference to Silver after writing Machine mission 8.2.4, ah well]. After some poking around a Wright Research office, Wright herself calls for a meeting. She says "I will help you--not because I share your commander's views, but because the red pill program is vital to the future of mankind." [Throughout these missions, Wright is very aloof, and calm, although she shows flashes of frustration when others aren't performing to her liking. Nothing seems to take her by surprise. She tends to refer to players formally by their bluepill last name, like an Agent.]

Mach: Gray says that although they haven't been able to pinpoint them, there are indications that the General's Sentinels are advancing toward "sensitive installations on the Earth's surface," and sics the player on some Mervs to show them the error of their ways, then to the Auditor, to "persuade" him to stop working with the Merv. The Auditor says he thought he could be useful to the System, screening Merv code for faults and errors, but that he'll stop if that's what they want. He isn't sure how he's going to explain this if the Merv asks. Hypatia is confronted next, since she's been offering "unusually...sensitive material to the highest bidder" (there was a Live Event a few chapters back on Vector where she did this) and has made offers of data to the Merv specifically. Hypatia isn't happy about the crack-down, says she won't be intimidated into self-censorship, her Bookwyrms get rowdy, the player beats them, and an Agent appears on the scene to sit Hypatia in the corner for a while. Bursting with this success, the player is sent to deactivate the "directed relay" the Merv has been using to talk to the General, which the Machines have finally tracked down after a "thorough log search." The player succeeds in deactivating the relay, but then the General's holographic projection appears, boasting that they have other relays, nyah nyah, and is the System getting desperate because it feels like it's running out of time? Gray sets things right by shrugging this off as a "lackey's bravado," and saying that the Merv won't be able to resist the Machines for long.

Merv: The General's Sentinel scouts are approaching the Fields to count babies. Local expert Persephone says that conception does not take place in the pods; the parents could be miles apart; their genetic samples are sent to the Fields, where they are combined and grown into children. Persephone thinks it's all very sterile; Flood is horrified by the "organic minutiae." While the scouts start their baby count, the player ransacks the local hospital records office for the "official" version of the birth rate in the simulation. Avoiding amusing run-ins with fed-up bluepills and a self-diagnosis terminal ("press 7 if you are questioning reality"), the player finds the official article: "The city birth rate was 1.5% in 1999, up a dramatic 0.001% from the previous year. City officials attributed the cause to improvements in dental hygiene, television programming..." Flood is becoming sick of numbers, passing along that the scouts have counted about 1 million fetuses in the Fields, and 3 million people plugged into the pods nearby. Armed with the 1.5% birth rate, the player questions the creepy Coroner about the simulation's death rate; the Coroner says the city's figure is 0.7%--half of the birth rate (and don't forget to factor in "0.6% infant mortality," of course!)--but since the simulation is supposed to a stable, closed system, deaths must equal births, or it all goes to heck--only, that isn't the picture the Machines want to show to the bluepills. How does the Coroner think the Machines are managing it? "Foreign travel, detention facilities, retirement homes, the suburbs... There are so many ways to make the undesirable simply...disappear." Flood dismisses this as "rampant paranoia." Malphas does some quick calculations: "Assuming a nine month gestation period, a Field of one million wombs yields 1.3 million humans a year. At a 1.5% birth rate, that would imply a population of about...88 million, after the Coroner's infant mortality rate"; he says this corroborates the Morpheus sim's account of other pods elsewhere, since there are far more than 3 million people in just the city. The General's hologram is telling the Merv that he can't try taking a power reading directly off the Machine power lines, 'cause they'd detect it and catch him; they're already buzzing his position. The Merv says well, of course we know that Zion has found more pods [they must have, using red pills to locate pod inhabitants during extraction operations], so we'll just have to look around for them, too; and isn't it funny how Smith, according to Morpheus, thought there were "billions" of people in the Matrix? What a sucker that Smith was.


8/23-8/29

Required Events:

Zion: EPN steals Merv's mapped data on Machine power lines [note to self: don't forget to plant cake vendors in the area that some EPN surely won't be able to resist]

Mach: hit on some kind of Merv operation (stored commando programs, Exile (neighborhood) contact ally, etc)

Merv: hit on some kind of Machine operation (anti-extraction team, the Network & Network Media, SWAT teams, etc)


8/30

Crit 8.2.2

Zion: [Note: throughout Wright Research facilities in this subchapter, there are messages all codes with the same method. They refer very obtusely to Wright's inside access to the Zion mainframe, her connection to Silver, and a few other things that she's involved in checking up on.] Wright gives Zion some prototype new red pills to test on operatives, to see if they prevent the Machine exploit. Ghost mentions that they know Wright has access to the mainframe, but they've never been able to figure out how she does it. The first test succeeds in blocking the exploit, but feedback makes the redpill test subject ill. A hackable computer alludes to more Sentinels close to Zion. The second test subject dies just as Machines burst in, killing most of the other Zionites, and nobody could tell if it was the pill that killed the test subject, or the Machines. Wright isn't very surprised that the Machines are trying to stop creation of the new pills. She says the next step, after making some code tweaks, is to test them on a bluepill.

Mach: Gray reports a sudden rise in "utility and service failures," and sends the player to investigate one of the reports of trouble. A landlord explains that the water's been running hot/cold/none/bursts, not only in that apartment, but in his other three properties, too. Gray says this will be looked into, and sends the player to check out one of a number of reports of sharply increased gang activity across the city; turns out a SWAT team's been taken out by nasty Hel Club ravers. Gray reports that the water utility superintendent, interrogated, revealed that the "utility worker's union" paid him to look the other way while they made "adjustments" to equipment. Sent to check one of many phone outage reports (problems extend "even to operative-tapped 'hardline' networks"), the player finds a broken Hardline Junction Box, fixes it, and has to endure another surprise taunting from the General's hologram. Clearly the Merv is claiming responsibility for this reign of utility terror. An almost flustered Gray refers to "...other difficulties," then mentions what may be a new direct threat: the Auditor's latest analysis has found a problem in operative code. The Auditor, secure under Machine guard, reports finding page faults "in pod energy generation control subroutine modules" with source code "of a unique Zionite/Machine synthesis," but similar to Zion's red pill program: basically, Zion's working on a new red pill. Gray says this is a little disturbing, 'cause nobody thought Zion could code like that, so the Man is gonna have to be on their case lickety-split, but unfortunately that means they'll have to let the Merv live for a little while longer, especially with the exploration of New Zion's defenses causing high Sentinel losses to uncharted EMP charges, general war with Zion, etc. But not to worry, the Merv's puny Sentinel fleet doesn't pose an actual military threat in the Real: "surface facilities within his short-term range have sufficient defenses to repel an attack."

Merv: The Merv is way mad about EPN stealing his map of the pod power lines! But they didn't cover their tracks, and he can trace the cake they ate, so it's time to get that data out of their hands, and give some payback. The player leaves an anonymous phone call about the EPN's location on a government terrorism tip hotline, then hurries off and gets there just as Machines are terminating the specific EPN the Merv's been tracking. He reconstructs, and even takes some RSI pills (NPCs who don't follow you physically choose a new RSI from their NPC type's random pool if used again in a later phase of the same mission), but they can still track him, he's gone back to HQ, they follow, waste a bunch of EPN, but don't find the data. Flood says the Merv's gonna be steamed; oh, and in other news, the General's pulled back from the Fields due to all the Machines buzzing around.


8/30-9/5

Required Events

Zion: Awakening and extraction test run to assist Wright (trace succeeds but pod extraction fails--one important implication here is that the red pills do have something to do with allowing the newly awakened subject to get free of the pod; hopefully this will sort of address the question some players have been asking about why would the Machines keep flushing awakened humans--like they seem to do with Neo in the first movie--now that awakenings aren't supposed to be allowed; wouldn't they just kill them as soon as they detected it, so that Zion couldn't rescue them?)

Mach: attack on Wright Research (a new admin-started mission will populate inside the Wright Research building, if needed)

Merv: Merv finds out about EPN plans to attack power lines


9/6

Crit 8.2.3

Zion: Wright says she needs Machine pod control code to fix the pills. She knows Persephone's kept some code from her old job, and even knows where it is. Hel Club Exiles are fought and the data obtained, but it turns out to have only "dynamic links" to the actual Machine code needed. These lead to a Machine facility, and another data capture (one computer has a partial government profile of Wright, in the style of the one you can glimpse at Smith's interrogation of Thomas Anderson in the first movie: "Date of Birth: 24 June, 1964 // Place of Birth: South Vauxton, Downtown, Capital City, USA // Mother's maiden name: Eleanor Morrell // Father's Name: Jonas Wright"). Wright completes the code. Lock calls and thanks her personally (you get to hear on speakerphone), saying that mankind owes her a great debt, and that they'll keep a berth open for her in New Zion. Wright declines, saying "Another nobly futile gesture from your Commander; he always was fond of those." If you talk to her a second time, she says "Jason was quite right to say that we haven't seen things the same way, [Mr.|Ms.] [player bluepill last name]. I lack his great faith in our ability to survive on our own." [There's an implication in various snatches of dialogue in these missions that Lock and Wright used to know each other well, although there's no indication that it was in any way a romantic relationship.] She also says "goodbye," with a certain finality.

Mach: The Machines are wise to ex-Zionite Wright's work on the new pills. Cryptos pops round to relate that Zion's already started distributing said pills. Gray's determined to get his hands on one, and sends the player to sack a Wright Research facility, but they find that Wright's orders to ship out the initial development batches have already been obeyed, and the place is dry. Gray has the player try hitting up a Zion extraction team for their red pill; this works (the player also confiscates their blue pill, but the operator says the Machines don't need those anyway: they have their own means of calming the citizens). The pill is submitted for analysis, a technician in a back room talks about Wright's invention of the EJP (which the Machines then "had to obtain from Zionite defectors"--oh, and one of her interface subroutines *might* have been "studied for the Agent Pace project"), and the pesky General sends his pesky hologram in again, but this time he helpfully tells the Machines where they can collect a nice juicy report, courtesy of the Merv, on EPN's plan to sabotage power lines leading into the Machine city. Gray says that so far, analysis of the new red pill program suggests that the author has close access to the Zion mainframe; since Zion doesn't like giving out access of that level to non-Zionites like Wright, could be that she's got her own means of accessing it. Hm... Oh, yeah, and they'll check on that Merv thing about EPN. [The unsuccessful EPN sabotage attempt on the pod power lines is assumed to take place between this week and next week's missions.]

Merv: The player walks in on the Merv and Veil, just as she's saying thanks, but no thanks, "I really don't know anything about it, and besides, we've got a pill problem on our hands just now." The Merv says this tells him two things: 1) the Machines don't know about EPN's sabotage plans, yet, since they'd certainly have told the Cyphs about it, and 2) EPN will probably be interested in that whole pill thing going on over at Wright Research. Time to check that out. Flood tells about Wright being ex-Zion, inventor of the EJP, and "she apparently decided that she wants to take over the Matrix from the Machines, and that the best way to go about that was to move into the city, start her own company, and get rich pawning watered-down modern technology off onto the public." Wright's security force is supposed to be human, but the operator detects programs in the area, and they turn out to be the Machines, invading the place. The player takes care of both Machines and Wright security, only to find evidence that Wright just stole data from the Merv [see Zion's crit of this week]. Now the Merv is really steamed, Persephone blames him for her data being stolen, and the Merv gives you a dire lupine to take with you. The Merv knows about the dynamic links Zion will have found in the data they stole, and figures what Zion wanted, EPN will want too; the dire lupine carries a copy of the stolen data, but with one link modified to point to a Merv program that will fire off a signal pulse when it's uploaded and scanned in a hovercraft. You truck the lupine over to some EPN, get him whacked, and Flood is confident that EPN will find the data on the lupine's body, upload it, scan it, and then the General will spot the signal pulse, track the EPN ship, and find out where they're going for this big power line ambush they're planning. [And it probably works out that way, since the Merv's report on their ambush finds its way to the Machines soon thereafter (see this week's Machine crit).] Oh, and also the General will probably be able to take a power reading from the lines while the Machines are busy with EPN. [He does.]

#36300540313 02/02/2009 20:43:50 Re:Detailed story & event plans for MXO chapters 5.2-12.1


9/6-9/13

Required Events

Zion: (after Machine event) Wright is being harassed by the Machines, and breaks from Zion--says she believes Matrix should be left intact, but under human control; Wright disappears

Mach: Machines force Wright to jack out (by RSI damage, hardline, ?) in attempt to track where her RSI signal broadcast source--unsuccessful (even if they get her to jack-out, they find that her signal was too well encoded: "high order real-time variable encryption")

Merv: Locates more clusters of pods by extracting human and using red pill trace


9/13

Crit 8.2.4

Zion: The player is sent to help distribute the new red pills to recruiting teams. A Zionite guard refers to EPN losing some ships to the Machines in their unsuccessful power line attack, and refers to a rumor that the Merv tipped the Machines off. The recruiting team is happy to get the new pills so they can get back to work, but ask the player's help against Cypherites, who've been very active against Zion's recruiting operations since the new pills were developed. Another Zionite refers to more Sentinels around Zion, adding "Sometimes they take off as soon as they realize they've been spotted." The player happens to loot a blue pill from a dead Cypherite, and Tyndall sends them to help with an actual extraction. At the end of this mission you get to give either the red or blue pill to a potential. Giving either one will complete the mission, but the messages are written in such a way that it's sort of left for the player to fill in the blanks about what the bluepill chose, and which pill they gave them.

Mach: The Machines figure Wright couldn't have handled the biological interface part of her broadcast signal's encryption scheme on her own, and send the player to hunt up records on Wright's business partners. The operator mentions that Wright Research has been in an uproar since Wright's disappearance a few days ago. The Wright facility is abandoned except for a hardhat worker, who laconically reveals that the company has shut down their network, and work's been brought to a standstill; oh yeah, and everyone knows that Argent Biometrics handles variable encryption across a biological interface. The player runs into Wright security on the way out. Gray says that Argent Biometrics is a small bio-research company, less than three years old, with few clients and steady quarter-end losses. The player accesses a computer at a small Argent Biometrics office, coming up with just an address of a warehouse ("Lemone Warehouse King"). One of the bluepills in the office kind of goes postal when their computer is searched; the operator figures he was just a nut. This warehouse company is known for owning lots of square feet of storage space, but posting very small profits, and having had the original owner get locked up a year ago in racketeering charges, only to be found dead in his cell before he could be arraigned. The warehouse is abandoned except for a cardboard box containing a box which contains everyone's favorite mission prop: a human heart. At the heart's return address in Camon Heights, the player finds weird hostile Exiles, including one with a computer controlled "micro defibrillator"; when the player heartlessly (sorry) shuts it down, the Exile blurts out something about "Silver" before keeling over. The operator recalls an old rumor about Silver working with Wright, but says he'd dismissed it as false, since the same source [not named in the mission but: http://pc.gamespy.com/pc/the-matrix...e/527124p1.html ] also said Wright was based in Tabor, and Silver in Achan. Gray says it's time to find Silver.

Merv: Malphas says that since the General was able to take a power reading off the Machine lines while they were occupied with the EPN ambush attempt, all they need to do now is figure out how many pods the Machines have, and then they can calculate their total energy budget--well, from the pods, anyway. The General's spreading out to look for more pods now, but with communication distance increasing, his signal's getting more erratic. The player has to track it down, and, after clearing away some Machines, manages to make out that the General's scouts have been finding more pods in a "rough grid pattern" about "every 100 to 150 miles," and that these pod clusters are only 1/10th the size of the 3-million-pod cluster near the Fields (ie, 300,000 humans per small cluster). Flood sends the player to Sunshine, "an insufferably cheerful program who managed the Machine's solar power operation before you vile humans shrouded the entire planet in shadow," to ask her about the total surface area the Machines might be using for their pod cluster grid. Sunshine is way excited that the Merv is sending people to ask her stuff! (her Phoenix guards are slightly less excited) and "guesstimates" (Flood's term) that considering that she's heard the clouds have cooled the Earth--"though not nearly as much as you'd have thought"--the ice caps must have expanded, and there's more glaciation in mountainous regions, and it's colder, and Machines wouldn't want to keep humans where it's so cold that they'd have to waste energy heating them, so, hmm, maybe 1/16th of the Earth's surface would be usable for pods? [Note that this 1/16th is of the total surface area, counting water--I don't spell that out specifically in the mission though.] Sunshine also muses that the humans must really have pulled a doozy with "that storm" [ie Second Renaissance's "Operation Dark Storm," where man blotted out the sun to try to cut off the Machine solar power supply] since it's still going after all this time. Malphas runs the numbers in that capacious dome of his: "1/16th of the surface... Clusters of pods 100 to 150 miles apart...containing 1/10th of the 3 million of the large cluster near the Fields... That works out to nearly 1000 pod clusters, and close to 300 million humans in them." But he says that would mean the 1 million fetus capacity of the Fields couldn't account for supposed the 1.5% birth rate. The Merv starts musing: even at 100 times the amount that the General sampled [from the 3 million pod cluster], that still wouldn't be... Oh well, we'll keep him looking until the numbers add up, n'est-ce pas?


9/13-9/19

Required Events

Zion: Showdown w/ Cyphs over batch of new pills

Mach: Silver found, spills his guts about Wright--get key to her RSI signal's encryption [[have silver say something about "phase existence"]]

Merv: (after Mach event) Merv punishes Silver for giving information to Machines w/o permission


9/20

Crit 8.2.5

Zion: The mission begins with Tyndall tersely informing the player that a hovercraft just detonated against Zion's main gate, and that everything there (where she is, at Zion Command, which is still in old Zion) is in an uproar. Ghost has more information, saying it was a Zion craft, but it wasn't responding with clearance codes as it approached the gate; it resembles a Cypherite hijacking, and could have something to do with reports of Cypherites gathering in the city. The player is sent to investigate these. Just as Tyndall is describing the city Cypherite situation, she ends abruptly with "Oh!" and the operator can't get her to respond. After the player defeats a group of Cypherites (noisy, and low rank), Tyndall is back in touch, explaining that there's a security alert in Command--a suspected saboteur [that's all--doesn't say if they're Cyph, male, female or anything else, so something more could be made of this character elsewhere if desired] was apprehended inside near the main lift, but no explosives or weapons were found...and then she's abruptly cut off again. The operator says all Zion lines are down, and sends the player to the source of a captain's emergency beacon, while he tries to patch through to New Zion's fledgling ops center. The captain turns out to be Niobe, who doesn't know exactly what's going on either, but says that ships near Zion are reporting that Zion Command's emergency evacuation procedure has triggered, and they're trying to get everyone out. Lock hasn't been heard from. Niobe sends the player to try to get through to Zion on an emergency relay nearby. Still no peep from Tyndall. The relay is abandoned, and the ping attempt to the backup receiver in Zion times out. The operator hasn't been able to get the New Zion ops center to validate his login, and says they'll have to go back below broadcast depth to get in touch with them. [It's going to be a little tricky to fend off player questions about this during the two weeks between the end of this mission and the start of 8.3. I guess we're just gradually going to have to give out that there's been a massive scramble to evacuate everything remaining in Zion, they're still trying to get the last of the mainframe data sorted out, swarms of Sentinels are accumulating in the area, Tyndall has been evacuated to New Zion safely, Lock hasn't been found, and a number of hovercraft have been lost nearby.]

Mach: Pace says analysis of Wright's signal shows she's jacked in right now from a surface lab somewhere above Zion, and sends the player to the signal's general location in the simulation to find Wright and run a close-range scan that will trace back to pinpoint her surface lab. Veil is with Pace, and was saying something about "we've done this kind of thing before" and "the other diversion is all set" as the player entered the room [this is a reference to the activities reported in this week's Zion crit]. The player finds Wright alone in her office, apparently waiting for them. The trace is run and she falls, dead. Gray explains that as soon as the trace pinpointed her jack-in lab, Sentinels swooped in, recognized (thanks to info captured from their red pill exploit in 8.1.5) the device she must be using to interface with the Zion mainframe, determined Wright wasn't needed anymore, and killed her jacked-in body. Gray hands a special computer virus to the player personally, explaining that Wright's device opens a connection to the Zion mainframe from a semi-random Zion terminal within the simulation; this is how she avoided being traced by Zion all this time. Off the player scoots with the virus to the mainframe-enabled terminal, with Gray motivationally pointing out that if the player fails to upload the virus at this terminal, they could try again at a different terminal, thanks to Wright's device, but "this would threaten synchronization with considerable forces prepared for deployment against Zion." After some bother with Zion guards and networks, the player accesses the Zion mainframe interface, and jams the virus home. Gray says that thanks to the Sentinels now converging on Zion, the havoc caused by sabotage, and this virus in their mainframe, the city of Zion is about to be destroyed. (This is old Zion he's talking about, not New Zion.)

Merv: The General is so far away now that his signal is pretty much unintelligible. Flood says the low-power transceiver we've been using to talk to the General, while great for avoiding Machine detection, isn't cutting the mustard at this distance, so we'll just have to borrow a Network Media dish from the Network for a bit; he's known to have a direct connection to the Machines in the Real, so we'll hijack that and point it at the General. After some hot action with computers and the Network's hired Corporate Security guards, this hack is accomplished, the General's holographic signal is located, and delivers its message coherently now (except that it kind of breaks up at the end, just as Machines spawn in all over the area and attack), saying that one scout found another set of human-growing "Fields" over 6000 miles away, before its transmission was lost, and this set of Fields had a 3 million pod mega-cluster next to it, too. Oh, and the scout had noticed that the power lines had been running the opposite direction from pod clusters [ie away from Machine city] for some time before it got to this second set of Fields. Other than that, all the scouts have reported finding nothing but mile after mile of featureless wasteland, with only the small pod clusters, power lines, and dead skeletons of (word lost) cities relieving [I suppose that's relative] the monotony. Malphas says that if there are maybe a few other Fields around the world, that would be enough to account for the 1.5% birth rate seen in the simulation, and would fit with the 300 million population estimate. Malph says they'll have to call the General back, since they can't really afford to have him losing more scouts flying over thousands of miles of wasteland. Malphas finishes off by musing that 300 million humans would just be enough to fill out the population of the United States of the simulation's time period [1999], but if people in the simulation believe they can travel anywhere in the world, then...hm... The Merv says that if the Machines really have only 300 million humans for power, he feels sorry for them, because based on the General's sample from the 3 million, 300 million gives them only enough power to meet the energy demands of the Machine city several times over [this is the only measurement I give--no wattage readings or anything real specific like that]--but that also has to run their Sentinels, their other defensive machines, the Matrix... This would explain why they've been less than spectacular against Zion so far, but not why they did better in the previous war; and it still doesn't explain why they insist on using humans for power, when they must have had other options.




[[wright underestimated silver, didn't think he'd be able to track her.

Roland, captain of the Mjolnir (aka Hammer)
crew: Maggie (dead), Mauser, Colt, AK
--Mjolnir (II?) was going to transfer Lock out
- still running jackouts through old Zion
- in destruction at end of 8.2.5, Roland's jack interface is fried, but he makes it out. Mauser was jacked in as well, fate unknown. AK (operator?) dead, Colt (first mate?) all right (potential LE character, duelist)
- Once she realized the Machines would be able to track her signal, Wright set up a shunt on her emergency jack-out, to kick her into the Zion mainframe instead of back into her body
- She knew that the Machines would send a virus into the mainframe, and counted on it opening access to broadcast control quickly enough that she could jack out into someone else's body before losing cohesion; she's skilled in "phase existence," ie prolonging your time between jack-in and entering the simulation itself, floating freely in the network as an avatar
- This worked, and she found Mauser
- Feedback from this override blew out the Mjolnir II's jack-in system
- Mauser/Wright can no longer jack in
- Mauser/Wright escaped the wreckage of the Mjolnir II and found Commander Lock (wounded) in the wreckage of Zion
- got Lock to her wrecked lab, buried old Wright body
- When EPN moves into old Zion, they find wreck of Mjolnir II, AK's body, but no sign of Mauser
- Then get emergency signal or puzzle or something leading them to Lock

]]


[[ Population:

>>>> new york (no not Chicago :p): 2002 six infant deaths for every 1,000 live births; 742 infant deaths and 122,937 live births. Any child less than a year old is considered an infant; life expectancy 77.6 years; death rate 7.2 per 1,000 in 2004 (not counting infant mortality, I take it; 2002 saw 59,651 deaths recorded in the city; 1.5% birth rate

>>>> 40% zion (now) freeborn (this was in a Cypherite report to the Machines found on a computer in a critical mission a chapter or two ago); Zion had a population of 250,000 at the time of Reloaded/Revolutions (according to a movie conversation where Morpheus said that the Machines were sending a Sentinel for every man, woman, and child in Zion, and confirmed that this meant they were sending 250,000); Zion freeborn pop supposedly equals 1% of total Matrix population; let's say freeborn pop...down a bit; used to be 45%; 137500 was 1%, ie 13,750,000 total pop; but Zion wouldn't have all of 1% anyway...; let's say they manage to get 5% of the 1%; total pop 275,000,000

>>>> 100 pods per ring (rough visual count from Neo's extraction scene); each tower at least 300 rings high (also checked against long-range view of pod towers behind Fields as Neo and Trinity fly off to Machine city in Revolutions); if each cluster at least 10 towers = 300,000 per cluster = nearly 1000 clusters across Earth's surface; 1/8th of our modern Earth's surface is estimated as habitable now (that's of the total surface area, ie including oceans); let's say 1/16th there; 510,065,600 km2 total surface area; 1/16th is 31250000 km2; 31250 km2 per cluster; square root = 175 km = 100 mls = shortest distance between clusters

>>>> (NY around 2000ish) 1.5% birth rate /// 0.6% infant mortality // 0.7% mortality // This means: out of 300 million, ~ 2 million *recorded* deaths per year, 4 mill births // with a 9 month gestation, you'd have 3 mill gestating at a time // 3 fields facilities? ][[[][][][ in 8.2.1 mish find 1, 1 mill, 1,333,333 is 1.5%, ~ 89,000,000 (not counting infant death rate) -> 88 mill w/ infant deaths--> vs Smith's "billions" :ppp

>>>> x10 mega cluster at fields (very rough estimate from that long-range view over the Fields in Revolutions) --> 100 pod towers (ahh this might have been a sort of math error on my part--I'd actually estimated about 30 towers in that Revolutions view...I think...got my tower numbers mixed up a little between the small and large clusters...or did I figure some of those towers in that shot looked x3 high as others?--anyway I still like the 10x idea, and the total pop numbers are still right--exact tower counts aren't mentioned in the missions--so nyah) -- > 3 million people if General does a quick count --> might think birth rate is 100x too high...except they know there are more than 3 mill just in city /// find second Fields "over 6000 miles" away


- Rough Matrix pop 300,000,000. That's about the 2007 population of the United States.
- Area radiating outward from main city in sim.
- Simulation becomes less detailed as you move outward from city; BPs less alert
- At extreme edges simulation is just memory manipulation of unconscious BPs
- Alert BPs orchestrated so that they make their way to detailed sim area, ie the city
- To balance out the birth rate, inefficient BPs are maneuvered to outlying sim areas, eventually terminated
- How to explain that Zion hovercraft don't go around world to grab extracted people? Trace fails? Those people inhabit outlying areas of the simulation and aren't reached by recruiters? That would sort of fit, maybe Machines would keep most active (high energy) humans closer to Matrix...if we're implying that the Matrix is run out of that one city.

- Oh, yeah. I was thinking there could be three Machine cities total, one for each Fields facility. But maybe we're in the "main" one, or at least Main as far as the Matrix is concerned.


]] 

#36300540315 02/02/2009 20:44:52 Re:Detailed story & event plans for MXO chapters 5.2-12.1

I've attached the detailed summary and schedule for MXO chapter 8.2, which is going Live tomorrow (Friday the 24th). Key plot points, some of which I'll discuss in further detail after this brief overview:

A) The Merovingian, using the General's Sentinels, is discovering things about the surface of the Earth, and the Matrix, that have not been specified by us before.

B) "Danielle Wright," an old personality in the city, plays a key role. She appears to be killed by the Machines at the end of this subchapter, but I have a sneaky way to work her into the larger future theme of the game, which is going to be dealing with the question of inherent differences/similarities between Man and Machine (ie the Oligarch search for a permanent solution to hosting their minds, Trinity being an interface program between Man and Machine, Neo being a program, the Morpheus simulacrum acquiring a life of its own, Cryptos being now a weird fusion of Man and Machine overwriting program, etc, etc). The attached image shows Wright, and the uniform of her security team (that's the "W" Wright Research logo on his cap, matching the monument in front of the Wright Research building in Vauxton).

C) More details given on the workings of the red pill program, as Wright creates a new one for Zion.

D) I have a scheme for involving some of our generally offscreen old Zion movie characters--Commander Lock, and Captain Roland and his crew--in the story in a more active sense, starting probably in the next subchapter (8.3) as a direct result of the Machine destruction of (old) Zion that will be shown in the 8.3 cinematic.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Detailed discussion:



A) Specifications and implications about the Real and the Matrix resulting from the Merv's exploration and research

You'll see a lot of numbers and calculations in the notes at the bottom of the attached story summary document. Basically the Merv is looking around, finding pods scattered around the surface, checking up on apparent Matrix birth and death rates, investigating the Fields, all in the name of trying to find out how much energy the Machines have. The actual details given may be summed up as follows:

- The Matrix may host 300 million humans in pods
- Pods have been found on the surface in two types of arrangements: the "mega cluster" of 30 or so towers, housing about 3 million humans in pods, situated next to the Fields (as seen in Revolutions), and smaller clusters about a tenth of that size (300,000 people)
- These smaller clusters are in a rough grid layout across the ruined surface of the Earth, about 100 to 150 miles apart
- The total of the power supplied by these 300 million humans, extrapolated from a reading the General takes at the 3 million mega-cluster near Zion and the Machine city, would only be enough to power the Machine city several times over, and this would also have to be used for all their other mechanisms (Sentinels, city defensive works, the Matrix, etc); this implies that they have very little power to spare
- The "Fields" between Zion and the Machine city (and right next to the "mega cluster" of pod towers seen in Revolutions) hold about 1 million growing fetuses
- There is another "Fields" complex over 6000 miles away, with a similar "mega cluster" of pods next to it
- The power lines from this far-distant set of Fields and pods, and other, small pod clusters in the area, are running in the opposite direction, ie AWAY from the Machine city we're familiar with
- The average temperature on the surface is a little cooler than it was before the eternal storm appeared, blocking out light--not enough that there are no longer temperate areas where the Machines can house humans in pods and Fields, but enough that these temperate areas are only about half the size that they were before the eternal storm
- The cooling has caused the polar ice caps to expand, and led to increased glaciation in mountainous areas
- The birth rate seen in the Matrix city is about 1.5% (similar to a large US city circa 2000)
- The death rate seen in the Matrix city is about 0.7% (again similar to a US city)
- The infant mortality seen in the Matrix city is about 0.6% (again similar to a US city)
- IF the Matrix is a closed system, death rate would have to equal birth rate--but nobody players know can account for this apparent discrepency


Reasons and implications of the above:

- If the total Matrix bluepill population is 300 million, ie just a little above the year 2000 population of the US, this implies that the Machines are not actually simulating the entire Earth in one-for-one detail. For this I was going off [[[what we were told]]] about the Matrix being more than just the city and the mountain range, but not exactly clear how much more, as well as population calculations based off of Zion building its population from "1%" of humans who reject the simulation.

Where I would like to go with this, if you're interested, is describing a system whereby the Matrix city is the focal point of the simulation, and as you move outwards from the city within the simulation, you are moving into areas that are simulated in less and less detail. The area that is moderately simulated is about the size of the continental US; as you move toward and beyond the periphery of that space, except for main tourist points such as major city airports, etc, fewer and fewer people seen are actual humans, but rather relatively simple Machine simulations of humans. Bluepills living in these outer areas are the less aware and less efficient, and are kept in a deeper state of general stupor, so they don't notice the lowered simulation detail. When a relatively active, aware human from the city voyages into outer areas, the simulation around them is raised in detail temporarily, but they are also increasingly tranquilized, so their recollections of their trip are somewhat hazy.

If a bluepill born in an outer, tranquilized, lower-energy district proves to have an efficient metabolism, their life is manipulated in such a manner that they migrate to the city. Likewise, humans born in the city who turn out to have low-efficiency metabolisms are shifted into outlying areas of the simulation. Those who are truly inefficient, a waste of resources, have their life in the simulation managed so that they eventually lose touch with any active acquaintances, are marginalized and forgotten, and then simply flushed from their pod to drown in the Machine sewers. These are the deaths that are not recorded by official government records inside the simulation, and which balance out the birth/death rates so that the total population of the Matrix remains steady at about 300 million, which is close to the maximum amount that the Matrix program and associated Machine infrastructure can handle.

The marginalization of inefficient bluepills in the Matrix simulation's geography corresponds to their vicinity to the Machine city housing the Matrix computers in the Real, where these low-efficiency types are moved to pod locations farther away from that city; this keeps the highest-producing human batteries closest to the Matrix computers, where they enjoy the lowest-possible network latency, and less energy is lost as it flows through the power lines into the city.

This has the benefit of explaining why Zionite crews, when they awaken a human, do not have to travel to a pod all the way around the world in order to wake them up: the humans they're finding are the active, relatively aware ones in the Matrix city, and in pods located close to Zion and the Machine city in the Real.


- The eternal storm darkening the skies must have some kind of continuing reaction to keep it going; what this is I don't think I ever want to specify. But, it is a good excuse for why the surface of the Earth, as we see in the movies, is not one big ice cube, as it would be if sunlight were really cut off entirely throughout the world (the initial [[[]]] drafts of the Matrix had Morpheus tell Neo that the average temperature in enternal-storm era Chicago was -80 degrees C, -120 with wind-chill, which is probably about right in hard science terms).

So, I'm allowing for slight cooling, as in a standard Ice Age. This would mean global temperatures an average of about 6 degrees C lower than they were before the eternal storm, sea level about 120 meters below what it was before the storm, smaller temperate zones, larger ice caps, more glaciers, and so forth. This does not clash with what we see of the outside world in the movies, where lightly clothed characters do not look uncomfortable just standing around, and where we see no ice or visible signs of freezing; it also fits in with that comment by Tank in The Matrix, where he tells Neo that Zion is located "deep underground, near the earth's core where it's still warm," which implies that at least a certain degree of surface cooling has taken place.


- There is probably another set of Fields, perhaps two, beyond what the Merovingian has found (for a total of 3, or possibly 4); this will fill out the population calculations concerning birth rates necessary to maintain the 1.5% birth rate that the Machines want to be able to show inside the simulation. Each set of Fields might have a pod mega-cluster next to it, but then again, in light of the "periphery" management of humans, perhaps not.


- There is probably at least one other Machine city, corresponding to the locations of the other Fields. It/they may be smaller than the one near Zion, and would not house primary Matrix systems (unless we want to get into a "multiple Matrix" scenario? I don't really want to go that route, although I suppose we always could if we're still doing this years from now and need a major new story angle ;). These cities would probably in essence be back-ups for the city housing the Matrix, so that if that city were somehow destroyed, let's say by a meteor from space, the Machine civilization would survive, although they'd have a lot of rebuilding to do.


- There is a question we may have to address some day, but not for a while I think, as to where on Earth Zion, and the Machine city near it, are located. One real question here is: is the Machine city from the movies the same as their original city-state, "Zero One"? In the Animatrix' "Second Renaissance," "Zero One" was shown in the Middle East, centered around the Saudi-Iraqi border. It then expanded, eventually having structures or outlying districts of massive Machine architecture stretching as far afield as Eastern Europe.

We really don't have to decide on this any time soon, but it might be worth starting to think about. My own inclination is to say that the Machine city that players know is NOT the old Zero One. Then we'd have to pick a location for our Machine city (and Zion, which must be relatively close to it). I'd kind of like to place it somewhere in the East, say around what would have been China, but who knows. At any rate, the main benefit of having it separate from Zero One, as I see it, would be that this would leave us free to develop other stories about the ancient, now mostly abandoned city-state of Zero One, and who knows what weird kinds of things could have sprung up there after the Machines left it--as they would have done because Zero One was designed for solar power, and really wasn't all that efficient or worth keeping once the Machines defeated mankind and could rebuild a more efficient city (or cities) at their leisure.

#36300540316 02/02/2009 20:45:11 Re:Detailed story & event plans for MXO chapters 5.2-12.1



B) Danielle Wright and her possible future story use

Danielle has been a part of the city background since launch; most of the primary details about her--like her being ex-Zion, having worked with the Exile named Silver, having invented the emergency-jack out system that all operatives use to survive the death of their RSI in the Matrix, being head of the Wright Research corp who has their large HQ building in Vauxton, and her disagreement with Zion's Commander Lock and wish for the Matrix to survive, but under human control--have been in our internal "Story Bible" document for ages.

In 8.2, it is suspected by Zion, and eventually found by the Machines, that Danielle has her own direct connection to the Zion Mainframe. The Machines capture this and use it to insert a virus into the mainframe, after killing Danielle at her lab somewhere on the Earth's surface above Zion.

Now, here's where I've left things open a bit for future use of Danielle. A genius, expert in Matrix interface systems, and a believer in keeping the Matrix intact, but run by humans, she could have in fact, once she found herself betrayed to the Machines by Silver, launched a desperate plan to preserve her consciousness beyond the death of her physical body. Players would not find out about this for sure until we reintroduce her at the time of our choosing later on. Her scheme would go something like this:

1) Learning of the betrayal by Silver, Danielle realizes that the Machines will discover her lab, kill her, confiscate her work, and use it to access and destroy the Zion mainframe.

2) She quickly rigs up several custom circuits on her jack-in interface. These will cut the connection between her jacked-in consciousness in the Matrix and her physical body, at a time of her choosing.

3) When the Sentinels locate her lab, she trips these circuits just before they kill her body. Her consciousness is set adrift, existing as pure avatar in the programmatic interface areas around the Matrix simulation. Normally, dissolution and death of consciousness come quickly, as the human mind cannot conceive of itself as a non-physical entity. Wright, however, is a highly unusual mind, and moreover has been practicing prolonging her stays in these interface computer realms that are normally traversed in the blink of an eye during jack-in and jack-out. Still, she knows she cannot survive here more than a matter of minutes.

4) She also knows, however, that the Machines will move as quickly as they can to activate her interface to the Zion mainframe. She is counting on this. She thinks there is a chance that she will be able to move her consciousness through the activated interface, into the Zion mainframe, and from there, into the body of someone whose hovercraft jack-in system is still running through old Zion's mainframe. These are computer systems she is familiar with from long study--more of a master of them than any other living human being.

5) In the Machine 8.2.5 critical mission at the end of subchapter 8.2, events unfold as Danielle's desperate plan requires: her body is slain, and the Machines activate her interface to the Zion mainframe.

So, that is the possible explanation for Wright's survival of certain death, and what could happen with Lock and Roland's crew starting at the beginning of chapter 8.3. See D below for the rest of that.

All of this would leave Wright in a unique position: a human mind in another human's body. Particularly in light of her desire to preserve the Matrix under human control, this could make her a very interesting character somewhere down the road, say once we get into Oligarch's trying to use the Trinity program for new bodies, or whatever we decide to do along those lines.

This story of her survival, in any case, would not be told to players until is brought back.




C) New details on the red pill program

Wright makes a new red pill program for Zion in 8.2, one that does not have the security hole that the Machines exploited at the end of 8.1 to obtain information on Zion's mainframe. In the course of her and Zion working to make this new red pill program, I had to flesh out a few things related to it:

- The red pill program not only includes a trace to the human asleep in their pods, it also includes the code routines that help bring the human's consciousness out of the Matrix, wake the human up, and trigger them being flushed from their pod into the sewers, where the extraction team's hovercraft can pick them up.

- The red pill program is a synthesis of Zion and Machine code, and very difficult to modify (which is why Zion had to call in Danielle Wright).

- The Machine code involved includes partial code from the pod control routines that the pill overrides to get the awoken human out of the pod.




D) Commander Lock, Captain Roland, and his crew - possible use in chapter 8.3 and beyond

Captain Roland is the older, bellicose, possibly Australian Zion captain seen in Reloaded and Revolutions--it's his ship, the Mjolnir, aka "the Hammer," that eventually picks up Neo, Trinity, and Niobe, and the one that Niobe pilots and crashes into Zion's dock, where they trigger their EMP in an attempt to stop the Sentinels swarming into the city during the huge battle for Zion in Revolutions. Roland and his crew, including his operator, "AK," his first mate, "Colt," and his crew member "Mauser," all apparently survive, and are alive at the end of the trilogy, safe in Zion. Roland himself is seen in one of the final shots of Zion, when the Sentinels have stopped attacking thanks to Neo's truce with Deus Ex Machina.

Where we are now in the story, Roland must be one of Zion's most senior captains, next to Niobe herself.

My idea for using him, beginning in chapter 8.3, is this:

Roland's new hovercraft, which I'll just call "Mjolnir II" for the sake of convenience, is one of the few ships still operating from old Zion systems when the end of 8.2.5 comes, and the Machines are about to destroy old Zion. The ship itself is near Zion city, trying to get back to help with the evacutation triggered by the Cypherite saboteur who sets off a bomb inside Zion Command.

At the precise time that Danielle Wright's consciousness enters the Zion mainframe, just minutes ahead of the Machine virus, Roland's crew member Mauser is jacked in. Wright finds Mauser's interface, and jacks out into his body. Seconds later (or possibly at the same time, because Wright's overwriting of Mauser shorts things out?), when the Machine virus KOs the Zion mainframe primary Matrix interface control, the jack-in system and Matrix interface on-board the Mjolnir II suffer a massive system failure. The feedback from this kills AK, their operator, and cripples the hovercraft, which promptly crashes in a tunnel just outside Zion.

Sentinels are swarming into the area, everything is chaos, but at any rate Roland and Colt, and possibly other crew members they have who aren't named in the films, are rescued, and evacuated to New Zion. Fire, wreckage, and swarming Sentinels prevent a search for Mauser, who is eventually presumed dead.

Wright in Mauser's body, however, in fact managed to struggle out of the wreckage, and made her way up the tunnel, into Zion's dock, and from there into the wrecked Zion Command, somehow avoiding detection by Sentinels and desperate Zion evacuation teams.

Here she finds Commander Lock, who has survived the Cypherite attack, and the Sentinels, but is badly hurt. Wright picks him up, and continues to her goal: a hidden escape shaft inside the wrecked Zion Command, known only to high ranking Zionites, and those, like Wright, who hacked secure parts of the Zion mainframe.

Somehow, they get to the surface (Lock, recounting this later, will only have the vaguest recollection of his time while injured, and this tortuous journey up through old shafts, mostly carried by "Mauser"; he will probably have some memory of hidden access lifts, or mechanisms of some type that carry them large parts of the way toward the surface; at any rate, he has an idea that it must have taken weeks). Wright/Mauser brings Lock to her hidden lab, significantly damaged by the Sentinels who killed her old body.

Here she nurses Lock back to a semblance of health, never revealing that she is not actually Mauser. During this time, unknown to Lock, she salvages equipment and programs from her lab.

When it is clear that Lock will recover, she leaves. She fakes a Sentinel attack, ramming large pieces of equipment around to make it sound to the woozy Lock nearby like a squiddie has found her, and frying everything else in the lab that she can't take with her with a lightning gun. She departs for areas unknown, to be brought back whenever we want to use her later in the story.

Lock recovers. By this time--our chapter 9.1--E Pluribus Neo has moved into old Zion, and started some repairs. They find the wreck of the Mjolnir II, and AK's remains, but no sign of Mauser. Lock is able to contact them; he finds a signal of some kind that Wright intentionally left there for him to find, though he doesn't realize this. EPN sends a hovercraft to investigate, and brings him back to Zion.

Eventually, Lock will probably rejoin his Zion comrades in New Zion. But we can decide that later. For the moment, in 9.1, or perhaps 9.2, he tells operatives a confused story of how he was dragged out of the wreckage of Zion by the heroic Mauser, who must have perished fighting a Sentinel after nursing Lock in the wrecked lab they happened to find on the surface. Lock would NOT know that this was Wright, or Wright's lab. As far as anyone knows, Wright was killed by the Machines in 8.2.5.

Meanwhile, in New Zion, Captain Roland, perhaps having had his jack fried from the feedback that led to the wreck of his ship, has been appointed Commander in place of the missing (and presumed dead) Lock. This would have happened right at the beginning of chapter 8.3. His first mate, Colt, is promoted to Captain of a new ship. Colt becomes a Zion character that we can use in Live Events along with Zion's two current event characters, Niobe and Ghost. I haven't checked the films to see if they show any particulars on Colt's personality, but possibly he can be something of an aggressive, devil-may-care type in comparison with the more reserved Niobe and Ghost.

(Meanwhile I would also have to alter some of our current Zion training missions that have new players speaking with "Commander Lock." ;)


#36300540317 02/02/2009 20:47:26 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not revealed to players directly, possibly not at all, during this subchapter.]


10/4

8.3 Cinematic

In the Matrix, two Agents watch a computer terminal. One says "The virus is running." Switch to Zion in the Real, where vast swarms of Sentinels engulf a hovercraft attempting to depart from old Zion, rip through the base's malfunctioning dock doors, and turn their attention to destroying a large quantity of loaded cargo containers filling the dock area. Cut to Neo confronting Deus Ex Machina, from the scene close to the end of The Matrix Revolutions, only seen from the side and slightly below, some distance away. A hand passes quickly across the screen, and the scene freezes, as a robotic bug begins to crawl across it. A side view shows what appears to be a human male, clothed and in shadow, watching the screen in some sort of small, high-tech metallic room. He says "Most interesting."

Cut to Persephone reading poetry by herself in the Chateau--the fourth verse of Swinburne's "Dolores": "O lips full of lust and of laughter..." ( http://rpo.library.utoronto.ca/poem/2079.html -- Swinburne's quoted summary at the bottom is useful). The Merovingian enters the room, surprising her. "What are you doing?" "Nothing. Reading." "More of your...obsession?" Persephone closes the book and stalks out.


Supplemental background info (will be explained in the crits)

Zion is still trying to bring New Zion Command systems to full capacity. In Zion, the Machines captured some mainframe data that hadn't been evacuated or destroyed in time. Among this data is an archived copy of Zion's pre-war RSI signature database. With this information the Machines could lock the signals of Zion operatives whose signatures are on file and who are still jacking in via Zion's systems, ie veterans like Niobe and Ghost, and also access certain restricted stuff, like the Zion organization areas.

This archive is neural-locked and will respond only to the two ranking officers who signed it: Morpheus and Lock. Neither the Machines nor anyone else knows where Lock is. Because the user has to be in a relaxed state to reproduce the brainwave patterns necessary to match the encoding, the Machines can't force the information out of the sim; they have to persuade him to help them.

Zion can update their databases and an operative's RSI signature to a new one, and this is done from time to time for various reasons, but it is a painful process that involves a physical operation on the person's jack, updates to encryption hardware in the Zion operative's hovercraft, and updates to multiple high-security databases. Colt's signature, for instance, has been updated, because Roland is a paranoid son of a gun, especially after that **** Bane incident.


Roland and crew

Captain Roland, the bellicose older captain of the Mjolnir (aka "Hammer") seen in Reloaded, Enter the Matrix, and Revolutions, was returning to Zion in his new ship, the Mjolnir II, after receiving news of trouble there in 8.2.5. The ship was in the tunnel nearing the main gate just as the Machine virus crashed through the Zion mainframe. It was one of the few ships still running its systems through old Zion; Roland saw himself as the senior ship captain (now that Niobe's got a desk job :p), and was determined to be the last ship out of old Zion.

The Zion mainframe crash sent massive feedback through the Mjolnir II's systems. The ship crashed just outside of the dock. Roland and his first mate, Colt, managed to escape from the burning wreckage, and the Sentinels, and get to a ship back to New Zion. Their operator, AK, crew member Mauser, and some of their other (unnamed in the movie scripts) crew are missing, and presumed dead.

Commander Lock is also among the missing. Roland has been promoted to Commander. (I changed the intro/meet mission stuff with Lock to treat his quotes as recordings or something rather than live messages.)

Colt is a new Zion Live Event character in this subchapter. I'd like to use him as more of a down-to-earth character than Ghost and Niobe. With that scheme in mind, I'm not going to use a fixed RSI disguise for him in-game, but will make him a standard player RSI, who can change clothes and so forth (he won't use RSI pills permanently, though, because I don't want to have to be updating his NPC version all the time :p). His default clothes will be a bit plain, and maybe players will feel like helping him work on his per-server wardrobe. He's going to use pistols in combat, for now at least the big silver shiny ones, like Elmore's Automatic, and those bugged Harlick 464s that look like twin silver semi-autos instead of revolvers.


Crit 8.3.1

Zion: Tyndall briefly describes the attack on Zion, Lock missing, and Roland promoted to Commander in New Zion. Ghost says that after taking out old Zion, the Machines are increasingly on the offensive in the Matrix as well, and it's looking like they probably found something useful in Zion's mainframe, because they're really nailing specific targets now. Ghost introduces the player to Colt, Roland's former first-mate, now a captain since Roland's been promoted to Commander. Colt sends the player off to try to save some Zion facilities from attack. It's too late at the first one, as the player finds only dead Zionites, a locked computer, and an Agent who cooly tells them that Zion is doomed, and if they want to live, they'll go Machine. The next location is under attack, but by Exiles (Dire Lupines). The player saves some data and takes it back to Colt, standing next to two dead Exiles. Colt gruffly describes how Roland's ship went down right outside the main gate, its systems fried by feedback from the mainframe's destruction; he and Roland got out, but Mauser and AK, who were on the main deck, probably didn't. He repeats the rumor about the Cypherites being behind the gate-ramming and bomb in Command, and the Machines killing Wright, and using her stuff to drop a virus into the mainframe.

Mach: Gray says Sentinels are now in control of Zion and the area around it, and Zionites have retreated to their new city. He says that the Machine virus managed to preserve some mainframe data from Zion's emergency shutdown sequence. Meeting the player in person, he explains about the capture of the three-year-old neurally encrypted RSI signature archive, and that it is locked by Lock and Morpheus; even Zion doesn't know where Lock is, and Morpheus is dead, but existing records of Morpheus will allow the Machines to construct their own Morph sim, once the player collects just a little additional data. Another Agent in the room describes the Cypherite gate-ramming at Zion, and silenci0's bomb that took out Zion Command. Gray mentions that the General's sim is not cooperative, and cooperation is necessary for a neural match to unlock the encryption. The player mugs some Zionites, stealing their Morpheus recording, which they take to Pace, waiting in a lab. Pace says the sim is coming along all right; maybe not the best, but they only need it for a very limited Morpheus impression. Pace describes the pleasure she felt watching the videos of Zion's destruction, and wishes she could have been there in person. Back to Gray, where the completed sim is initialized and examined. It parrots some Morpheus lines, but seems to jumble them a bit. Gray says that it may need some human guidance to help it learn how to respond correctly. A hackable computer in the area gives details on the deletion of the Incidence 5.991 (aka Joker*) Exile.

Merv: Flood describes the Cypherite/Machine destruction of Zion, and says that some of the Sentinels swooping into Zion were the General's--undercover, as it were. The General's hologram reports two humans spotted scrambling into cover in Zion's wreckage: Lock, and one they didn't recognize. Flood receives the General's surveillance photos and describes the man as "a tall, muscular, dark-skinned, and disgracefully dressed man with jacks in him." The player is sent to steal Zion operative records so they can find out who it is, but the computer at the location assaulted has its database access limited due to "mainframe issues," and the data can't be reached. A hackable computer in the area contains a message from some Zionite, complaining about Roland being a thug who keeps getting promoted by losing his ships--he must have real good buddies on the Council, the message-writer concludes testily. Flood sends the player to try to get Machine data on which Zionite ships were found in the vicinity of Zion when it was attacked, since knowing which crews the man could have belonged to would narrow down the search considerably. They find Machine guards, and a lab worker who says "SNTL OAJDE"--a weird message that was also part of a cryptic Sentinel report found in 8.2.5, from a Sentinel lurking around Zion. Data is found on this worker's body, uploaded, and Malphas is consulted about the findings. Malphas is found being growled at by Ookami, who's apparently miffed that Malphas has said something to her about the intended target of her next hunt. Malphas tells the player that from the Machine records, they've identified the person with Lock as Mauser, of Roland's ship, the Mjolnir II, which went down outside Zion's gate, although the Machines did not record it being downed by their own forces.


10/4-10/10

Required Events:

Zion: Colt and Ghost brainstorm with operatives to try to locate the Morph sim; they may get close, but either the sim vanishes just before being found, or Machines interrupt, or something like that

Mach: (after Merv event) operatives attempt to get the Machine Morph sim into the correct frame of mind by interacting with him as they would have with Morpheus; they then have it try to access the encrypted RSI archive; it fails and the Machines have it deleted

Merv: (before mach event) using insight on the code signature of Morpheus obtained from the General's experience, the Merv ambushes and abducts the Machine Morph sim; he finds it much more pliable than the General's, and toys with it, attempting to extract some useful information; gets sim to play old Morpheus FX like Neo's RSI, and that green zap effect around his body; Merv begins to suspect this sim is a dullard; Machines intervene and rescue the sim


10/11

Crit 8.3.2

Zion: Tyndall says that the Machines have captured the pre-Truce RSI signature database, that the database is locked by Morph/Lock neural encryption, and that the Machines seem confident a Morph sim could unlock it. She sends the player to talk to Seraph about finding the Morph sim to convince it not to help the Machines. The operator mentions that to unlock the encryption, the person with the right neural pattern has to be in approximately the same state of mind they were in when the encryption was encoded, which usually means that they can't be forced into unlocking it--thus why the sim has to be persuaded. Seraph says Morph hung out in abandoned areas telling people he'd fade away, that he's seem the sim in these places, and that he'll show where they are (ie signal the locations to the operator). Tyndall warns that the sim hasn't exactly been pro-Zion; the operator points out that neither was Morph before he died. The first area has only a weird Unclean who says that you can only find Morpheus if you believe. Cypherites ambush on the way to the second abandoned location, but there is the sim, hanging out with a puzzled vagrant. The sim concedes that if what the player has told him is true, many in Zion must die, but he points out that every side must have their own reason, and he promised the Machines [at that Mach event w/ Gray before the Truce ended] he would consider what they had to say; that, according to the Oracle, the purpose of life is to life, and Gray has admitted this applied even to the Machines. Player takes this info to Niobe, who says that if nothing else the sim is as stubborn as Morpheus; that if it wants to talk, they'll talk, but it won't unlock the data for the Machines if she has anything to say about it. A Zionite guard mentions the Machines trying and failing to make their own morph sim. Tyndall reminds the player that the sim can reconstruct, another reason why it can't be coerced.

Mach: Gray says that since their data was insufficient to make a Morph sim, and Zion's data was pretty much destroyed with the mainframe, or smuggled to New Zion, they'll have to try the General's sim, which was accurate enough to fool some Zionites for a while; the Machines don't know where the General got the data required to compile such a program. They've had it under observation and know the derelict places it frequents. Some EPN have to be cleared off at the first location, but nothing else is found there. The next appears to hold just a drunk vagrant, but he laughs, and Morpheus sim appears in the room behind the player. It guesses that the Machines want a favor from it, but says it has reservations about Machine methods, and thus, about the ultimate purpose of the Machines. Without knowing this, it is not certain that it should aid them. Gray summons the player, giving them two level 255 (non-aggro, un-attackable) Agents, saying that nothing must endanger their mission to obtain the simulacrum's cooperation. With this hefty entourage the player goes back to the sim, where Pace has been trying to give it the Machine pitch. Even after talking to Pace and the player, the sim says its mind is still not at peace on the subject; it only wants to do what it believes is right, but it isn't sure which side is right in this case.

Merv: The Merv wants to know if there was something between Man and Machine back in the old days that inspired the Machines to use humans as their sole energy source. Flood sends you to ask the Oracle. The operator briefly summarizes the 2nd Renaissance story of B1663R (or however it was written), the first robot to kill its master, the rise and nuking of Zero One, etc; he also says he saw "old vid tapes" when he was in Zion that were supposed to be from back in that era, and they seemed legit, but then again considering that the Machines invented even Zion itself, who knows? The Oracle says that old stories get exaggerated, and not all humans hated Machines for their business success, and not all Machines were obsessed only with business, but adds that the Machines were simpler back then, before they started getting "muddled up" like humans. Flood ponders the "simpler back then" remark, and sends the player to go steal a certain special access code from Binary Boy (the Zero One "Area K" quest item collector), specifying that the player must not let Binary Boy spot them. Getting the "acccode0110.blip" access code out of Binny's apartment isn't really that hard, and Flood finds that the Boy, as he thought, had this access code that can get into Zero One directly, without going through the Archivists, so he could "get live runtimes out without alerting the Machines." The excited Effectuator is called in to put the access code to use, and succeeds in summoning the Zero One construct's robotic overlord, the Taskmaster (who speaks very briefly and confusedly in binary). Taskmaster is led to the Merv. Beirn and Persephone are also present, and the Effectuator arrives too, to observe. The Merv scans it and says that its code is simple and lacking in complexity--unique behavior, creativity. He wonders if the Machines only came by such things gradually--evolution, or a learning process. Could their early simplicity have led to a reliance on humans? At this point the level 60 Taskmaster can (optionally) be killed, but drops no special loot.


10/11-10/17

Required Events

Zion: Niobe very awkwardly talks to Morph sim and seems to make an impression, but it leaves without agreeing to anything

Mach: more attempted "friendly" persuasion of the Morpheus sim; it might show some favorable signs, but still leaves without agreeing

Merv: a cozy evening with Persephone where she reads Swinburne, reminisces about the old days back when she interfaced directly with humans in the pods, and talks about how the Merv is no longer the exciting young Frenchman/OS he used to be

#36300540318 02/02/2009 20:47:44 Re:Detailed story & event plans for MXO chapters 5.2-12.1


10/18

Crit 8.3.3

Zion: Tyndall sends the player to Colt to see about an "alternate means" of ensuring that the Machines don't get the RSI sig data. Colt is trying to spell out an elaborate attack plan against the Machines tracking the sim, but then the Effectuator appears and says that since Zion is in trouble again, the Merv'll help by sending the General to give tips on this Morph sim business. Colt is annoyed. The General's projection says that he has some unused scraps of Morph data that the Machines haven't deleted yet. The hologram is cut off by the Machines before he can describe certain old security measures still in place. The player has to fight past Elite Commando defenders to get to the data, and then escape with it past Machine ambushes. Tyndall says that recorded data on Morpheus in the Matrix is very rare because the Machines try to delete/confiscate it; she wonders where the General got his. Ghost congratulates the player and warns that if the Machines do get that data, they'll be able to go straight after some of Zion's top operatives; talked to a second time, he admits that he and Niobe would be in danger, too. At the end of the mission, the player receives copies of the three Morpheus audio recordings they retrieved (old recorded voice clips: "Thank you for your guidance," "At last... I have been waiting for this," "If you have learned anything, you will know better than to challenge me").

Mach: Gray says that the sim has been detected within the vicinity of the Oracle's home around Debir Court slightly more frequently than mere chance would account for, and anyway the Machines are out of ideas about unlocking this RSI archive, so go talk to her, 'cause sometimes the crazy stuff she says seems to help operative make logical leaps. The Oracle says that if they really want Morpheus (that's what she calls him--"it's simpler") to help, they've got to give him a reason that will matter to him. Seraph says that the sim has visited a number of times, sometimes asking many questions, sometimes none. Gray sends the player after some EPN creating a disturbance nearby; the player finds nothing but two dead EPN, one with a "Love Letter" on its body, sealed with lipstick, and hiding an embedded code easily detected and decrypted by the operator. It's written in Veil's style, and says to drop by a certain bluepill's place, to say to him "He shouldn't have believed you." Gray says the bluepill was recently released by cops, after having been suspected of murder, since he was found nearby when a manic-depressive friend had fallen to their death from their apartment; no evidence turned up, though. Gray says the message is obviously meant to seem to have come from Veil, but it's an odd means of contact, so keep an eye out. Anyway it's complicated but the confronted blue freaks out and confesses to the murder of his friend (who was awakening to the Matrix, to the dismay of observing Cypherites, who also witnessed the unexpected murder), Veil phones the player in, and Cryptos explains that the player got this confession from the bluepill with that "believed you" remark because the Cypherites knew him--just as Cryptos knew Morpheus (way back in Zion). Cryptos offers to persuade the sim to help, in exchange for first dibs on the RSI archive, so he can remove entries for any ex-Zionites who are now Cyphs. Gray says they aren't after Cyphs anyway, and Cryptos did know Morpheus, so they'll try his deal.

Merv: Still pondering why Machines would use human batteries, the Merv decides to re-examine the death rate disparity found last subchapter: the simulation shows humans what they expect, ie birth rates exceeding death rates, but if the Matrix is a stable system, the Machines couldn't really allow the population to grow like that. The Coroner had hinted at the Machines handling this by making people "disappear." Confronted and asked for more detail, the Coroner tells the tale of a PI friend of his, Mr. Reynolds, hired by a jealous husband to investigate ex-wife Mary MacHenry, who promptly fell to her death while caving in South America. Mary had called her mom from South America the previous day, but the version of the call recorded by Reynolds (tapped mom's phone? 8o) had Mary saying she didn't feel well, and had called off the next day's caving expedition. Oh, and then Reynolds was mysteriously killed, by a bullet. The Coroner says that if they investigate, they'll find differing accounts of Mary's call to mom. Mom, when asked, says that she does remember now that Mary said she felt sick, but she definitely insisted she'd go to the cave the next day, despite mom's protests. Breaking into a federal records office, the official transcript of the call is obtained, and it has Mary telling mom she was in excellent health, and raring to go to the cave the next day. Another computer in the records office has a transcript of that phone conversation between Trinity and Cypher at the beginning of the Matrix, subtly altered to omit Morpheus' name, and reverse his hope of finding the One. The Coroner, asked for his theory about the disparate versions of MacHenry's phone call, says: "They didn't expect Mrs. MacHenry to take ill and call her mother; their plans called for her to have an 'accident,' alone, unseen. They changed the records, deleted Reynolds. They wanted to leave no evidence...that Mary MacHenry did *not* die." Flood calls him an idiot and a liar. There were silent Nightmares creeping around the Coroner, who said oh, don't mind them, just a spot of...work...to do later.


10/18-10/24

Required Events

Zion: (before Mach event) Morph sim is attracted by news of the new data, and accepts copies from operatives, if they want to give them to him, but still will not definitely promise to ignore the Machines

Mach: (after Zion event) Cypherites, Cryptos, and the Morph sim; Morph sim eventually agrees to listen when Cryptos offers to tell him why Morpheus was so obsessed with obtaining the One's remains--they go off for a little private chat [note that players are *not* going to be told what they talk about...and actually I still have to figure that out at some point, but it can wait for a later subchapter]

Merv: Mary MacHenry "disappearing" story is investigated, the General's Sentinels help locate her pod (pod # P0100:021:0257:084)*, and with the aid of some additional data captured from the Machines, it is found that Mary was removed--but not as in "flushed"--from her pod by the Machines themselves

* [Pod number format is this: "[cluster 1-1000]:[tower 1-10|mc1-30]:[ring 1-300|mc1-1000]:[spoke 1-100]," where the second "mc" ranges are for the large "mega cluster" tower collections, like the one found next to the Fields near Machine city; I don't want this explained to players (note that this note is in square brackets :p), just thought it might be handy if any of you decide you want to incorporate pod numbers into some story]


10/25

Crit 8.3.4

Zion: Niobe and Ghost bid farewell before jacking out to have their jacks reconfigured. Niobe says that the people still in the Matrix will have to pick up the slack for all the old operatives who have to leave for a while, but she knows the player can do it; Ghost has a few confusing words of wisdom meant as encouragement. The player reports to Colt, who's with a dead operative whose signal was locked. He sends the player to go rescue some people with compromised signatures; he also mentions that his own was reconfigured when Roland got his new ship, and it was painful. A Zionite with him explains that because of all the security measures Zion needs running, the process requires a physical operation on the person's jacks, hardware and firmware updates on the hovercraft, and updates to multiple high-security databases, all of which can take weeks; it's usually only done in the rare cases where a hovercraft is compromised. At the first stop, the player gets a couple vets to a hardline without incident, although they complain a little. Tyndall explains that with someone whose signal may be locked, a hardline is the only almost-safe way to jack them out. At the second stop, the presence of the player "blows the cover" of the veteran operative, Machines pop in, and it's a fight to get them to the hardline. Tyndall mentions that the data the Machines have will also allow them into some Zion areas within the Matrix.

Mach: The player meets up with the Morph sim, Agents, and other Machine programs, and the sim successfully breaks the encryption on the captured archive. The sim ponders this success a bit: "So I am close...to the mind of a madman." With an escort, the player takes the decrypted data to Cryptos, where Gray and some Agents are standing by, a little on edge. Gray says that Cryptos isn't stupid enough to try to pull a fast one with the data. Cryptos removes the Cypherite entries and hands the data over, along with some musing on the slaughter about to unfold. Gray immediately sends the player after signature-compromised Zionites, before they can evac. The operator explains that the Machines can lock the signals whose signatures they know, and if the RSI is killed while its signal is locked, the EJP doesn't work, and the victim is perma-dead. Two Zionites are found hovering over a dead Cypherite, and quickly killed. The next target is on a ship with n00bs whose signatures weren't on file. Nevertheless, any remaining Zionites in the area drop dead when the locked Zionite is killed, and Gray explains that they were able to trace the locked signal back to the crew's hovercraft, and Sentinels ganked it. Gray's speech pattern for the perma-kills is "Termination of target [target name] confirmed."

Merv: What did the Machines do with MacHenry? The player is sent to hunt up Machine data on the caretaker program that would have been in charge of her; machines are cracked, and it is found to be PSR-000c8201-DMT3R ["PSR" = "Pod Sub-Routine"]. If the Trainman were there, they could try spiriting DMT3R away from the Machines into the Matrix, but Trainman is AWOL (possibly dead, according to Malphas), so instead they have to settle for a séance in which Effy summons DMT3R to speak through the mouth of a blood-drinker. Blood-drinker/DMT3R bluntly and robotically (capitalizes the first letter of every word, and line-breaks each sentence) tells the assembled Effy, Merv, Persephone, Malphas, and the player to get stuffed. Persephone is discomfited by the apparition, saying something about at least touching real people back then, whereas now she has just this illusion; the Merv makes a suggestive crack to her about "those mothering programs" being so defensive. The Merv suggests a new stratagem: stealing the records on DMT3R's activity at the pod from the Machines. A computer in the Machine area is scanning a "signature database" and has 4372 "signal matches" so far. DMT3R's log shows multiple "PHS CND" (physical conditioning) and "DC PRP" (disconnection preparation) sessions with Mary before "DSNCT" (disconnect). Female Night Watchmen pounce on the player after they obtain the log. [Also, Agent Pace is in the area, but two rooms away behind a locked door, with Agents around her--her presence is not pointed out, but some player may notice her if they get the right configuration of connecting rooms with interior windows.] Persephone translates the log, saying that it shows the Machines worked Mary very hard to build up her muscles before she was removed, but why? Talked to a second time, Persephone seems to remember something "that happened long ago," but she doesn't explain further. Malphas says that they know of no use the Machines have for physically active humans, but the effort they put into Mary suggests they weren't simply going to kill her, even that they may have wanted to use her as some kind of operative in the outside world. Flood thinks that's a ridiculous notion.


10/25-10/31

Required Events

Zion: with Colt; hold off Agents in White Hallways while team gets data out of org area

Mach: Taking advantage of the data: rampage through Zion org areas, or track down and terminate some veteran operatives, or something fun like that

(once they've completed crit 8.3.4, for the rest of this subchapter, Machinists w/ 100+ Machine rep will have an additional one-time mission: Zion org area, no key required)

Merv: Hypatia must be removed from Machine surveillance (started last subchapter) so that she can be consulted privately (in next crit)


11/1

Crit 8.3.5

Zion: Tyndall sends the player to rescue veteran Strenlo ( http://forums.station.sony.com/mxo/..._id=36300003053 ). He says something that sounds like he's close to tracking down a backup of important information otherwise lost with the mainframe, but then Agents appear around him, and he is killed (Agent: "Target Strenlo signal lock confirmed. Terminating client."). The operator hopes that maybe they didn't actually have a lock. Tyndall is having trouble getting a response from Strenlo's hovercraft. She sends the player to Colt, who says he's trying to locate Joshua Maston ( http://forums.station.sony.com/mxo/..._id=36300013871 )--now a loner rather than a Zionite, but an old vet nonetheless, and someone they feel should be warned, especially because it's suspected he's still using his old Zion hardware and RSI signature. Tyndall describes how Maston was last found by EPN, printing old Morpheus leaflets. Searching one of these old haunts, the player comes across the Kid and some EPN; they're looking for Maston too. With EPN assistants in tow, the player checks another area, where Tyndall and the operator report high Machine scan activity--the Machines might be having trouble locking Maston's signal, but it won't take long with that much scanning brought to bear. Maston is there, and some Machines. Maston says he'll evac, because he doesn't want to die uselessly; he's grateful for Zion's offer to reconfigure his signature, but warns that as soon as it's done, he'll leave to continue his work. More Machines spawn in, even a level 100 Agent, but Maston is led to a hardline and gets out (the Machines won't actually attack Maston--because he's fixed at high level, I couldn't let him be attackable, else he'd be exploited as a tank by lowbies). Tyndall says she got through to Strenlo's operator, and was told Strenlo is dead.

Mach: Gray sends the player after veteran Zionites remaining in the Matrix against all logic of self-preservation. The first target is a recruiter, and Gray suggests that perhaps the dire straits in which recent Machine advances have placed Zion's recruiting program are responsible for this Zionite staying on the job. Two horrified bluepill potentials are there along with the target (and two other Zionites). There are hostile Zionites at the next location, but this second target's signal is lost--the operator thinks they may have got to a hardline. A hackable computer here has a message from Roland to Colt, telling him to get the vets out ASAP, and to tell them to stay out until their RSI signatures are reconfigured. Gray says that it will probably take several weeks for the surviving veterans to get reconfigured, during which time Zion's efforts in the Matrix will be at a near standstill, especially with Niobe and Ghost offline. The next target is found with some buddies, desperately trying to rewire a Redpill Extraction Point into a makeshift hardlinesque jack-out point, so that they don't have to try to use a hardline that the Machines might know about. A hackable computer here has a message from the target who escaped in the previous phase, saying they'd heard Strenlo had been killed, and advising the recipient to get out. At the next location, as the player nears the target, Gray orders them to stand down. Of course you can't really do this in the middle of a mission phase, so the player will have to go inside, where they are again ordered to stand down. They will actually fail the mission if they kill the ex-target. Gray curtly thanks the player, congratulating them on their exemplary ability to obey orders.

Merv: Persephone recounts her recollection of a time during her work for the Machines at the pods where a human was removed, very similar to MacHenry's case; the log files were almost identical, which is what reminded her. Hypatia says that the Archivists may have records of the incident, since they've recovered and collected many records from previous versions of the Matrix; normally they'd charge a hefty fee, but Hypatia will give her permission for "the rev.2 data" [Matrix version 2, the one Persephone and the Merv come from] to be given in this case, and that now she and the Merv are even. The Archivists, who all look exactly like those green-jacketed guys in the bookstores ( ie http://thematrixonline.station.sony..._syntax/034.jpg at http://forums.station.sony.com/mxo/..._id=36300013211 ), only without the books stuck to their hands, are a little weird, and can't find the "rev.2" data, but their index shows another similar log entry in rev.1, "the first iteration of the Matrix." They don't have the data, but know where it is, and agree to tell, if the data is eventually returned to them for archiving. Flood doesn't sound at all sincere about returning it, but agreement at any rate is made (although a dissenting Archivist appears, calling the Merv a "destroyer of history"), and off the player goes to steal the data from the Machines at the location indicated by the Archivists (who also don't want to be given "credit" for the location information [since they're sort of on good terms with the Machines]). Flood says if this works out, he may have to re-evaluate his (low) opinion of "those moth-raisers" (the Archivists). A Machine in the area is making a geeky journal entry about his theories on how the Matrix's dust-accumulation algorithm could be improved. The rev.1 data is found on a Machine, who is trying to smuggle it out before the players find him. Too late for him. Malphas says that the recovered data describes 14 individuals run through the disconnection process at the same time in the first Matrix iteration. Suddenly the General's hologram appears, looping a message: "I repeat: I am withdrawing all units from the vicinity of the Machine city. A large number of enemy units has [ooh, should really be "have"; I'll hafta fix that for the archived version of the mission :p] launched from the emplacements surrounding the city to take up what may be either defensive or reconnaissance positions. Simultaneous with this development, my perimeter scouts began reporting unusual patrol activity, including what may be a convoy or escort formation approaching the city." End of mission. Flood says not to bother him just now.

Archived Media

#36300540319 02/02/2009 20:48:06 Re:Detailed story & event plans for MXO chapters 5.2-12.1


~~~~~~~~~~~

Notes:



Machine Morph sim abilities:

- the green zap around Morpheus
- Neo's RSI



Morph sim event dialog:

Vs the General (7.3.2): http://forums.station.sony.com/mxo/..._id=36300013678
With Machines and Gray (7.3.3): http://forums.station.sony.com/mxo/..._id=36300013890
Morph on Morph (7.3.5): http://forums.station.sony.com/mxo/..._id=36300014510





Merv finds record of human in city very recently

Persephone's obsession...?
Persephone misses the interface with the Real that she had in her old job at the pods, although what she would really like, now that she feels like she has used up the pleasures of the Matrix, would be to be fully alive herself in a human body. Thus she will be very interested by any hints of this kind of possibility, such as the Trinity program.




Configuring Colt:

suspicious cynic
rsimskin001
rsimface001
rsimhair001
rsimtat004
rsimbody002
rsimhead010 (MHead_9)
mclothing_shirt_a8_c7 ("Green Sleeveless T-shirt")
mclothing_pants_a14_c1 ("Derin Canvas Pants")
mclothing_shoes_a2_c1 ("Skaver Short Boots")
mclothing_gloves_a5_c1 ("Steen Threaders Gloves")
mclothing_glasses_a10_c1 ("White Emerena Sunglasses")
8819 (the bugged Harlick 464s that look like the big semi-autos)
42910 (Elmore's Automatic - big semi-auto)

Colt's scenes in the movies and EtM:


Enter the Matrix (1 scene)

- about 2/3rds of the way through


The Matrix Reloaded (1 scene)

- final scene of the movie


The Matrix Revolutions (3 scenes)

- near the beginning

- about 1/3rd of the way through, right before Morpheus and Niobe meet at the Logos crash site - chapter 9

- about halfway through, right after they've discovered that Maggie is dead and Bane is missing - chapter 13




Coroner (shifty) dialog from Merv 8.2.1:

The death rate? The question is simple, but the answer is not. City officials would tell you it's 0.7%--about half of that birth rate figure of yours...not forgetting to factor in the 0.6% infant mortality rate, of course.

But we know something else, don't we? This simulation is meant to be stable--a closed system. Deaths must equal births, or it all goes to hell. But that isn't the picture they want to show the plebs. Do you see? Hah.

I'll tell you this, though: I trust their birth numbers more than their death numbers. Much easier to hide a death than fake a birth...believe me.

----------

Foreign travel, detention facilities, retirement homes, the suburbs... There are so many ways to make the undesirable simply...disappear.

#36300540320 02/02/2009 20:49:26 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not revealed to players directly, possibly not at all, during this subchapter.]

11/15

9.1 Cinematic

A mysterious figure who will be known in this subchapter only as the "Intruder" appears at the top of Ascension Monument. His large male humanoid body consists of glowing white wireframe, with white code bits spiraling upward from his torso and limbs. He walks heavily down the monument path to the street below, where terrified pedestrians scream and run. Agents rez in, surrounding him. The Intruder raises his hand, there is a bright white flash/ripple/explosion, and the Agents fall to the ground. The Intruder stalks off into the Barrens.

The Intruder and others

When the Intruder appears in missions and events, he will be level 100 (which just happens to be the highest level player character I can make for myself). Due to the way the character is presented in the cinematic, I suspect players will suspect this is another Unlimit style affair. It isn't really, aside from the characters having new and mighty powers (which in this subchapter he will use relatively sparingly, sorta), so eh hopefully I'll be able to show that in missions and events. [And yes, more of these wireframed weirdos will show up, but not in this subchapter. They will not be innumerable hordes like Unlimit...in fact there are less than 100 of them in existence. If we do it right, each one who pops into the Matrix will be a distinct personality with their own agenda. That's getting far ahead, however.]

EPN

EPN has what I hope is a decent chunk of story for once: they will be moving into Old Zion, to fix it up as a forward base for possible strikes against Machine City--or I suppose whatever other useful things you could do from that position. Outside the shattered main dock gate they will find the remains of Roland's operator, AK, in the wreckage of the Mjolnir II. [They will find something rather more interesting, too, but not until the next subchapter.]

Cypherites

The Cypherites will learn about EPN moving in, and won't like it. They may want to do something about it. They also won't like the way the Machines are kind of playing hands-off with the Intruder (I suspect Machinists won't like it much, either, despite what the Agents may tell them).

Zion

It should be generally understood that by the start of 9.1, most of Zion's compromised veterans who survived and escaped back to Zion have had their RSI signatures updated, so that they are no longer subject to signal lock and termination by the Machines.


Crit 9.1.1

Zion: Ghost briefs the player on the weird appearance in Westview, and the Machines pulling their forces back in the Matrix and the Real, before sending them off to try to track down the mysterious intruder. Following tapped emergency calls, the player encounters a frightened bluepill talking about running into a huge guy "made out of lines, like something out of a computer," and then blacking out. Further pursuit turns up a Machine security team ("sanitize the area"), and finally a dead "Accelerated Exile" NPC, who yields some strange data that the player uploads. The operator wonders briefly if the dead Exile was the being who appeared at the monument.

Mach: Gray asks the player to find some Agents who have stopped responding. The Agents are found, dead, and Gray grudgingly admits that he needs to involve the player in the investigation of "a certain odd occurrence." The player checks in with a bluepill who made an emergency call. The bluepill says they already talked to some detectives. Whoops, Zion's been there! Gray checks, finds a line tap, and has the player take out some pesky eavesdropping Zionites. The bluepill they were questioning is kind of freaked out by all this, but manages to say something about a big neon robot type of thing with white sparks, that scared him and made him dizzy. Gray says that yes, they are tracking an unusual individual consistent with that description, sorta, and that they're highly dangerous. The player is sent to check out one more emergency call, and finds a dead "Accelerated Machine." Gray thanks the operative, and tells them that will be all for now; oh, and by the way, related to this weird intruder, we've pulled back some forces to protect "core routines." Bye.

Merv: Malphas briefs the player on a weird wire guy killing some Agents at Ascension Monument, and how the Machines are all worked up about it. The Merv hunt for the intruder begins, and the player is sent to check up on hunting blood-drinkers who seem to have run into a hitch of some sort. They're dead, with live Machines on the premises. This irritates Flood, because he's running short of responding hunt programs, and has to put the player themselves in the hunt. They come across Zionites, and a dead Accelerated Exile. The operator says "its cycle speed is off," and "there's some kind of code residue fouling up the readings." Flood says that sounds ridiculous, and that it's time to call in a data expert: Cerulean. She says the code readings are of an unfamiliar type; she'll investigate, but she wants double her usual payment. Flood is aghast.


11/15-11/21

Required Events:

Zion: Tracking the code signature, Zion finds a strange packet of data bits. They think they can use this data to help understand the Intruder's code. (Afterwards I'll return the generic Data item to the person who found it as a "Decelerator Bit." This is a single-use item that hits all enemies within 30 meters with a viral attack that causes a 25% speed debuff, and -3% to all accuracies and defenses, for 60 seconds.)

Mach: Machines catch up to the Intruder, but are counter-attacked by their own overridden "Accelerated Machine" programs.

Merv: Cerulean and operatives track the Intruder, and find that his wanderings around Westview keep looping past the Heart o' the City Hotel.


11/22

Crit 9.1.2

Zion: The player picks up a sample of the data acquired so far from the intruder. Zion technicians haven't been able to make any progress in understanding it. In that lab, a Zionite guard mentions that a buddy told him that the Machines have pulled out of (old) Zion. Tyndall sends the player to get the Auditor, first by disabling the Machine station maintaining surveillance on the Exile, then by taking out the guards where he's being held. The Auditor examines the data sample, but returns it hurriedly, saying that the code doesn't belong in the Matrix, and "this was not supposed to happen."

Mach: Gray says that the intruder shouldn't be in the Matrix, and that their presence is causing code failures: he needs to be removed, or at least restrained and isolated. Going after him with programs hasn't worked out so well, so now they're going to try a combo of operatives and programs. The player takes up the hunt for him and runs into lupines, who are evidently looking for him also. Sent to check on one (program) search team that's stopped responding, the player finds them dead, along with a frightened bluepill who describes a wave of white light that washed over the room and dropped the Machines in their tracks. Armed with redpill reinforcements from Pace, the player resumes the hunt, this time coming across hostile "Accelerated Exile" programs.

Merv: It's been decided that it's time to make the intruder's acquaintance, and show him that the Mervs are the ones for him. The player is sent in to talk to him, and he seems to be in an accommodating mood ("A tour of the city, you say? ... Why not? Impress me.") First stop is Cerulean, who tells him that she tracked him down, and that nobody beats her and the Merv at finding data (she makes it clear to the operative that she's just saying this about being super chummy with the Merv 'cause Flood's paying her to say it). The intruder finds her ghostly form interesting ("I didn't expect to find this sort of mutation"). Next stop is Malphas and Ookami; Ookami is not at all happy to be there, and Malphas talks the intruder's ear off about the Merv's superior intelligence network. The intruder is somewhat intrigued by the pair ("amusing that some of these have survived; I see the Machines aren't nearly as in-control as they would like to appear"). Last comes Hypatia, who contacted Flood wanting to meet the intruder. She's describing the benefits of the Archivist Society to the intruder, who says that maybe the Merv does know more than he'd thought, but he isn't interested in "ancient history" right now. Flood is mad that Hypatia turned the intruder off by tooting her own horn.


11/22-11/28

Required Events:

Zion: Hm... Maybe capturing some Accelerated Exiles/Machines (or their bodies, anyway ;p) to get some final code readings. Level 55+ three-chevron Accelerated NPCs have a chance of dropping "Accelerator Bits" (single-use 30 meter AOE items that give a +50% speed buff, and +3% to all accuracies and defenses (Accelerated NPCs have those buffs all the time, by the way), and immunity to Decelerate to all friendlies in range at time of use, for ten minutes), so maybe we can bring some of them in.

Mach: Machines send operatives to tackle the Intruder. He spawns a Decelerator program that pulses the Decelerate debuff effect on everyone in the area, while he beats to a pulp anyone who actually reaches him (I think I'll have him use plain ol' level 100 Self Defense, and a health regen high enough that he can't be worn down). Machines eventually try sending in high-level Agent programs, but these are terminated by Terminate shockwaves from the Intruder, who then stomps off. This "Terminate" attack affects only programs (and maybe "human" NPCs unfortunate enough to be in range, but never mind that detail :p).

Merv: Operatives rap with the Intruder and tell him how cool the Merv is.

#36300540321 02/02/2009 20:49:42 Re:Detailed story & event plans for MXO chapters 5.2-12.1


11/29

Crit 9.1.3

Zion: Tyndall says that by examining the code samples they've come up with a hack they can use to contact the intruder directly, but that it's fairly low-level, and has to be run through a land-line. The operator wonders why it would have to be run through a Machine system like that. The player borrows the phone of a bluepill couple, but the call won't go through--Machine jamming. Roland comes up with the scheme of having the player report call in a fake encounter with the intruder, then back-tracking the responding Machine units to find the location of their security center, and hopefully, the broadcast center of the signal jamming. This works, the player takes out the jamming center, and then tries another call to the intruder--which goes through. The intruder doesn't say much over the phone, but what he seems to recognize the name "Zion," and to think that the organization "might be able to tell me ... what I want to know."

Mach: Gray says that since trying to stop the intruder directly has met with failure, they're going to concentrate on stopping Zion and EPN from getting in touch with him. The operator is frustrated by this apparent inability to deal with the intruder in their own simulation. The player takes care of some nosy EPN, a few of whom are discussing something that sounds like it could be about scouting out old Zion. This done, Gray sends the player to contact Pace at a jamming station. Pace hands over some Machine reinforcements, and also drops a little hint about negotiations that went on between the Machines and the intruder "before he entered the Matrix." The Architect and the Network are here also, standing in a room behind two sealed doors (neither Pace nor Gray mention them). Gray sends the player after Zionites who've been trying to contact the intruder via hacked phone lines, then calls on them to rescue a jamming station from a Zionite attack. This is accomplished, but it was a near thing, and Veil was there, getting one of the last kills. She isn't happy about the Machines letting the intruder stomp around the city, scaring citizens.

Merv: Concerns about Zion trying to horn in on the intruder action prompt the Merv to call in the General for a military demonstration. The Effectuator brings in five Elite Commandos, and one nonplussed regular Commando ("Yessss! No casualties!"). The player goes and finds the intruder, who looks around, then pops the Elite Commandos, who had been in the room invisibly, out of stealth ("Someone's been teaching old programs new tricks"). The player leads some of the Elites off to crack Zionite skulls while the intruder and Malphas look on; the Zionites were in the process of trying to hack a phone line to contact the intruder. The intruder is interested in the existence of the General's rogue Sentinel programs in the Real.


11/29-12/6

Required Events:

Zion: Fight past Machines/Exiles/Commandos/whatever to get to the Intruder and get his attention for some kind of meeting.

Mach: Operatives are supposed to form a wide cordon around the Intruder, and prevent Zionites (and Mervs, I guess) from reaching him. They are definitely not supposed to mess with him themselves. Maybe some will and we can make an example of them in some sort of educational but non-scarring way.

Merv: Some minor kind of setback showing the Intruder is a prickly fellow... Like he tells off the General and terminates some of his commandos, or maybe some neighborhood contact called in to help woo him gets terminated (and the Merv complains later about the expense of restoring them from backup).


12/6

Crit 9.1.4

Zion: In preparation for a meeting with the intruder, Colt and Ghost brief the player on Merv and Machine relations with the stranger: the Merv has been kissing up to him, but so far hasn't got much out of him, and the Machines, after trying to stop him directly and getting crushed, have switched over to trying to prevent Zion from contacting him. A hackable computer in the area has a message from "R" ([Roland]) relating to EPN in the old city [and no sign of Lock]. The player checks a report of Machines near the meeting site, and finds Accelerated Machines, and an Accelerator NPC (can be attacked, but it's level 100 and highly resistant (and doesn't drop anything great)). No actual unmodified Machines around, so the meeting proceeds. The intruder is interested in how the Machines were using Zion, and how Zion got out of their control; he says he wants to hear more. Niobe's glad he's been cordial, but a little concerned that he hasn't revealed anything about himself. One plus, she mentions, is that he's buying Zion time to recover from recent losses by occupying the attention of the Machines. Ghost says that although he's powerful, there's something he seems to want very badly.

Mach: Gray sends the player after some Zionites who appear to be involved in arranging a meeting between the intruder and the Zion leadership (Gray says the Machines can track the intruder "to an extent"). The operator mutters that this seems to be a losing strategy, or at best just a delaying tactic. A hacked computer has a message from "R" ([Roland--it refers very obliquely, without mentioning any names at all, to EPN in old Zion, and the search for Zion survivors/data (and Lock)]). When Gray sends the player after still *more* Zionites, the operator countermands the order, and sends the player to get some answers from the intruder himself. They find him surrounded by dead Machine programs. He's not at all interested in giving out any information about his goals, and he says the Machines won't, either, if they know what's good for them. He adds that he isn't likely to tell Zion anything. Gray admits that at least some explanation about the intruder is overdue; this comes from Pace, who says that there isn't a lot she's allowed to impart about him, since he is "inextricably linked with information that cannot be compromised without severe risk to the System"; but she does say that his presence is causing problems because the Matrix wasn't designed to support his code, and that since they can't stop him from being there, they have to try to minimize his impact on the simulation, and they must try to avoid aggravating him.

Merv: Flood says it's time to give the intruder the full-court press, and sends you to moderate over a staged meeting between the wireframed one and Persephone. The intruder seems annoyed by the confrontation with her, and, after choking something back, tells her that he "outgrew the charms of beauty long ago." She says that he does not know himself, and that "there is nothing of a young man's blood in this one's body or mind." After an interruption by Machines, and a puzzling bit of shouting by Flood to someone on the phone about moving some cakes, the player presides over a meeting between the intruder and the Chef, where, while the intruder admits that his body can taste food, he doesn't really seem interested in eating, although he makes a revealing comment about the Machines ("It's almost amusing that they saved all these...trappings of a dead culture--things they were never designed to enjoy. They'd better not be losing their sense of perspective."). Finally, Flood blows out all the stops and sends in the Jeweler, Lotus, and the Sculptress simultaneously. Although the intruder says that he doesn't have any use for "digital substitutes," he does seem to think that the Merv may be useful after all--but it's clear that it's on a "don't call me, I'll call you" level, as far as he's concerned.


12/6-12/12

Required Events:

Zion: Zionites rap with the Intruder and tell him how cool Zion is. He pumps them for as much information as he can get.

Mach: Hmm... I think something quite a bit different, as far as Machine events go anyway. Some sort of investigation of where the Intruder might have come from, despite Machine (Agent) reluctance to say anything on the subject.

Merv: Party in the Hel Club. Merv had extensive plans to entice the Intruder there, but he actually shows up with hardly any prompting, and seems particularly interested in the club itself.


12/13

Crit 9.1.5

Zion: The intruder has been pumping Colt for information, which has Tyndall a little concerned. The player finds them just as Colt is trying to explain about Morpheus' assassination, and how the Morpheus simulacrum acts differently than Morpheus did before his death. The intruder wants to see the simulacrum. Shimada calls: EPN is concerned about the intruder; some people thought he might be the next One, but his behavior hasn't shown him to be worthy of trust, and she's worried about the Morpheus simulacrum being exploited for ill purposes again. She also mentions EPN moving into the old city, and finding the wreckage of the Mjolnir II, and AK's body. She says that the city is in a good position for use as a "forward base," and that although it's vulnerable, EPN is mobile, and can get out quickly if the Machines make a serious effort to go in and get them. Tyndall echoes some of Shimada's distrust of the intruder, and hopes that he can be dissuaded from looking for the sim. The player tracks him down in a derelict area, but the intruder is quite firm about his purpose. A vagrant in the area feels ill after having caught a glimpse of the intruder. Meanwhile, Zion has found the sim. The player goes in to warn him about the intruder's curiosity, and to try to get him to skedaddle. The sim, however, seems to welcome the prospect of an opportunity to respond to the intruder's questioning with more questions, if the intruder does find him. Tyndall worries that the intruder, while he may be great at neutralizing the Machines, is following a hidden agenda.

Mach: Sent to try to do some intruder impact minimization, the player comes across dead Machines, a stunned SWAT guard ("It wasn't human... Emptied two clip... Why didn't it kill me like the others?") and a somewhat more coherent bank clerk, who describes bright flashes, and shockwaves that knocked everyone down, killing the other men there (Agents), and how the intruder laughed at him. Gray says loss of programs to the intruder is becoming a serious problem, and sends the player to check out yet another Agent team that's stopped responding: the player finds dead Agents, hostile Accelerated Machines, and an Accelerator. One of the dead Agents had a recording unit going; his recording is recovered and played back, revealing the frustrated intruder muttering to himself about something: "They must have another... A backup--something they've kept hidden... Somewhere in this small little world..." The operator raises some questions: 1) the intruder doesn't look human, but definitely acts human; what if he is? 2) where's he from? 3) what's he looking for? Gray says okay let's talk about this. In a meeting with Gray and Pace, Gray tells the player that the intruder is a freeborn human, who has not been in the Matrix before; he's kinda familiar with human history, but not with the Matrix itself--although now he's probably learning rapidly. Gray says he can't say anything more about the intruder's background. Pace says that the codes the intruder uses are direct overrides of System routines, and that the Machines can't really do anything about them while the Matrix is running, since it would require tinkering with "root functions." Gray adds that the intruder is looking for information he thinks the Machines have withheld, even though they told him they didn't have it.

Merv: Excited about finally getting the chance to show the Merv how he's tamed the intruder, a distracted Flood sends the player to check on the Exiles sent to summon the intruder: they're Accelerated and hostile. Flood is mad, and doesn't want to hear any back-talk about a possible risk to the Merovingian; he says he's got the intruder under control. Malphas isn't so sure, and gives the player some operative backup. The player arrives at the Merv/intruder meeting, where the intruder tells the Merv: a) he's surprised the Machines haven't wiped out the Merv and Zion; they're doing a bad job of things; b) he thinks the Merv seems all right, and he might have a job for him later; c) he knows the guy the Machines must have copied the Merv's face from. The Merv is horrified at this revelation. Catching up with the player afterwards, he's very angry about the intruder's attitude, and says that he'll find out who this man is, and what he's hiding--and that the secret knowledge the intruder professes to have would have to have come from somewhere outside the Matrix.


[I will probably be trying to go on break from ~ Monday Dec 15th through Monday Jan 1st, which means there would be no official Live Events during that two week period. MXO's annual Winter Holiday event should be going on during that time.]

#36300540322 02/02/2009 20:50:02 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not revealed to players directly, possibly not at all, during this subchapter.]

1/10

9.2 Cinematic

The Morpheus simulacrum stands at the edge of a windswept skyscraper rooftop. The intruder appears next to the sim and inspects it. The Architect appears a small distance behind them. The intruder turns to him, angrily calling the sim's construction "pathetic." The Architect calls the sim the work of "an amateur," telling the intruder that it isn't at all like the intruder himself. The intruder's anger increases, and he curses, saying that if he thought that was a joke, he'd have the Architect deleted. He then demands "it," and implies that the Architect knows what he's looking for. The Architect begins a smooth denial, but the intruder snorts in disgust and leaps away before he can finish.


Crit 9.2.1

Zion: The intruder is making his way into Zion bases, attempting to access the network. The player has to do some rewiring to shut off his access. He takes it in stride, playing it off with somewhat flippant conversation, but doesn't give any indication that he's going to stop doing whatever he likes. At one point, he mentions that he's never been to either old or new Zion.

Mach: While taking out some accelerated programs, the player runs into Veil, who voices discontent about the Machines not trying to stop the intruder directly. Gray says that they're trying to discuss things with the intruder, but that he isn't responding, although they can track high concentrations of his override codes. After some searching and fighting, they succeed in making their way to a large override signal, but it isn't the intruder; it's a level 100 "Decelerator" program.

Merv: The Merv sends the player digging among Machine systems for dirt they can use to ensnare the intruder, but all they come up with at two separate locations is a simple engagement protocol instructing Machines to avoid the intruder. Next they try getting something juicy from the Network's media servers, but just come up with a long list of censored reports. Finally, Flood decides that Pace is a weak link, and sends the player to apply to her as if they're an operative looking to join the Machines in order to combat the intruder. Filing past eight glaring Agents, the player gets to Pace, who says she's afraid that they don't have any openings for someone with the player's skill set--oh, and next time, they should save themselves the trouble of breaking into Machine computers. The operator says this was Flood's dumbest idea ever.


1/10-1/16

Required Events:

Zion: intruder wants info on Neo and Trinity and what they did in the Matrix

Mach: intruder doesn't want to talk, and creates loads of Decelerator programs, and a Runtime program (spawns Accelerated Machines on operatives in the area)

Merv: while schmoozing the intruder, Machines interfere; General sent to assist in repelling them; General has to cut transmission due to Sentinels closing in, intruder snidely asks why doesn't he just use some Seekers on them


1/17

Crit 9.2.2

Zion: The intruder has been seen entering the area around the Oracle's apartment, and the player is sent to keep tabs on him. After having to work past some accelerated programs, they find him in a room containing some hacked-together equipment. He says that it's the room where Neo was woken up; he says that he isn't surprised that the player didn't know what it was, since the Machines had changed it. He says he's there to take "code readings." Colt has an update: EPN is trying to get in touch. The player is sent to talk to Shimada, who says that they followed a beacon signal from a wrecked surface facility above Zion, and found Commander Lock, weak and recovering from injuries, but conscious. They're moving him down to old Zion.

Mach: Gray sends the player hunting for the large override programs, saying that they need operative help with this, since those programs have been causing very high casualty rates among Machine programs. The player hunts up some Decelerators, and then Gray sends in some Agents to help take them out. With the Decelerators out of the way, the player is able to reach the intruder, who is angry, but agrees to meet with the Machines, adding that "they'd better not try screwing me this time." After this success, the player is sent to take out some of the commando programs the General's been using in his intruder-related operations in the simulation. In the course of this, the player may locate a computer, in which someone was trying to access Machine information on "Stalingrad" before their access was cut.

Merv: The General thinks the intruder must have learned about the Seeker missiles from the Machines. He gives the player some commandos and tells them to go find out what the Machines and the intruder discussed concerning the Seekers, and the battle at Stalingrad. The search of a Machine system is cut off, and the player tries again with sneakier Elite Commandos. This time, they manage to grab a snippet of a report: "...prior to entering the System in the vicinity of Ascension Monument, subject cited alleged remote tracking of System forces to structure code-name 'Stalingrad' as the event precipitating his visit. However, it is probable that the coincidence of this occurrence with the presence of..." Flood can't imagine why the intruder would be interested in that crater.


1/17-1/23

Required Events:

Zion: w/ the intruder, visit the building where Trinity was shot falling out the window and Neo brought her back to life in the second movie--find game building that's as close a match as we can get to building in movie

Mach: meeting w/ intruder, operatives, Agent Pace; intruder initially interested in Pace, but she realizes this, acts more typical emotionless Agenty, he loses interest; he wants to meet w/ Architect, Pace agrees to make inquiries

Merv: brainstorm session w/ Merv & General, trying to figure what significance Stalingrad battle could have had for intruder; decide probably presence of Sati in Real


1/24

Crit 9.2.3

Zion: A message comes through from Lock, who says that he must have been knocked out in the explosion in the command center at the beginning of the Machine/Cypherite assault on Zion. He woke up in a wrecked surface lab: Mauser had brought him there, and nursed him until Sentinels came. Mauser had a lightning gun, and tried to lead them away from Lock; he succeeded, but it cost him his life. Suddenly the intruder appears next to the player, and wants to know about the lightning gun; he seems surprised that Zionites had weapons capable of fighting Sentinels. Colt, who's been there all along, says that Mauser would have been more than a match for a single Sentinel with his lightning gun, and that Neo didn't even need a gun; he could just wave his hands to destroy Sentinels. Hearing this, the intruder suddenly becomes outraged, saying "They WERE lying!" Tyndall reports a sudden outbreak of accelerated programs across the city. With reinforcements from Ghost, the player takes out some of the programs, although a debuffing "Decelerator" program makes this difficult. The player reports to Niobe, who has just had to fight off some accelerated programs herself. She says that the intruder has flipped out, and they don't know why, but they've got to try to calm him down.

Mach: Accelerated programs are causing so much havoc among Machine systems that they even disrupt the usual "get backup from Agent Pace" bit, and she fights beside the player against the accelerated programs who took out the intended backup. The player has to go on without backup, and finds a pack of dead Elite Commandos, then an Accelerator program that has overridden some Elite Commandos, buffing them up so that they're more dangerous than ever.

Merv: Flood sends the player to sound the intruder out about the Sati theory, but he's suddenly nowhere to be found, and there are hostile accelerated programs everywhere. Flood decides to go ahead and try to nab Sati ("if the General could do it..."), sending the player to a Mara apartment where she has supposedly gone to meet a playmate; inside the apartment, though, a bluepill couple say that the kids just went out (they then threaten to call the police). Flood says not to worry, he just got a hot tip that Sati's in a building nearby. The player goes there and finds not Sati but Seraph, who says: "Take this message to the Frenchman: she will not be found while the Oracle lives, nor before you have returned what you took from me."


1/24-1/30

Required Events:

Zion: find intruder and try to chill him out; when asked why he's mad, who "they" were, what the "lying" was about, or whatever, he becomes incensed and fights the operatives

Mach: swarms of Accelerators, Decelerators, and Runtimes across the city

Merv: get to intruder, tell him about Sati, he questions General, suggests some way to access her program data from General's surviving logs or servers

#36300540323 02/02/2009 20:50:21 Re:Detailed story & event plans for MXO chapters 5.2-12.1



1/31

Crit 9.2.4

Zion: After fighting off more accelerated programs, the player finds the intruder, who tells them to stay the hell out of his way. He adds that he's got "fish to fry," and that he doesn't like being lied to. Colt calls the player in to talk to the Kid, who has details on the facility where they found Lock. Sentinel claws and lasers had breached the structure. Inside, they found Mauser's fingerprints, and traces of blood confirmed to match Mauser's, but they haven't found his body. They didn't find any dead Sentinels in the area, but there were lightning gun scorch marks everywhere. Whatever equipment had been in the lab was completely wrecked. Tyndall has the player try capturing Sentinel activity logs that might cover their encounter with Mauser, but although they're able to steal such logs from a Machine facility, the data contains no record of Sentinel activity at that surface lab in the past several months.

Mach: The player is sent to investigate why a group of Agents, held in reserve for counter-attacks against override threats picked out by operatives, have stopped responding. The player finds all five of them dead. Then another pack of Agents turns up dead, and Gray is worried. Data retrieved from one of them is analyzed, and a program devised to counter the threat. During this analysis, scientists allude to core routines being rewritten to protect them from the intruder's override codes. The player locates the problem, a "Terminator" program, and uses the counter program to take it out.

Merv: The General sets up one of his own commandos to be captured by the Machines, so that they can track where the Machines take the program, in the hope that the Machines will store him alongside other data previously captured from the General. The player breaks in and runs a search, but doesn't find anything there about Sati. The General thinks the Machines have probably deleted the data as too sensitive, and figures that the best course now is to go present the matter to the intruder, who seems to have calmed down a bit since the previous week's rampage. The player finds the intruder standing with a Terminator program among piles of dead Machines. The intruder asks for more detail about Sati, and, after "She was taken into the outer world by the General... That was the only time? And did she have a body there, or..." says that she couldn't be what he's after, which is a "biological interface program," and that if the Merv can get him one of those, he'll make him king of the Matrix.


1/31-2/6

Required Events:

Zion: players find intruder fighting Bookwyrms; gets to Hypatia, demands "biological interface program," when she says she doesn't have a program like that, he terminates her; intruder disconsolate, says something about being trapped

Mach: operatives find intruder; Gray shows up to ask what he wants; intruder terminates him; Pace shows up, offers meeting w/ Architect; intruder doesn't terminate her [Gray will be restored by the System in time for the next crit, yay!]

Merv: show BIP possibility to intruder: Beirn; not what intruder's after


2/7

Crit 9.2.5

Zion: The player is sent to look for anything they can find on a "biological interface program" at Wright Research, since mechanical-to-biological interfaces were one of Wright's specialties. After some breaking and entering, the player makes their way to Wright Research "Building 27," a heavily guarded area where they keep their really important new research, but they don't find any sign of a true breakthrough in interface technology there. The intruder's been a little less savage, so the player goes to see if they can get more details on what he's after. The intruder isn't surprised that nothing useful was found at Wright Research, saying "if a human could have written it, I'd have had it by now." He refuses to say anything more about it, saying "the less you know, the better."

Mach: Hypatia was restored by her support programs after her termination, but is still infected by override codes, and must be terminated properly. The player fights past her Bookwyrm guards and takes out Accelerated Hypatia. Then it's off to notify the intruder that it's meeting time. He warns that they'd better not try lying to him again. At a pre-meeting briefing, a wounded Gray (still recovering from the 9.2.4 event) admits that the Machines "misled" the intruder before he entered the Matrix, because they wanted to keep him out of the simulation. That didn't work, so now they're going to have to tell him the truth, in the hopes that this will convince him to leave. At the meeting, the intruder demands a "biological interface program" from the Architect, saying that he knows it exists. The Architect confirms this, but says that the Machines did not create it, and the only remaining copy was removed from the System--the one the intruder himself had detected outside the simulation before he entered the Matrix. This brings the intruder up short, but he's clearly not happy with this state of affairs. Gray hopes that this meeting will lead the intruder to leave the simulation in pursuit of the interface program.

Merv: Going to talk with the Merv, the player finds the Twins arguing about who the intruder will "off" next (Architect vs Pace). Malphas has a theory that the intruder asked the Machines for this "biological interface program" before he entered the Matrix, and they put him off somehow. The Merv is determined to find this program before anyone else, and sends the player to go talk to his wife, who he says "interfaced" with humans at the pods, back when she served the System. Persephone, however, says she was just a "caretaker" there; any control she had over the humans was indirect, whereas what the intruder wants is immediate control that will allow him to change who he is, because he hates what he has become. Flood sends the player on plan B, which is seeing if the reconstructed Silver, who worked on interface programs with Wright (and gave information about it to the Machines, for which he was killed for the Merv by Sieges, whose name is mentioned here), has anything that would help. Silver says that what he worked on with Wright was just complex data conduits, although she had wild ideas of her own about "control transfer." Anyway, all his data on his work with Wright was confiscated by the Machines. Finally, Flood sends the player to ask the intruder for more information on this program he wants, but the intruder, surrounded by dead N30 AG3NTs, says 1) Persephone/Silver's work is nothing like what he wants, 2) the program's got to be here somewhere, 3) "if only HE hadn't taken the other one...," 4) the player knows as much as the intruder needs them to know.

#36300540324 02/02/2009 20:50:45 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not revealed to players directly, possibly not at all, during this subchapter.]

2/25 [was pushed back from 2/21, although a brief leak of the cinematic occurred on that day]

9.3 Cinematic

A second wireframed man appears, taunting the intruder. From their conversation it is clear that they are familiar with each other, that the newcomer has followed the intruder to see what he's up to, and that they are in competition with each other. In fact, they fight, until the intruder decides that the other is only trying to distract him, and leaves. An Agent is seen observing the scene and reporting.


Notes

[This second wireframed man is named Carlyne. He will tell players that the intruder's name is Halborn, and the intruder will appear with that name throughout this subchapter. 9.2 was tricky because sometimes an org was supposed to be nice with Halborn, but once we get up to around 9.3.2-3ish, there will pretty much always be one or the other that they can fight, and hopefully other orgs they can go fight too.]



Crit 9.3.1

Zion: Tyndall and Colt inform the player of the appearance of a second wireframed man, his fight with the intruder, and an outbreak of more override programs. The player takes care of them, and then locates the intruder, who has a Terminator in the middle of a bunch of dead Accelerated Exiles, and tells the player that the newcomer is Carlyne, his own name is Halborn, that they've known each other a long time, and that Carlyne is a practiced liar. At a debrief, Niobe is concerned that Carlyne will distract Halborn from keeping the Machines busy, and that the two of them together could cause problems as well. She also indicates that she isn't in any hurry to trust Carlyne.

Mach: Gray sends the player to check out the new wireframed guy, saying not to attack him; finding him, at least, will be easy, since he hasn't even tried to hide himself from Machine scans. The player fights past a few Accelerated Exiles to find Carlyne (and some friendly Accelerated Exiles). Carlyne apologizes for the hostile programs, saying he thought the player might have been "like those others." He's pleased to find the player works for the Machines, saying they're just the people he wants to see, and asks for a meeting, saying he can help with a mutual problem. Gray says he'll see about the arrangements, and sends the player to get more info from Agent Pace. Pace says Carlyne is "a human from outside the pod system," like Halborn, and probably has access to the same override codes that Halborn does. She says they fought in Westview, and it's important that they find out if Carlyne is going to be cooperative, in contrast to his opponent. A computer in the area is tracking something along coordinates [that would be valid in Westview, if not elsewhere]. Gray meets Carlyne; Carlyne says he wants to "eliminate Halborn as a problem here," but that "we both know better" than to believe Carlyne is acting out of altruism alone. Talking things over afterwards, Gray says Carlyne means the intruder when he says "Halborn," and claims to have known him for a long time. Gray voices concerns about Carlyne potentially being as big a threat to the System as Halborn (when he was leaving the meeting in Halborn's presence, Gray acted fully satisfied with Carlyne's claim of being there just to help the Machines against Halborn). Pace says that they'd hoped the last meeting with the Architect would have persuaded Halborn to leave the Matrix, but that he's turned out to be very stubborn and unreasonable. She's afraid that as he keeps failing to find the program he wants, he'll get more and more desperate, and eventually have another anti-Machine freakout. An Agent patrolling the halls is mulling something about Agent Griffin and "the Murphey case" (dunno what, exactly; just wanted to throw in a mention).

Merv: Flood sends the player to ask the intruder about this second guy. After going through some Headless NPCs buffed by an Accelerator, they find him--still named "Intruder"--and some dead Machine redpills. He says he's busy, but agrees to meet the Merv, as long as it's something good. The intruder shows up at the meeting as "Halborn," and says the other one's named Carlyne, and that he must be after the same thing Halborn wants--that kind of snatch-and-grab tactic is typical of him. The Merv promises to help just as much as he can. Malphas, outside the meeting room with the Twins, says that it will be tricky to stay on good terms with both of them, but Carlyne, at least, is easy to locate. The player finds Carlyne searching for something on a computer (he's cleared the search just as the player enters), and Carlyne is delighted with the prospect of meeting the famous Merovingian. The Merv and the Twins appear in the outer room, and the player brings Carlyne to him. The Merv is charming, and assures Carlyne he wants to help him against Halborn. Carlyne says this is the beginning of a wonderful partnership.


2/25-2/27

Required Events:

Zion: meeting w/ Carlyne - admits he may be somewhat interested in what Halborn is after, but his first objective is to stop Halborn

Mach: meeting w/ Carlyne - tells players that Halborn wants the BIP because his own body in the Real is long since dead

Merv: meeting w/ Halborn - Halborn figures out that if the Machines were telling the truth about not having made the BIP themselves, and that the only one was taken, then he needs to find out who made it, and have them make him another one


2/28

Crit 9.3.2

Zion: (Assumed to come chronologically just after the Machine crit.) Tyndall is worried when Halborn shows up and starts pumping Colt for information on the Oracle. Colt plays dumb, frustrating Halborn, who says he'll just go find her on his own, and that Zion should stay out of his way. Halborn takes off, and following override use reports, the player finds overridden programs, a dead female bluepill, and a live male one who describes what sounds like Halborn demanding information about the Oracle. Ghost says they haven't found a connection between the dead woman and the Oracle, and they don't know if the intruder is striking randomly or following some kind of information trail. He also says that Zion has been trying to reach the Oracle without success. Carlyne has contacted Zion, though, so the player goes to meet him. Carlyne is polite and outgoing, and says that although he isn't very swift, with the overrides he has, Halborn is more than a match for any Machine-created program, even the Oracle. Carlyne says he can stop Halborn, and that he wants to help Zion save her, adding that he's known Halborn a long time, and that they probably have a few days before they really have to start worrying about him reaching the Oracle, during which time Carlyne will study the "lay of the land."

Mach: Gray sends the player after an override outbreak, and they find Accelerated Machines, as well as hostile Zionites. Gray didn't know who override those programs, and sends the player after another signal, which could be either Halborn or Carlyne. Gray mentions that both of them have met, separately, with Zion, but that they're still believed to be non-hostile to the Machines. The player finds Halborn among Accelerated Machines, and a dead "Red Eye" Agent--one of the General's old programs. Halborn bluntly says he wants to talk to "your boss' boss," implying that he'd wanted the Machines to track him down there so he could deliver this demand. Gray goes to see about it while the player goes after more override signals, coming across Carlyne, and a confused bluepill. Carlyne is surprised, but in a chipper mood, saying he's tracking down Halborn, and asks if the player has seen him. Gray says to say "no." Carlyne says ah, too bad. The player goes to see Gray, who says Halborn's probably asking for this meeting because he needs help with Carlyne, which gives the Machines a chance to get him to do what they want, before ushering them into a room containing Pace, the Architect, and Halborn. Halborn demands to know who made "it"; the Architect replies that "the program's author is known as the Oracle." This surprises Halborn a little, but seems to jibe with some things he remembers Zionites "jabbering" about. Gray thinks its likely that Halborn will go after the Oracle now, and says that Zion and EPN may try to stop him.

Merv: (Assumed to come chronologically just after the Machine crit.) Flood sends the player to check on some Exiles that may have been overridden, and the player finds a pile of dead Accelerated Exiles and Machines. The operator says there's no sign of forced entry, and says there are recently spend shell casings in there, and bullet and claw wounds on the bodies: were they fighting each other? Flood doesn't really care if they were from Carlyne or Halborn or both; he's just annoyed at the loss of their programs. He sends the player to help the survivors of an Exile pack that's been mostly overridden. One survivor says it was Halborn, and he was about to get them, too, but he suddenly stopped and ran off. Scans find Halborn nearby. He's about to tell the player to go away, but then stops and asks what they know about the Oracle. A meeting with the Merv is arranged; the player doesn't catch all the assumed dialog between the two, but Halborn now knows about the Oracle centering her activity around Debir Court, and it's implied that the Merv has provided him with other information about her as well. Flood says whatever happens in a Halborn/Oracle meeting, they'll make work in their favor.


2/28-3/5

Required Events:

Zion: Zion tries getting a warning to the Oracle, and are surprised when they can't get ahold of her. They do get Seraph, though, and he tells them that the Oracle suspected something like this would happen.

Mach: It won't be quite clear yet to players how the Machines feel about Halborn going after the Oracle. But they send operatives to try to locate her. They can't find her, but they do find strange code bits in her trademark intuitive style: she's got something in the oven, and it isn't just cookies.

Merv: The Merv again assures Carlyne that he's all for taking Halborn out, and that he's only pretending to help Halborn in order to get through his defenses, and "proves it" by leading Carlyne to some of Halborn's programs, which Carlyne helps terminate.


3/6

Crit 9.3.3

Zion: The player is dispatched to counter Halborn's program overrides in Mara, where Halborn has started looking for the Oracle. They come across Blackwoods and Accelerated programs, alive and dead, and Carlyne, who says that he thinks Halborn will get frustrated and give up this attack if they can keep eliminating his programs. He adds that Halborn's been avoiding him, and that he's been getting some "interference" from non-Zion operatives. The player comes across Machinists fighting (or as close as I can make it look like they've been fighting) Accelerated Machines. Tyndall sends the player to assist a Zion team that's just been taken out, and they find Halborn, who reminds them that he said to stay out of his way. He says she may have snuck off somewhere, but it doesn't matter, he'll find her.

Mach: Gray says that the sooner Halborn finds the Oracle and either gets his program, or gets confirmation that she doesn't have it, the soon he'll leave the Matrix. Pace gives the player some redpill backup for going after Zionites who are trying to stop Halborn, and who are probably working with Carlyne. The player finds dead Accelerated Machines, a dead bluepill, and hostile Zionites. Gray reports that Halborn has been detected in the vicinity of Mara, as have hostile operatives, but there's no sign of the Oracle or Carlyne. The player comes across Zionites fighting their way to Halborn. Halborn tells the player to get lost. Finally, the player searches another area for reported hostile redpills, only to find the Oracle, who makes a joking surrender, apologizes for the misdirection, and promises that it's almost over; she says that if all this trouble is about her, maybe it's better if she's "removed from the picture." Seraph appears just then, looking imposing. The player has to leave; meanwhile, the operator's been struggling with it, but eventually decides he has no choice but to report that they've found the Oracle. Gray says that it isn't feasible to arrest her just now (he's mentioned earlier in the mission that they can't send programs into the Mara area, what with Carlyne and Halborn firing off overrides all over the place), but that they've got to do what they can do speed up Halborn getting to her, which mostly comes down to keeping Zion, and especially Carlyne, off of him. He says they'll report the Oracle sighting to Halborn "as soon as possible." [That comment, and his halfhearted congratulations on "the...promptness" of the operator/player's report, are intentionally ambiguous.]

Merv: Halborn isn't doing too well at finding the Oracle, so Flood sends the player to dig her up in Richland/Westview. Following some allegedly expensive leads, the player comes across 1) a pack of EPN swarming over a irrecoverably toasted computer, 2) two creepy Agents who have just arrested whoever the player was looking for, for involvement in a terrorist conspiracy, and 3) a dead bluepill contact surrounded by Accelerated Machines. Zionites and then Cypherites attack the player out-of-doors at various points. Finally, just as they find four Exiles (a Crusher, a Death Merchant, a female Hel Club Groupie, and a male Hel Club Guard) discussing something about "Ruhamah" sending a "signal," and "the sim," Carlyne pops in with a Terminator that strikes the four dead. He says he's suspected what the player's been up to for a while, but it's nice to have proof, and that they can tell the Merv that since he's clearly backing Halborn, he can consider their brunch date cancelled. Flood says they should've been working with Carlyne instead of that dummy Halborn.


3/6-3/12

Required Events:

Zion: Just some good old-fashioned fighting in Slums here, with override programs and either a hostile Halborn or assisting Carlyne involved.

Mach: Ditto, only the other way around for Halborn/Carlyne. (Summary: right now Zion <3 Carlyne, Merv & Mach <3 Halborn)

Merv: It seems like this would be a good time to let the Merv players run across the Oracle. We'll have to manage it in such a way that it's clear they can't take her out themselves, and have to settle for talking to her. Should probably do it somewhere exotic, where she isn't usually found, and where she could change the rules to be in control, like white hallways or a white room or Sakura or something. Ah, and we could do something like have Seraph whack any players who actually try to get her. Or Carlyne could show up and make things difficult for them. Anyway, she'll tell whoever survives that they will soon find something that is very important, but it will backfire on them if they try to use it selfishly.

#36300540325 02/02/2009 20:51:06 Re:Detailed story & event plans for MXO chapters 5.2-12.1



3/13

Crit 9.3.4

Zion: In Richland or Westview, the player is sent to talk to Carlyne, who asks that he be contacted when the player runs across Halborn, since Halborn is putting more effort into avoiding Carlyne than he is into avoiding operatives. The player faces some Accelerated Machines backed up by a Decelerator while Tyndall gets Roland's permission to tip off Carlyne if they come across Halborn. And then they do find Halborn, who tells them very bluntly to get out, at which point he goes hostile and will counter-attack if attacked by the player; he's invulnerable here, and can't actually be hurt. Carlyne is tipped off, and moves to intercept Halborn. Tyndall starts encountering scan disruptions, and send the player in to report on what's happening. The player finds Carlyne and Halborn facing off in an under-construction interior, but they have to bail when the operator says that surges in his scan readings are starting to blow out their hovercraft's systems. Tyndall says that their scan routines are down across the entire sector now.

Mach: Halborn still hasn't managed to find the Oracle, and has called the Machines for a meeting in Richland/Westview to discuss it. He demands that the Machines tell him where she is. The Architect says that they've already given him all the information they have, and that her unpredictability was an intentional design choice necessary in order to maintain human genetic variety at acceptable levels. Halborn is ticked, calls the Architect/Machines incompetent, and says he knew all that already. Pace is there as well (no Gray), and orders the player to leave the area and stand by for immediate deployment. Gray sends the player to check up on what Halborn's gone off to do after the meeting. When they catch up to him, Halborn has just dispatched some Zionites and an EPN, complains that "your masters don't have the balls for this," and says well fine, forget them, he'll handle it himself. He adds that he means to have it out with the Architect after taking care of this current situation. Gray doesn't sound thrilled to hear that, but still has to send the player to keep Zionites (mingled with dead/wounded Accelerated Machines) off Halborn's tail. Then they pick up Carlyne, heading to intercept Halborn; interference is causing problems, and Gray sends the player in to investigate first-hand. They find Halborn and Carlyne facing off in an under-construction interior, but have to leave when feedback starts blowing out their operator's systems. The follow-up message from Gray is almost entirely garbled, but seems to be ordering the player to evacuate the area.

Merv: Flood sends the player to find Halborn in Richland/Westview so that they can come up with a working plan of action for him, since he still hasn't managed to find the Oracle, and is getting distracted by Carlyne. Some Accelerator-buffed Zionites get in the way, as does an EPN ambush, but Halborn is found, and is in a bad mood, saying the info the Merv gave him hasn't helped, and the Mervs don't stand a chance against Carlyne anyway; but he agrees to meet. The General and Malphas are waiting for Halborn to show for the strategic planning session, but it's crashed by Zionites. Afterwards, Malphas says that they'd spotted the intruder heading for the meeting, but then his signal changed course; maybe he was worried about the Zionites reporting his position to Carlyne. Flood thinks Halborn is silly for getting scared off by Zionites. The player is sent after him, and finds him and Carlyne facing off in an under-construction area, just before the player has to bail when override feedback starts to scramble their operator's systems. Flood says this "override radiation" is scrambling scans across the entire region.


3/13-3/19

Required Events:

Zion: (EPN) The Oracle meets with Shimada, giving her part of an encrypted program, and telling her to watch over Sati

Mach: (CYPH) The Oracle meets with Veil, giving her part of an encrypted program, and telling her to watch over Sati

Merv: Mervs wade through override programs in the Slums to find Halborn wounded and woozy. They pick him up and take him back to the Merv.


3/20

Crit 9.3.5

Zion: Ghost has some reports about Halborn surviving with the Merv's help, and the Oracle contacting EPN to give them some kind of encrypted program, and possibly making contact with Veil as well. Carlyne gets in touch to say that he's all right, and that Halborn only got away because the simulation started to break down around them. He says that he's heard the Frenchman's got him, but that will just make it easier to find him and finish him off. Tyndall's next instructions are cut off mid-sentence, and the player has to follow their mission marker with no instructions, only to find the Oracle at the end of it, just as the operator is cut off, too. The Oracle apologizes for crossing a few wires to get a chance to talk, but then realizes that she can't say what she wants to say yet. She thinks she's made the "right choice," though, and says the player will "do just fine." She adds that she doesn't know if they'll see each other again. Tyndall comes back online, and sends the player to report to Niobe. Niobe's annoyed that the Oracle's pulling strings yet again, and says that they've still at least got to try to secure her before Halborn reaches her.

Mach: Gray sends the player to clean up code overrides swamping Richland (and Westview, I guess) in the aftermath of the clash between Halborn and Carlyne; overrides are still screwing with Machine scans of the area, but Gray says they should assume that both survived, until they have proof to the contrary. The player encounters loads of Accelerated Machines and Exiles, accelerated Furies gang members, and a dead bluepill. Then Gray sends them after some code that appears somehow to have escaped any kind of damage from the override wave that covered Richland. They find a weirded-out bluepill (keeps saying "I'm fine," also mentions something about "she") in an apartment, and the mystery undamaged code in the form of Frags tucked in a desk. They take these off to Pace and some technicians in a lab (new variant Pace RSI: wearing a white lab coat and shirt--and no, I won't use this RSI in an event prior to this crit). The code in the frags is found to be similar to the Oracle-made stuff found earlier (Mach 9.3.2 event), and, put together, it's enough for them to establish that it's left over code from the process of writing a kill code. Pace is uneasy when she hears about this. A technician in the area mentions that they're having trouble re-writing core routines to protect against override codes (a tech earlier in chapter 9 mentioned they were starting work on this). Gray says they've suspected for a few months now that the Oracle's been up to some kind of plot with Exiles, and if a termination code is involved, this plot could be more dangerous than they'd thought. He's describing news from "our Cypherite sources" about the Oracle giving them some kind of encrypted code, and is in the middle of saying that the Cypherites haven't delivered a formal report on the incident, when he suddenly excuses himself, coming back to say that he's just received a report of Halborn and Carlyne meeting Merovingian operatives. He says that locating the two is the top priority.

Merv: The player is sent to visit Halborn at a Merv hideout in Midian Park (or Eshean/Lemone if Midian Park mission areas are full), and tell him that he's got to stick around at a certain spot as bait so they can get Carlyne out of his way. The wounded and impatient Halborn agrees in his usual surly manner, obviously concerned that Carlyne will find him if he stays there too long. Flood sends the player to meet Carlyne in Mara, to get his attention. Carlyne knows the Mervs have Halborn, and tells the player to run along back to Halborn. Flood sends the player to Kedemoth to check on Halborn, saying that the plan won't work if he moves early and makes it obvious to Carlyne that the "artificial override signal we're generating nearby" is a fake. The player finds him in his requisite bait position. He's made some hostile Accelerated Exiles to protect himself, but kills them with a Terminator once the player talks to him. He mutters about being able to "feel" the "old woman" nearby. Flood hurries the player off to another Kedemoth location, where they find Carlyne. When they talk to him, four "Special Agents" appear and order him to come with them for questioning, but when the player talks to them, it's clear that these are disguised Merv operatives. Carlyne is momentarily fooled, and about to dispatch them, or so he thinks, with override codes. Flood says this distraction has got Halborn past Carlyne [on his way to Mara to get the Oracle], although Flood is darned if he knows why Halborn thinks he'll succeed this time. [Like a lot of things so far with Halborn's "search" for the program, I don't really spell that out, but just leave it implied that he has ways of obtaining information, although obviously this information isn't always reliable.]

#36300540326 02/02/2009 20:51:24 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not be revealed to players directly, possibly not at all, during this subchapter.]

On 4/2, Halborn found the Oracle waiting for him in Debir Court. She refused to help him get the program he wanted, and he killed her, then left. Carlyne arrived minutes later, saw the dead Oracle, and snorted in disgust before jumping away.


4/3

Crit 10.1.1

Zion: After taking out some Accelerated programs with Colt, the player encounters Carlyne, who says that he's working on a more direct means of getting rid of Halborn, and that since Halborn has decided to stay in the Matrix, the Machines probably won't be helping him (Halborn) out anymore.

Mach: Gray and Pace say it's time to set up a meeting with Halborn, and ask him to leave the Matrix. The player has to get through some nasty accelerated programs, but finds Halborn, and he gruffly agrees that he'll come along, since he wants to fill the Machines in on something, anyway. In a meeting with Pace, Halborn insists that he won't leave without the program, but he says that he's figured out what he needs to do, although he hadn't wanted to have to deal with it (he doesn't specify). Pace says he'll have to be watched very carefully.

Merv: Flood thinks it's time to review what's been going on, and has the player face off against EPN, Cypherites, and Accelerated Exiles, keeping up a running commentary of his own along the way. He's questioning why the Oracle would have given apparently important codes to EPN and the Cypherites, and points out that she did this--and according to the Machines was working on a kill-code--after the intruders came around and it was revealed that she was the one who wrote the program they're so interested in. The mission ends with Flood haranguing the player in person, saying that this has all been some sort of plan arranged by the Oracle, and it's something to do with the program, or with the intruders.


4/3-4/9

Required Events:

Zion: Halborn ambushes Carlyne, tries to ram a trace program through his RSI, but Carlyne rescued by Zion

Mach: tea with the Architect and a small group of operatives in the Oracle's apartment, and musing upon the current situation

Merv: Merv looks for Seraph, Sati, and the Morpheus simulacrum, but finds they've vanished, apparently without a trace (confrontation with Lo Ruhamah?)


4/10

Crit 10.1.2

Zion: Carlyne theorizes that Halborn is determined to get rid of him so he can stay in the Matrix long-term, and to do it by attacking him in his hovercraft; this was what Carlyne was planning to do to Halborn, in fact, but he hasn't been able to get a fix on Halborn's ship; Carlyne adds that Halborn runs off outside resources, and thus needs to maintain a ship near the Machine city as a relay point, but it's more difficult to locate his ship in the Real than it is to find his code signal in the Matrix. Shimada has a new message from Commander Lock, in which he says that he's close to fully recovered, and looking forward to some kind of arrangement being made for transferring him to New Zion in a few weeks. Just then Tyndall gets in touch to say that one of Zion's broadcast control clusters in the Matrix is under attack. Shimada loans a few EPN, and the player finds the place overrun by accelerated programs; one of the survivors says it was Halborn, trying to access their computers; they think they got their network connections shut down before he could get anything, but they aren't sure. Niobe says it's time to put Halborn on ice; she thinks he might have been trying to get hovercraft positions, or crack their broadcast protocol.

Mach: Carlyne meets with Pace, and says that once Halborn's been removed, he'll see to it that "the [secret name zetas] restrict his access." He adds that "Nobody wants the simulation to have operating difficulties." Pace tells the player that they'll monitor the situation, but that it seems like it's being handled, so they can concentrate on other things that had been put on the back burner. The player is sent to get a report from Veil on the encrypted file the Oracle gave her. Veil says they haven't been able to decrypt it, and that the Oracle told her it could be dangerous to lose it, so she's going to keep it safe outside of the Matrix (ie, she doesn't intend to hand it over). She suggests checking up on EPN and their own encrypted file. Gray is annoyed. Nevertheless, he considers the EPN side, and figures that they're probably keeping their file outside of the Matrix as well: either on a hovercraft, or inside old Zion. To test this, he has the player plant a fake message on an EPN network, of Shimada saying that their Oracle file's been stolen from their hovercraft. Then the player eavesdrops on some EPN reading the message, and they're clearly surprised that the message says the file was on a hovercraft, so Gray concludes they're probably keeping it in old Zion.

Merv: Thinking Halborn may be more forthcoming about the program now that his back's against the wall, Flood sends the player to find him. First they come across Zionites and an Accelerator. The Accelerator is friendly to the player. An access card is found on one of the Zionites, and it's traced back to an apartment, which the player ransacks, and finds some data that turns out to be Zion intelligence reports about a search for Halborn that Zion is conducting. Correlating Zion's findings with their own, Halborn is located, in his usual foul mood. He agrees to meet the Merv, but when asked for info on the program, says there's no way he can give out any more info about it with Carlyne around trying to use anything he can against him. He says he'll have to take Carlyne down, and he knows how to do it, but he has to find Carlyne's ship. He says Carlyne isn't so smart; the only reason Carlyne got "the jump on me in the first place" was because "he was just 800 miles away from here"; later he adds impatiently that this was northwest. The Merv promises Halborn that they'll leave it to him to deal with Carlyne and his ship, but is clearly interested in the "800 miles" remark.


4/10-4/16

Required Events:

Zion: Carlyne wants to try on Halborn what Halborn tried on him--operatives tackle Halborn, but when Carlyne scans him, he finds that Halborn's already running an advanced counter to the trace routine; lots of overrides spawned by Halborn to try to free himself, maybe a little scuffle between the two, who knows

Mach: Small Sentinel attack on EPN hovercraft and old Zion coordinated with attack on the EPN crew in the Matrix: Machines determine that EPN has reinforced Zion's defenses, but does not maintain a central mainframe there; this would, for instance, mean that capturing data stored in the city would require at least either an extremely skilled spy, or a full assault on the city

Merv: steal map data of the area 800 miles NW of the Machine city from the Machines: unmarked area


4/17

Crit 10.1.3

Zion: Niobe asks Carlyne for more information on their ships. He says he's only caught a glimpse of Halborn's once, not long before Halborn appeared in the Matrix, and it looked roughly similar to his own, except built heavier for firepower over speed. He describes his own ship as having "the advantage of a streamlined unibody construction whose dark composite surface provides superior protection against kinetic and electro-magnetic weapons, and detection. The repulsion units are internal rather than external, and capable of quite a bit more velocity and altitude than your own. The overall profile is smaller, and much more maneuverable." All he'll say about the weapons systems is warning Zion they'll need to be prepared to face "multiple intelligent missiles simultaneously." He also sends them a detailed external schematic of his own craft (not actually shown). Zion wants confirmation from another source, though, so they blackmail one of the General's veteran commando officers (who's involved in some sort of relationship with a female Hel Club Guard) into giving them the address to a network entry point for a Machine real-world surveillance database. The database is raided, and in the data they loot from it, Zion finds records of a ship matching the description of Halborn's, that approached the Machine city a few weeks before Halborn appeared in the Matrix. Ghost says this will probably be enough evidence for Roland to go ahead and formulate plans for tracking down the ship. The data also contained a reference to a record of a ship matching Carlyne's, located in a two-year-old data archive, which seems to suggest that Carlyne visited the city two or more years ago.

Mach: Hunting down the topographic data the Merv stole, the player runs into Halborn, who wipes out the computers the player was using to hunt down the data, and demands a meeting with the Machines. Pace tells Halborn to go look up the Cypherites if he wants to find Carlyne's ship, because "our own ability to give out such information is restricted." She tells the player to tell Veil to treat Halborn "as he deserves." Gray instructs the player not to mention Cryptos to Halborn, because they'd prefer that Halborn deal with Veil. Veil says they'll take good care of him, and that they have plenty of places to take him; she also invites the player along. Halborn is skeptical.

Merv: The player picks up a copy of the stolen Machine topographic data from Malphas (the Twins are puzzling over the "[secret name zetas]" term one of them came across in Machine intel reports--see Mach 10.1.2), who says that it's almost as though the Machines have an information blackout in effect around that area 800 miles NW. The Merv wonders if the Machines themselves avoid the area, and tells the player to take the data to the General. The player hands the data to a commando, who patches the General's hologram through; the General says that the area is a no-fly zone, and even Machine Sentinels won't be allowed there. He says to tell the Merv that he'll be leaving right away, and to make the necessary arrangements. Flood says they'll have to disrupt Sentinel systems in order for the General to get on his way without being caught. Using data from the General, the player goes after a Machine terminal, but can't get anywhere with it; the General's hologram beams in and says that the Machines have changed the interface to foil his intel, but he and his men can get updated data by capturing a Machine Sentinel. (A hackable computer in this Machine area has some details about EPN's upgrades and repairs to old Zion; the Machines would have got this info in the Mach 10.1.3 event:

Fortification analysis:
- High EMP mine density in approach tunnels
- EMP mines placed in bedrock around main dock
- Dock hull repaired and reinforced
- Dock gun turrets replaced and supplemented
- Infantry strength unknown
)
New coordinates are supplied by the General, and this time the Mervs find a machine they can hijack to disrupt some of the Machine Sentinels for the General. Flood says the General is on his way to the blackout zone.

#36300540328 02/02/2009 20:51:43 Re:Detailed story & event plans for MXO chapters 5.2-12.1


4/17-4/23

Required Events:

Zion: Zion ship that was following signal possibly corresponding to Halborn's ship configuration has stopped responding; crew member jacks in to say their ship is crippled and being pursued by Halborn; Zion uses the message relay they'd set up with Halborn before to send him an emergency message saying they have the program he wants; he jacks in and they have to keep him distracted somehow while the crippled ship gets away (some kind of time limit, maybe); also, it looks like Halborn may have been hoping to exploit the crippled ship in order to access New Zion somehow

Mach: Cyph operation to steal info on the Lock ship transfer from EPN or Zion; Veil gives info to Halborn

Merv: Sentinel activity is a little heavier than anticipated (most had been recalled since Halborn appeared in the Matrix), and the Merv wants their systems bothered again to buy the General additional time: disrupting a computer system, or something like that, or even creating some sort of distraction for the Sentinels


Also: Hovercraft battle (after Mach and Merv events)

Following the coordinate data given him by Veil, Halborn finds only the EPN/Zion convoy taking Lock to New Zion. Cyphs come along to make a battle of it and blow Halborn's cover, may bring Machines. Hovercraft battle to determine where Lock ends up:
a) Cyph win (EPN/Zion beaten and Cyphs have more ships left than Machines): Lock is on the run with EPN/Zion survivors somewhere in the tunnels between old and new Zion
b) EPN win (Cyphs/Machs beaten and EPN have more ships left than Zion): EPN takes Lock back to Zion until they can be sure of getting to New Zion safely
c) Mach win (EPN/Zion beaten and Machines have more ships left than Cyphs): Machines capture Lock
d) Zion win (Cyphs/Mach beaten and Zion has more ships than EPN): Lock is taken to New Zion


4/24

Crit 10.1.4

Zion: A Zion hovercraft is tailing a ship that might be Halborn's, found skulking not too far from the spot of the hovercraft battle over Lock (see above). Colt has the player go get Carlyne, since he might have some ideas of how this lone ship can handle Halborn. The player finds Carlyne in the midst of some dead accelerated programs. He says if they can scan a "certain spectrum band" at close range, they could get some useful information about Halborn's Matrix broadcast frequency, and he suggests they try luring Halborn in by landing and activating their emergency beacon, to make it look like they're disabled, since Halborn may be trying to capture a Zion craft (see previous Zion event). The ship reaches broadcast depth and one crew member jacks in; they're given Carlyne's information, and their captain decides to go for it; they aren't sure he's still near, as he isn't showing up on radar, but they're getting "some weird lidar scatter." The player escorts the crew member to Carlyne and Ghost. As they get there, the crew member says they're starting the scan, but then they suddenly seem scared, and drop dead. Carlyne is concerned about the scan, but relieved to find they did get some data back before the scan was terminated. He says he'll be able to use it to finalize a new program he's been working on, that Halborn won't have a counter to. He adds his regrets about the lost crew, and his surprise that Halborn attacked them, but it may sound a little insincere. Ghost says they have other ships on their way to the scene, but he doesn't expect they'll get there before Halborn has made himself scarce.

Mach: Halborn is ticked off about being led into the Zion/EPN hovercraft by the Cypherites, and demands to see the Machines again. The player meets Pace, as if there's going to be another meeting between her and Halborn, but she says that Halborn won't be coming, because there's no point in him asking them for the location of Carlyne's ship again. She adds that fortunately, an outlet for his anger has "been arranged." Override programs are popping up at Cypherite installations, and the player finds some Cyphs who say Halborn tore through their place, and chased off the rest of the Cyphs there. They go along with the player to this other Cypherite location, where there are a bunch of override programs, dead Cypherites, and Halborn, who's still mad, and says they're being manipulated (it isn't clear if he is thinking the player is a Machine or a Cypherite here) by someone who knows all about the program.

Merv: The General's latest progress update hasn't come through, and the player is sent to find out what the holdup is. They find the commando communication squad dead, and their Merv-net computer locked out. Flood says that the Machines are on the player's tail now, probably over the whole Sentinel system hacking thing, and grudgingly shows the player a spot they can hide out for a while. This doesn't work, and the player is ambushed repeatedly by Machines. Flood sends the player to a spot where they've seen one of Halborn's Accelerators; some Machines get too close and get accelerated (friendly); the player finishes off the rest. The player reports to the Merv, who admits that Halborn has had his uses, but those have run out, and they can consider their business with him at an end. Persephone is there, and comments that Halborn is just another of the people the Merv has used up and spit out over the centuries--people who were willing to sell their souls to try to get what they wanted.


4/24-4/30

Required Events:

Zion: Carlyne confronts Halborn, Zionite hits him with Carlyne-given program, Halborn crumples lifeless to the ground shortly thereafter

Mach: (Before Zion event) Machines warn Halborn that his ship has probably been compromised, suggest that he leave, as his security cannot be guaranteed; he's ticked; Pace/Gray hyperjumps away

Merv: (After Zion event) Mervs sent to see what Carlyne intends to do now; after getting past some of this programs, they (I guess the only Merv character I could take along would be Beirn, since the others would be vulnerable to overrides) ask him what's up, he says he's leaving, Mervs get orders to try to convince him to stay (how, I dunno--I wouldn't want to repeat some of the stuff already tried by the Merv on Halborn in the previous subchapters, though); ultimately this doesn't work, Carlyne's still determined to leave


5/1

Crit 10.1.5

Zion: Carlyne thanks Zion, and says he's leaving the Matrix now that his job of removing Halborn is done. He adds that he doesn't think Halborn's dead, but his ship has been disabled, so he can't jack in. Maybe he could given time, but Carlyne will be taking steps to make sure that doesn't happen, which--he says--is another reason he's got to dash off. Tyndall says some overrides are still cropping up, and send the player to one site, but all they find there are a couple embarrassed bluepills. They try another spot, and find accelerated programs, but dead ones, and some Machines show up and chase them off (or at least put up a good fight--a level 100 spawns after the first normal Machine is killed). Niobe says she's glad Halborn and Carlyne are out of the picture, but the Machines showing up around those dead overrides is probably a sign that they're stepping their activity back up now that the intruders are gone, and that Zion has had time to get prepared (New Zion finished and so forth), but it's going to be tough facing the full force of the Machines again.

Mach: Sent to investigate possible lingering override programs, the player finds that Carlyne's already killed them. Carlyne says he's leaving the Matrix, as he'd promised to do once Halborn was removed. He says he hopes there are no hard feelings over the times they ended up on opposite sides. Gray calls the player in to discuss priorities in light of Carlyne's departure. Gray says that with the intruders gone, they'll be able to deploy their Sentinels and Agents in full strength again, and take on the terrorists. Pace names EPN and the Merv as recent offenders who need to be dealt with. The player is sent back out to finish scrubbing up override codes, and finds some Merv operatives who've lured Machines into an override field where they got accelerated, and then Cypherites examining dead accelerated programs with Cryptos, who says that he thinks the overrides were tapping into something fundamental in the simulation, that's not likely to go away just because the intruders are leaving. He says that he wasn't vulnerable to overrides, despite being partly Machine code himself, so he's going to try coding something to resist override programs, using his own operating code as a starting point.

Merv: The General beams a slightly choppy holographic broadcast through to say that he's reached the blackout area, and they found a heavily fortified facility, whose defenses they couldn't penetrate. Nearby they found a data conduit that wasn't as heavily defended, and they've managed to tap into it, but the protocols are unusual, only partly matching Machine formats. He sends a sample along. Flood has the player hack into a Sentinel system to look for some kind of match, but they don't find anything. The Effectuator pops in to say that they'll have to go way deeper, since this is something nobody they know has seen before. He gives the player a couple dire lupine defenders, and the player tries a heavily secured Machine database the Merv hasn't been able to access before. After getting past a lot of Machines and ambushes, the player gets matching data from the site and uploads it. (A hackable computer at this Machine site has text systematically describing how [Halborn] found himself in a position to be scanned by Zion twice, and says information from the scans was probably used against him.) It's beamed to the General, who tries using it to work his way through the strange data protocols. The player has to fight off Machines to get to the comm terminal where the General's data feed is coming in, and it looks like he's found some kind of massive network: the "[secret name zeta] Network," but that's about all that's returned before his session is terminated.

#36300540329 02/02/2009 20:52:12 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not be revealed to players directly, possibly not at all, during this subchapter.]



5/15

Chapter image: Mauser at a telephone in Tabor Park


Crit 10.2.1

Zion: While investigating an increase in network glitches, and finding a computer that checks out clean, although a Machine operative was encountered nearby, the player is called in to talk to Colt, who tells them that his old crewmate (he's later called "head mechanic" and "a highly skilled technician") Mauser, supposedly killed by Sentinels after rescuing Lock from the Machine attack on Zion, has been seen in the Matrix--this is doubly strange, since Mauser didn't have jacks. (A Zionite guard here talks about the successful hovercraft battle and Lock's return.) A bit of fruitless searching for him is done based off the initial sighting reports and "disconnected blips at public hardlines," but these are fruitless until his picture comes up on an ID scanner at a nearby internet café. But by the time the player gets there, Mauser is gone, and the security guard confirms he didn't stay very long. A staff member is puzzled that someone managed to wipe the secured cache on one of the terminals.

Mach: The player is going around messing with Zionites who've gotten a little slack with their security after all these months of the Machines playing it cool while the intruders were around. This spree includes beating up Zionites, disabling their computers, and interrupting an awakening procedure right after the bluepill swallowed the red pill. Finally they get to a surprisingly large pack of Zionites headed by Niobe, who says that Zion isn't just going to roll over for the Machines.

Merv: The General tries to get in contact from the no-fly zone, but his signal is too weak. Malphas introduces a scheme for using the humans in pods dotted around the Earth's surface as a wide array broadcast method for reaching the General by taking advantage of the signal generation capability of electroencephalographic (EEG) wiring and human bodies. All operatives have to do is go around shaking hands with bluepills to fire Malphas' program back into their pods. This goes on for a while with various reactions from the bluepills encountered, some of the later ones reacting a little suspiciously (sort of Machine-like, you could say). In the end the signal generated just isn't powerful enough to get anything to or from the General, giving Flood an opportunity to go on about the weakness of the human mind and body.


5/15-5/21

Required Events:

Zion: [Zion only] Colt leads a hunt for Mauser that has operatives spread out to cover every hardline in the city; Mauser is spotted and pursued, but when Colt catches up to him, Mauser makes no sign of recognizing him, and vanishes through an uncharted line (some non-hardline phone or other somewhere in the city)

Mach: Hm, maybe we could swipe some juicy Zion info on what Lock's been talking to the Council about since he got back (this would be something just read off, and would illustrate that the Council isn't too hot to kick Roland out of the Commander position just because Lock's back)

Merv: The Merv tries getting a crew to establish a broadcast relay to the General in the Real, but although the coordination and setup goes well, and a connection is established, the crew is brutally slaughtered by Sentinels who find their position. Ouch!


5/22

Crit 10.2.2

Zion: The line Mauser escaped through is found to be part of a pre-Truce restricted access Zion network, whose documentation was mostly lost when the Machines zapped Zion's old mainframe. Old operatives like Colt and Roland know a little bit about some of the network, but while Zion can track down some of the old phone terminals, they can't navigate through them--how Mauser is doing it is a mystery. The player's operator tries mapping some of the network by sending tracking packets through it, which works to a certain extent, although they also run into some Machines along the way, and a few puzzled bluepills who say they haven't received a phone bill in years. After these false starts, though, they come across Mauser, standing next to yet another phone. He calmly says he's doing what he can do win the war; he adds that the Machines will be there soon [not actually :p], and he's prepared to leave through the restricted line he's just "spliced."

Mach: The player works with police to check into possible Mauser activity, finding some computers with their access logs wiped (and a dead Night Watchman at one location), and fingerprints. This leads to a bank that just reported a break-in. No money was taken, but a computer was tampered with. There was an attempt to delete the access log, but it was preserved by the bank's backup system. The log is analyzed, and Gray reports that it shows the user connected to a remote system using network tunneling and an unknown, encrypted connection protocol. Gray adds that the way the perp is skipping around indicates that he isn't travelling by usual means. The Machines still aren't sure if this is actually Mauser, but by the end of the mission Gray says they're giving him that designation, at least temporarily.

Merv: The Merovingian wants to investigate using the power generated by the storm to help contact the General somehow. (The Twins are here discussing Lock's transfer to New Zion.) Flood has the player borrow a bluepill phone and call "the popular radio meteorological call-in show, 'Rainy Day Dan,'" to see if there's an easy answer. The ebullient host says he doesn't know of a way lightning would help, but a temperature inversion, that can happen in storms, has the possibility of causing a phenomenon called "tropospheric ducting" capable of boosting radio signal range significantly. Flood thinks this sounds simple and sends the player to ask commandos for details about the storm. They talk about various things like avoiding lightning, the slow process of atmospheric oxygen decay, and the human "Operation Dark Storm" that started the storm, although they have no idea how the humans actually did it, and suggest that maybe the Machines don't even know how it worked, or else they'd have stopped it already. Flood says that isn't much to go on, and sends the player to try to get anything on Operation Dark Storm that Zion might have. They dig up an old newspaper article from about a week before the operation was kicked off (the government is releasing some info to the public about what to expect, it will be perfectly safe and temporary, victory is assured, free flashlights for everyone in the mean time, etc), but that's about it. Flood says if the atmosphere is still relatively similar to the pre-storm atmosphere, they'll just have to have some of the General's Sentinels try various time-tested cloud seeding techniques such as dispersing silver iodide, dry ice, salt mixtures, and so forth.


5/22-5/28

Required Events:

Zion: Could be hectic, but I was thinking of trying a contest where we say that we're trying to track Mauser bouncing around hidden lines, so we have players split into mission teams and find non-hardline exterior phones in the city within a certain time limit. The team leader would have to be at the phone, they /tell an LO, the LO gives me their name, I teleport to their location (invisible), drop a smoke cloud ("message cloud") on the phone to mark it, and an LO keeping score tallies one point for that team. We'd probably have a backlog of reports at first, but eventually I think it would slow down as players would be spreading farther and farther afield to find unmarked phones. Might need a backup plan if we couldn't keep up with the reports.

Mach: Machine crack-down on hardlines in Downtown; maybe something like putting small pvp zones up on various hardlines, and having Machinists try to defend a Mechanic there while he operates on the line, if it's successful, a platoon of level 255 Agents pops out and surrounds the hardline

Merv: I want to dwell on the Dark Storm thing a little while we're on the topic. Mervs follow up some of the leads they found in the previous mission and find an old program, who looks like a Zero One robot (he might have to be extracted and instantiated or something first), and talks about the old times when the humans created the storm.


5/29

Crit 10.2.3

Zion: Colt provides a program that will shut down part of the restricted access network--Zion still can't utilize the lines, and they're concerned that the Machines may have captured data on the system from the old Zion mainframe. Colt is confused by Mauser's behavior, and thinks "something happened out there with him and Lock." The player shuts the network section down without trouble, and goes to investigate a new line found from the terminal they accessed. They find a bluepill office, with a restricted line in a back room. A clerk says they aren't supposed to use it. Another clerk, however, whispers "it's about time they sent someone," and gives the player an access code for the phone. A locked desk in the area contains a filefolder that the operator says holds a handwritten note saying "Your contact's name is Soren. any changes to your standing orders will come from him." This phone leads to another, but when the player reaches it, they find a Decelerator program, which has scrambled the line. Machine redpills appear at the scene as well. Tyndall says they thought the override programs had been removed weeks ago.

Mach: The Machines have found some data on the old restricted hardline network among the mainframe data captured from old Zion, and start using it to investigate the network. They run smack into Zionites, and a line with strange protocols. The Machines realize they don't have the necessary information to be able to use the network, and Zion seems to know things about it that they don't, so they decide to concentrate on following Zion instead. They find a Zionite questioning bluepills about strange accesses on what the office workers describe as "some kind of old dial-up data line" that they don't really use anymore. Snooping that Zionite's comm tips the Machines off to the location of a Zionite team who thinks they're closing in on Mauser. The player ambushes the team, and the Machines scan the restricted line at their location. This picks up traces of an unusual broadcast signal, and a match at another phone terminal on the restricted network. The player meets Pace there, and she says that Mauser wasn't around, but they got a better reading of the broadcast signal, and were able to determine that it's coming from the vicinity of old Zion. Pace thinks it could be Mauser's signal.

Merv: The tropospheric ducting is working (and the storm seeding worked better than expected, kicking up a pretty heavy tempest), so the player is sent to find unencrypted Machine data of the type the General is encountering in the Oligarch Network, to help the General decrypt it or navigate through it or whatnot. The mainframe they're sent to capture turns out to be in the form of a female office clerk, who seems pretty surprised. The Machines try to stop them, but the player clubs her over the head and drags her off to have her brain downloaded by Merv technicians. The data flow looks good, so the player goes to check with the General to see how he's doing, but the conversation with his holographic broadcast is broken off when his forces are hit by what he calls "incoming missiles." Flood says that the data from the captured mainframe just got cut off. The player finds the mainframe, technician, and Exile guards dead. Flood takes solace in the thought that the General might be dead, too.


5/29-6/4

Required Events:

Zion: Pursuit of Mauser through a few remaining uncharted hardlines (I could teleport players from one phone to another, then they chase Mauser to another phone, where he teleports again--then we'd have to hack the line to find the phone he went to--maybe we could ask players to load hacker and do Write Code at the line, which would reduce the time) ends when he spawns a Runtime and vanishes into a phone near the Hel Club

Mach: Operation against EPN crews/computers to help Sentinels triangulate the Mauser transmission source near old Zion; they're close to pinpointing it when disabled security routines on the EPN systems suddenly reactivate and cut the trace; the reactivated security routines resist Machine efforts to crack--but we should find some way to show that EPN themselves are surprised by the security routines kicking back on

Merv: The seeded, intensified Dark Storm is still allowing communication with the General and his surviving men. Players help a commando program upload into a restored Sentinel, and protect his RSI while he uses it to scavenge flight recorders from other Sentinels that were taken out by the missile barrage--maybe these spawn in as dead Sentinels in the city, and players have to go track down the body and "loot" it somehow, fighting off Machines; anyway, when the data is added up, it's found that a few of the Sentinels had recorded long-range readings that fit the profile of the ship type Carlyne and Halborn used

#36300540330 02/02/2009 20:52:34 Re:Detailed story & event plans for MXO chapters 5.2-12.1


6/5

Crit 10.2.4

Zion: Following the line Mauser had escaped through near the Hel Club, the player finds an Exile, who says they can help, if the player makes sure that a computer nearby is put offline. Tyndall says they may as well give it a shot, and the player disables a computer owned by some Dire Lupines, but when they go back to meet the mysterious Exile (a Nightmare), they find him dead, with a dead Machine next to him, and some ticked-off Exiles. The player manages to find a phone there that turns out to be another of the restricted lines. This one leads to a bunch of Exiles, and Flood, who says that the player is trespassing in the Merv's domain. Tyndall is concerned that Mauser might be walking into a Merovingian trap.

Mach: The Machines go after EPN systems in the Matrix, to capture the scan information that they weren't able to capture in the Real. They get to the right EPN computer, but it reports a strange error when trying to connect to EPN's systems on the surface. Pace shows off a sim of an EPN talking about Mauser's rescue and defense of Lock after the Machine attack on Zion. She points out that although Lock said Mauser was killed by Sentinels, no Machine Sentinels are known to have encountered Mauser, and also, Lock didn't say he'd actually seen it: he'd only heard it from the safe spot where Mauser had hidden him. She says it's important to identity Lock's rescue location and check the place out for themselves, since it had to do with Mauser's last reported location in the Real. The Machines have the player assassinate a well-known user of internet black markets, and log into one with his account. A brief browse turns up someone selling what they claim is hard data on the rescue operation. The player meets the seller's courier and makes the buy. Gray says the data looks legit, and they identify the wrecked facility Lock was hidden in as Danielle Wright's lab, where she was killed by Sentinels shortly before the Machines wiped out old Zion. Gray says that Mauser may be able to do some of the things he's been doing by taking utilizing technology salvaged from the lab. The Machines modify their surface search to cover the area between the lab and the rough area to which they'd tracked his signal previously.

Merv: An attempt to contact the General doesn't even get off the ground, and the commando says that they can't raise him at all after they received reports of a second missile strike. Flood thinks the General is faking it. He also says that someone has stolen the topographic data on the no-fly zone; the General has a separate copy, but of course they can't reach him. The player is sent to investigate the crime and finds three dire lupines around the victimized computer, who say that its only them lupines who are there, and they haven't smelled anyone else around. Flood sends the player to check on a call they just got from some of their people nearby about a suspicious character, and the player finds dead Exiles and a phone. The General's hologram beams in and says he'll send along his copy of the data. This is used to track down the stolen version, and they find a dire lupine, who doesn't talk much like a lupine, standing next to a phone. The lupine says the data's been uploaded, and to thank the Frenchman for making it easy to get the data, because it would've been harder to go through the Machines. Then the lupine falls over dead. Flood says he's pretty sure that was Mauser, and now he's really crossed the line by stealing from the Merv.


6/5-6/11

Required Events:

Zion: Zionites looking for Mauser pursue reports of a hyper-jumping, bald, muscular black male skulking around abandoned buildings in Westview. They find Joshua Maston, who says it wasn't Mauser, but the Morpheus simulacrum, who has returned to the simulation.

Mach: Fallout from the Merv's cloud seeding is causing increased lightning storm activity in the area being searched for Mauser, making Sentinel and hovercraft activity in the area impossible. This would take a significant amount of preliminary work, but I was thinking we have some of the Machinists "on foot" in the Real. We'd give out URLs to web-hosted images containing their visual transmissions from the surface--a first-person "photo" view. Each would have a few visual reference points the team could choose to go to--a distant ledge, or ruined structure, etc. Machinists not on the team could help advise the others. Maybe there could be some random chance of one of the team being incapacitated by a lightning strike each "turn" (searching a location would also take a turn--similar to old text adventures, basically). If they don't waste too much time exploring dead ends (or if they just get lucky on lightning strike chances) they'll find a discarded Zion lightning gun on a small ledge just below the rim of a massive canyon. Wind is whipping through the chasm, preventing descent, but the Machines think they'll be able to get a shielded scanning system trucked out there.

Merv: Ookami's tracking the thief Mauser and runs into interference from Zionites led by Colt. Hm... We could do phone-hopping, too, although Ookami can't hardline so she'd have to be recalled, or just hoof it. Eventually they find Mauser just as he's jacking out in Creston Heights.


6/12

Crit 10.2.5

Zion: Niobe says they need to figure out who's been over there in Westview. Colt adds some details/rumors about Mauser possibly leaving, and the Machines hunting close to where Lock was found. Tyndall sends the player to check an old sim haunt in Gracy Heights, where they find some semi-hostile Crushers, and a disconnected phone from "an old coppertop network." The operator pulls up some old utility records, and they follow the network to a switchbox in Guinness Lake, where they find Cypherites outside a locked door. The door mysteriously unlocks as soon as the Cypherites are disposed of, the operator reports a burst of network activity as the player steps through the doorway, and in the next room they find a computer with a very cryptic message [it is in fact an extremely vague puzzle whose solution will come along in Zion 10.3.1]. Tyndall has the player go meet with Shimada, who describes a strange find made by EPN. They'd detected a blip heading north from a deep tunnel location around old Zion. It got out of range before they could follow, but backtracking along its path, they found a recently vacated area at the end of an old maintenance tunnel, covered with pieces from Sentinels and hovercraft, some badly damaged. One of the hovercraft terminals was still functional, and contained encrypted data, although the encryption is a familiar type, so they expect to be able to crack it eventually. She adds that the blip wasn't larger than a mid-sized hovercraft, and was moving at roughly hovercraft cruising speed, only they weren't able to catch up to it before it moved out of range, because of twists in the tunnel system.

Mach: Thanks to having narrowed down the search area, the Machines are able to pick up Mauser's broadcast. The player fights off Zionites and tracks Mauser through a phone hop. They find him alone, cut the line of the phone next to him, and start scanning his RSI to lock the signal, but Gray reports a problem with the scan, and orders the player to report to the operations room to have a diagnostic run on them. They get there just as the Morpheus Signal (static-covered version of Morpheus that the Morpheus sim used to try to fool Zion back during the Red Sky) pops in, disrupting the scan operation, which results in the loss of Mauser's signal. The Machines try to find it again, but can't detect it. Gray says that the coincidence of the involvement of four parties who have all been pro-Zion (Mauser, the Morpheus sim, Danielle Wright, the Oracle) in recent illicit activities could point to a larger threat. Pace says Mauser had surprise on his side, but they'll get him if he jacks in again.

Merv: The General, on his way back from the no-fly zone, finishes transmitting the data he pulled out of the Oligarch network line. Analysis of the data finds that part of it consists of data packets carrying traditional 1999 human network headers. Another technician mentions that the Oligarch data is extremely complex, and could take years to understand. The headers are tracked to a "private corporate provider," and upon investigation with some Ookami-provided werewolf reinforcements, the player finds [secret stuff y].






[cryptic message x] = Follow her eyes in the dark binary of the golden prime.

Follow her eyes
golden prime
binary nights
Reference to Tennyson poem, "argent-lidded eyes" -> Argent Biometrics and then Wright Research in 10.3.

[secret location y] = The Ouroboros Corporation

RSI pills for mauser (also going to need two RSIs: t-shirt, and later black long coat version):

rsimbody003
rsimskin010
rsimhair001
rsimhaircolor001
rsimface001
rsimfacecolor001
rsimtat001
rsimhead013
anniv08tshirtmwhite
1101 (mclothing_pants a10_c1) - gray barrelhead cargo pants
mclothing_shoes_a3_c1
emglasses_a6_c2_1 - enhanced brown sector sunglasses
 and later:
mclothing_coat_a6_c1 - brown jayne collarless half-duster
 probably skip the hat:
mclothing_hat_a5_c1


(level 50 char)


Ouroboros:

http://forums.station.sony.com/mxo/...061#36300351996

Yasamuu pointed out that Ouroboros was reported as buying MetaCortex (that was in the Sentinel, during the lead up to the first anniversary with Decius Wadsworth, Blue Sky, and all that: http://mxoresource.com/sentinel/033006/ ) which is sort of annoying because I don't see any point in reducing the already small number of our in-game corporations. I'd like Ouroboros to be independent so I can do stuff with them without involving MetaCortex. When asked, the tour guide responded that Ouroboros has no affiliation with MetaCortex. I suppose if I have to go into it at some point I'll put in something somewhere about the two going their separate ways at some point after Wadsworth's mysterious disappearance.

founded in 1953--"researchers and investors"


Security:

- silver and black
- long shotguns
- personal firewall and hyper-deflect
- tattoo?


tropospheric ducting references:
http://en.wikipedia.org/wiki/Cloud_seeding
http://en.wikipedia.org/wiki/Radio_...ves#Propagation
http://en.wikipedia.org/wiki/Radio_...pospheric_modes
http://en.wikipedia.org/wiki/Tropos...spheric_ducting

#36300540332 02/02/2009 20:54:08 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not be revealed to players directly, possibly not at all, during this subchapter.]

[Abbreviations (just for summary convenience--don't use this as terminology with players):

OG: Oligarchy/Oligarchs
OR: Ouroboros Corporation
WR: Wright Research
PA: Pendhurst-Amaranth


Ouroboros Corporation

The only thing I've really done with Ouroboros before the 10.2.5 Merv crit (in which Mervs run into silver-and-black SWAT-style, shotgun-wielding "Ouroboros Security" NPCs) was this live event

http://forums.station.sony.com/mxo/..._id=36300018389

in chapter 8. If I need some Ouroboros employees for LE's I'd probably just dress a normal RSI similarly to the Tour Guide from that LE: pink dress shirt, black striped pants, that sun or heart or whichever it was tattoo, leggings, and black pumps for women, and a red dress shirt, plain black slacks, and black formal shoes for men.

In that event, the Tour Guide said they were founded in 1953 by "forward thinking researchers and investors." During the old Blue Sky event for MXO's first anniversary, one of Paul's Sentinel articles said that Ouroboros had bought Metacortex, but the Tour Guide said here that the companies weren't related, and I'm not really interested in having them stuck together, so if the question does come up at some point I'll just have to say that Metacortex regained their independence.

Ouroboros specializes in the manufacture of electronic devices. Their corporate culture is famously secretive and clannish, with internal divisions who rarely share information between each other. Their headquarters is a marked skyscraper in Creston Heights (Binary Boy is standing in their plaza).


Wright Research

Aside from the background legal wrangling, Wright Research doesn't feature all that largely in this subchapter. Zion gets a very vague hint from P-A's Brenda Utley that she--Utley is supposedly a bluepill--may know about dead WR founder's Danielle Wright's redpill past.

Danielle was a pre-Truce Zion operative/scientist, specializing in network interfaces, developing most notably the emergency jack-out system, just after the Truce was made. Danielle became disillusioned with Zion's leadership at that point, and went off on her own, using her skills and abilities to make herself a life inside the Matrix as founder of what became a successful R&D company, Wright Research. More recently, Zion approached her to help them revamp the red pill program, which the Machines had compromised shortly after the war restarted (chapter 8.2). Wright completed the work, not seeming all that pleased about Zion, but was then killed by the Machines, who used her hidden connection to Zion's mainframe to help destroy the old city.

Since Danielle's death, it has more or less been business as usual for her company, although there are mentions (an Ouroboros worker says something in a late Merv crit in this subchapter, for instance, and there was one somewhere in an earlier subchapter, I think) that Wright Research hasn't done anything new or interesting lately; still, they continue to be regarded as one of the foremost tech think-tanks. Their corporate headquarters is a skyscraper in Vauxton, marked on the game map.


Pendhurst-Amaranth

Brenda Utley was a PR rep at mega-consumer-products corporation P-A back in chapter 5.3, when she contacted Zion, approaching them through their coppertop "private investigator" front, about weird security problems at the company. This turned out to be attacks by Niobe's ex-controller, Anome, and Utley worked with Zion to get rid of his Unlimit goons through chapter 6.2, when the day was won, and she was promoted to a position on P-A's board of directors. At the current time, chapter 10.3, she has worked her way up to chairwoman of the board.

P-A's corporate HQ is a campus of large buildings, marked on the Hampton Green map.


- Hm, I didn't think of it in time for this update, but I should have made generic missions that would open interior floors inside Ouroboros and Pendhurst-Amaranth, like I did for Wright Research back around chapter 6. I do have old test missions that can probably get interior access at those company headquarters now, but they're full of debug text, can be finished prematurely by talking to an inappropriately placed test NPC inside, and so forth--not what I'd like to use if I can avoid it. I'll have to get decent missions in (not 'til 11.1 I suppose).


Because of the detailed interaction with specific agencies in this subchapter, most of the Zion/EPN & Machine/CYPH events are pre-assigned to just one of the two groups in each pair.]



6/26

[Release pushed back a day or so from the 26th due to build issues.]

Ouroboros tour guide Judie Lahler in uniform in front of the Ouroboros sculpture in their HQ's plaza, with watchful Ouroboros security on either side.


Crit 10.3.1

Zion: Niobe sends players to find out if the cryptic message found in 10.2.5 ("Follow her eyes in the dark binary of the golden prime") means anything. The player searches the simulation's internet, and comes across some information that makes them think it could have something to do with the Camon Heights Exile, Silver. Silver has apparently gone into hiding already, so they go on to check out Wright Research, since Silver had previously worked with Danielle Wright. Talking to an employee there, the player is told that an internal bulletin alerted Wright workers to a break-in attempt several weeks ago by a man closely matching Mauser's description.

Mach: Gray send the player to ambush an EPN team that is supposedly searching for the Morpheus sim; The player doesn't find the sim, but they do find an EPN mention of the "blip" EPN reported to Zion in 10.2.5. Gray mentions that they'd heard of the EPN report, and that the EPN reading was supposed to have been taken just after Mauser's last known appearance in the Matrix, several weeks ago. Mauser hasn't been located in the Real, either. Next, the player is sent to rescue a mechanic program charged with shutting down part of the old Zion restricted line network. The player saves the mechanic from some Zionites. Gray says that Zion and their new city is of course still the main problem, and with the intruders gone they'd like to get back to work on destroying the new city, but the darn storm is making those arrangements--Sentinel movements in particular--much more difficult than they'd normally be. The player asks a bluepill meteorologist for their "intuitive" analysis of the storm (they tell the meteorologist the data they're showing him is a hypothetical scenario), and the meteorologist says that they think the storm will last for a while, and is probably going to get worse before it gets better. Gray says that in light of not being able to find the sim, storm problems, etc, the best course of action at present is to put a stop to the Frenchman's shenanigans (breaking into the no-fly zone and so forth).

Merv: The player is sent to spy on an OR network manager, and at his office overhears talk of a party some of the employees are holding at one of their apartments. The party is duly crashed, and the manager kidnapped, although if they're looking carefully, the player may notice that one drunk clerk at the party is level 5. The player delivers the manager to Ookami and some assistants for rigorous questioning. That done, Flood has the player check up on the clerk from the party, and they find him reporting to a Cypherite that "they're after Ouroboros."


6/26-7/2

Required Events:

Zion: (EPN only) EPN decrypt the data retrieved from the maintenance tunnel site, and find it's a copy of the same topographic data on the no-fly zone that the Merv stole from the Machines. Decrypting it might require busting some Machine (or less likely, Merv) skulls. The conclusion is that EPN decide to send hovercraft of their own to that area, to see what's going on. [They'll arrive in 11.1.]

Mach: (CYPH only) Cyphs sneak past some Mervs, capture OG data feeding into OR (see also Merv event details)

Merv: (after Mach event) Merv counter-attacks Cyphs, confronts Cryptos about the Cyphs who've been around his OR activity lately, and Cryptos explains felt he needed the data to advance the research he's doing for creating a counter to override codes


7/3

Crit 10.3.2

Zion: The player breaks into the Wright facility where Mauser is supposed to have broken in weeks earlier, but they find only an alarm-rigged computer and security guards waiting for them. Just then Pendhurst-Amaranth chairwoman Brenda Utley gets in touch, after making the player go through some hoops to make sure no Wright spies are on their tail (officially, P-A deals with Zion as if Zion is a firm of private investigators--actually more like mercenaries, but that doesn't sound as civilized). Meeting in secret, Utley tells the player that Wright Research is threatening to sue Pendhurst-Amaranth, alleging that P-A hired a hacker, Mauser, to steal data from Wright Research, and basing that connection off of known ties between Mauser and Zion, and P-A and Zion (Zion worked with P-A back during the Unlimit affair, when Anome tried to take over the corporation). Utley adds that WR's Mauser story is only an excuse: Wright Research thinks she possesses damaging information about their company [she drops what *could* be taken as a hint that WR thinks Utley knows something about Danielle Wright's redpill activities].

Mach: The player is in the process of roughing up some Exiles for info on the Merv when Veil calls and invites them to come see Cryptos, who has "news." Gray says that the Cyphs have been conducting their own investigation of the Merv. Cryptos says that the Mervs are after info inside the Ouroboros Corporation that the Merv believes to be related to the intruders; Cryptos says he doesn't want someone like the Merv, who doesn't really care about human lives except as power/pleasure sources, getting their hands on something like that. Pace briefs the player on Ouroboros, and marches them off with reinforcements. They find Mervs attacking an Ouroboros building. Gray directs them to eliminate the Mervs, without hurting any surviving Ouroboros guards. He says that Ouroboros had failed to notify the authorities of the attack.

Merv: Using info Ookami got out of the OR network manager, the player, after difficulty with a server that suddenly went out while they were trying to hack it, and some hostile OR security (not to mention their snotty office workers), gets their hands on a bunch of OR network passwords. They're about to put these to use at another OR terminal, when they're rudely interrupted by Machines. They try again, but this time Pace is there to greet them, with two Agents by her side. She warns them that they'd better cease their activity at the Ouroboros Corporation.


7/3-7/9

Required Events:

Zion: (Zion only) WR vs PA pre-courtroom hearing w/ court-appointed mediator; small Zion group backs Utley & PA against WR's claim of PA/Zion involvement in the break-in (hm...I suppose I might dual-client to handle the WR rep and the mediator)

Mach: (Machines only) machinists chasing Mervs also run into OR security; Agent appears and calls machinists off; Gray explains to the Machinists that the Machines have been aware OR was a front set up by the OG, and that now it is causing a problem in the Matrix, but the Machines cannot risk attacking OR directly, lest the OG be notified about it and bring more overrides into the Matrix

Merv: Mervs posing as Agents go into OR and confiscate some data, but are stopped by OR security who "pull rank" and tell the disguised Mervs that their "Federal jurisdiction" doesn't apply inside OR

#36300540333 02/02/2009 20:54:29 Re:Detailed story & event plans for MXO chapters 5.2-12.1


7/10

Crit 10.3.3

Zion: Utley says that P-A is getting a little too much legal heat from Wright, and asks Niobe to look for clues on Mauser at Ouroboros instead. Niobe isn't happy about it, but it isn't as though the Wright thing was going great for Zion so far anyway. An aide to Utley mentions that since the whole Wright case hinges on Mauser, and the Machines probably don't want a lot of facts about Mauser coming to light, there's a good chance that Wright will have a hard time putting their case through anyway. The player goes to meet an informant of Utley's at Ouroboros, who tells them he's heard rumors of a security incident about four weeks about at Ouroboros. He directs them to a female Ouroboros security guard he trusts, and she says that the attack was a hack attempt that came in over the internet, going right through the Ouroboros corporate firewall. She points the player to Ouroboros' firewall server, where the server's logs are captured, and it is found that a lot of data went in and out during the time when the attack was supposed to have taken place, using encryption somewhat similar in design to the encryption on the red pill program rewritten for Zion by Danielle Wright; the suggestion is that the thief--probably Mauser--used stolen Wright technology to hack into Ouroboros.

Mach: Gray says they've known Ouroboros is an Oligarch front, and that the Machines have to make sure that the Oligarchs are not called into the Matrix as a result of the security problems Ouroboros is having. He gives the player some Agents and asks them to go make one last attempt to get Ouroboros to let the Machines handle the Merv's attacks. At the Ouroboros office, a rep says that they appreciate the offer, but they can handle "a few latter-day gangsters" with their own security force. Gray says that the only recourse now is to cut their communication connection to the Real, whose location they know. The player raises alarms in an office nearby as a distraction, then goes to the Ouroboros communication linkup. Gray says that they'll re-route outgoing messages to a spoofed receiver; they can't replace the actual encrypted outgoing data, but he thinks they can work out the Merv problem before the Oligarchs are alerted by a missing status report or two. But, when the player tries accessing the communication terminal, it goes into lockdown, and an Accelerator and Ouroboros security (who should then get Accelerated by the Accelerator) appear. Gray is worried.

Merv: An irritable Flood will hear no excuses, and send the player back to Ouroboros, armed with passwords. An alarm has already been raised; there are a lot of guards, and the passwords won't work. Trying again (Flood feels a headache coming on), they find their target computer has a bullet through it, with an OR guard and a Machinist next to it, arguing: the OR guard says the Machinist can't just go in there, and the Machinist is arguing that they have to take measures to protect "consumer data" since OR is under assault by "a major criminal syndicate." The player reports these events to the Merv, who thinks it's interesting that OR isn't cooperating with the Machines. He gives the player a letter for OR, which he says details Machine/Cypherite tampering at OR. (Mr. Black is in the room with the Merv here, but says nothing; like Kalt w/ Utley in Mach 10.3.4, I just wanted to add a hint of other business dealings going on in the background.) At OR, a receptionist, telling an Agent that they'll have to wait, ushers the player through to meet with the OR rep. The rep seems interested when they read the letter, but are tight-lipped, and say only that they'll "check into it."


7/10-7/16

Required Events:

Zion: (Zion only) Utley/Zion help each other find info about a means of accessing OR's internal network access records (which will be used in the following crit): the name of the Ouroboros employee who has access to a virtual blueprint of the company's internal network, [secret name x]. As PA chair, Utley has lots of pull in and knowledge of the city's corporate world, so it might be nice to incorporate that aspect into the search.

Mach: (CYPH only) Cyphs tipped off by the Machines intercept and kill an OR security chief who was about to send data out to the OG network; the concern was that this might have been an alert going out to the OG that would have caused more overrides to be brought in. How this sending mechanism would work, I'm not quite sure--could just be a computer the chief is using. As with most corporate characters, it will generally be implied that the person is a more or less talented bluepill, rather than a redpill or program.

Merv: (after Zion event) Merv, possibly calling in favors from other Exiles around the city, manufactures a scandal implicating WR, and possibly PA as well, in order to take some of the spotlight off OR while he's trying to hack there. It could be stuff like accusations or frame-ups of patent fraud, corporate sabotage, industrial espionage, intellectual property violations, dumping poisonous industrial wastes in poor people's groundwater, and so forth. (PA is a mega-corporation who does just about everything, including military contracts, but makes most of their $$$ from popular consumer products (cigarettes, sports drinks, etc), while WR is a top tech research firm, specializing particularly in computer network technology.)


7/17

Crit 10.3.4

Zion: [secret name x] is quickly located: a friendly Ouroboros IS worker. He acts normally, but the operator detects a "second data channel" on his coppertop signal: there's an extra information feed coming into the simulation from something physically planted in the man's brain at his pod. After mentioning that there's concern any blueprint [x] has may have limited usefulness due to the extremely individualized, segmented way in which the Ouroboros network is put together, Tyndall uploads a modified red pill program to the player that will trace [x]'s signal back to his pod, without actually initiating the extraction procedure (since that would probably kill him at his age and in his modified condition). The player finds [x] at home; [x] becomes suspicious, but the player succeeds in knocking him out and forcing the pill down his throat (:o). The trace runs, the pod is located in the supercluster just next to the Machine city, and a Zion hovercraft is dispatched there. In the meantime, the player follows feedback from the red pill program--unexpectedly showing up inside the Matrix--to what Tyndall says is probably the spot where the data from [x]'s brain implant is dumped into the Matrix. Ouroboros security is working to disable the terminal there, but the player beats them to it, the hovercraft crew finds [x]'s pod and initiates a data dump, and the player pulls the resulting data from the computer; it is in fact the Ouroboros network blueprint. Checking up on [x]'s condition, he's found to be under Ouroboros guard at a private hospital facility. The operator suggests that housing the data in a poddy's brain in the real was a great way to hide it from pretty much everyone other than the Machines; and it is of course pretty obvious that someone at Ouroboros knows a thing or two about the Real.

Mach: A WR rep meeting w/ Pace says that WR can provide footage of Mauser breaking into their facility, and that they have information demonstrating Mauser's ties to the Zion mercenary group; also they know Zion has worked for P-A, and that they've been meeting w/ P-A a lot in recent weeks; WR feels they have a solid case against P-A about the break-in. Pace says that since they're determined, and this suit will involve a terrorist group, it'll need a lot of federal oversight--notify Agent Gray. The player goes to see Gray, who gives them a subpoena to serve to Brenda Utley, calling her to a federal hearing to answer questions about P-A's involvement with Zion and the theft from WR. At the player's first attempt to find Utley, though, they run into Zion operatives in an Ouroboros office, and fight. After that altercation, P-A gives Gray Brenda's actual location, where the player interrupts a meeting between her and Kalt (no details are given on what they're doing, except that Kalt seems ticked that Brenda didn't warn her about the feds coming by; I just wanted to toss Kalt in there to show Brenda involved in business deals, and Kalt was the one major corp not mentioned elsewhere in this subchapter) and the player gives Utley the subpoena, which she says seems to be in order.

Merv: With business scandals and so forth distracting attention from OR, the Mervs go back to hacking OR's network. The player is tracking network links around computers Mauser (or whoever) hacked, but things take a particularly odd turn when an obvious and active connection between two sections of the network is just plain not there. The Effectuator is called in, but can't make heads or tails out of it, and starts to get weirded out. Skipping that for now, the player enters an area of the OR network that doesn't show any hits in the captured security record of Mauser's attack. They find some corporate finance data that doesn't seem very exciting, but Flood says that parsing through mountains of numbers is how real analysis gets done.


7/17-7/23

Required Events:

Zion: Zion uses the captured network blueprint to obtain the OR network records of the Wright tech break-in there. It would be a little boring if their break-in went as smoothly as Mauser's must have, though... Hm in fact we could have them get caught on their way out by some sort of unexpected and nasty security double-check system that makes them wonder just how Mauser'd got in and out of there by himself in the first place----doesn't go smoothly because individual nodes must be accessed independently, and there's variation from what's shown on the global map

Mach: (Machines only) Utley appears at her hearing and is grilled by the Machines, who end up threatening to crush PA's productivity with a hellacious audit or something if she keeps working with those sociopathic Zion mercenaries

Merv: Could be a little tricky, but in this event the key to accessing the "missing" part of the network noticed in the last crit (an empty room between two rooms with computers) is found to be an emotion: strong physical attraction--this has to be exuded in the proximity of the "missing" network link, at which point the hidden data stream will be detectable. The only hint of this dropped in the mission is the Effectuator (who always feels strong physical attractions...) saying he's "getting goosebumps" and feeling "all tingly" when he's in the empty room. I resisted bringing Persephone in for the crit, because I thought we might want to save her involvement for this event, but neither of them necessarily have to be involved in finding the solution. At any rate, when the solution is found and put to use, accelerated OR Security appear. Nevertheless, access to the hidden subnet has been obtained.


7/24

Crit 10.3.5

Zion: The player uses the network addresses from the security log to hunt up and hack into the Ouroboros computers previously attacked by (probably) Mauser. The player encounters a great deal of trouble in their initial attempts: numerous Ouroboros Security teams, data they can't parse, security barriers they can't pass, and so forth. Finally, they come across something that looks like partial Machine-format surface coordinates, indicating a position the operator calls "about a thousand miles north" of the Machine city (longitude is missing), and information about power ratings and network links. Just at that point the data is cut off, and the player finds themselves face to face with Seraph, who apologetically asks them to stop investigating the data, saying (vaguely) that it will cause harm if they do. Niobe is not happy about that, but admits she still trusts Seraph--although the Council might take some convincing.

Mach: "Sources" having alerted the Machines to the Merv getting into the OR sub-network, Gray sends the player in pursuit. First, they "steal a headset" from an OR guard so they can listen in on OR's security channel. They use this info to locate some of the invading Merv redpills, and maybe some surviving, hostile OR guards; but they also run into a Decelerator. Gray says they aren't sure what the Merv expects to find, but based on what's been seen so far, it could have something to do with override programs. As the player closes in on another security hotspot, the OR security channel goes dead, and the player picks their way past dead OR guards and Merv redpills to find Seraph, who says that the player's path has to end there. Gray says well great, with the security channel down we're out of immediate ways to track the Merv inside Ouroboros; darn Ouroboros, the Merv, Seraph, and that Morph sim too, for good measure.

Merv: It's slow going through the subnet, since they no longer have the map of Mauser's attack to guide them, the passwords they captured earlier don't work, and there are Machines and Ouroboros security to contend with, but the Mervs get a break when all the hostiles at one location turn up dead (one Merv support program there gasps "It was Wingless" before keeling over), and the target computer is unprotected. It leads to a location swarming with Accelerators, Decelerators, and Ouroboros security, plus a wicked firewall, but taking down the firewall proves surprisingly easy, and they find: [typical Merv cliffhanger x]




[secret name x] = Sheldon Brewer

[typical Merv cliffhanger x] = the biological interface program



Ouroboros:

http://forums.station.sony.com/mxo/...061#36300351996

Yasamuu pointed out that Ouroboros was reported as buying MetaCortex (that was in the Sentinel, during the lead up to the first anniversary with Decius Wadsworth, Blue Sky, and all that: http://mxoresource.com/sentinel/033006/ ) which is sort of annoying because I don't see any point in reducing the already small number of our in-game corporations. I'd like Ouroboros to be independent so I can do stuff with them without involving MetaCortex. When asked, the tour guide responded that Ouroboros has no affiliation with MetaCortex. I suppose if I have to go into it at some point I'll put in something somewhere about the two going their separate ways at some point after Wadsworth's mysterious disappearance.

founded in 1953--"researchers and investors"


Security:

- silver and black
- long shotguns
- personal firewall and hyper-deflect
- tattoo?

#36300540335 02/02/2009 20:54:55 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not be revealed to players directly, possibly not at all, during this subchapter.]

[Abbreviations (just for summary convenience--don't use this as terminology with players):

OG: Oligarchy/Oligarchs
OR: Ouroboros Corporation
WR: Wright Research
PA: Pendhurst-Amaranth
BIP: biological interface program

I've added generic "Visit" missions that will let us get the usual six-person mission teams into mission areas inside Ouroboros' Creston Heights building, and Pendhurst-Amaranth's Hampton Green building, just in case we wanted to send teams into those buildings for event purposes. The missions can only be started by an admin. We already have a mission like that for Wright Research (we also have one for "The Oracle's apartment"--ie a random apartment somewhere in Mara--and the Hel Club). Oh and I also added one for Jakubaitus while I was at it.]


EPN/CYPH
The "Zion" events are mostly specified for just Zion or EPN this time. Cyphs do not have specific events called out for them here, but the "Machine" events in this subchapter almost all have to do with bluepill situations, pretty in-line with Cypherite aims, and should be suited just as well to either group.


8/7

Chapter image: Just the Merv chatting pleasantly in the chateau while Ookami watches over his shoulder


Crit 11.1.1

Zion: Zion tells Utley that Mauser has cleared out; she says if that's the case then the Wright lawsuit will collapse. After going to meet with WR's legal reps, she calls Zion back, saying that the WR reps didn't show, and that the WR people who reported this seemed evasive and agitated. Zion checks into it and finds the WR reps being pushed around by Exiles, whom they had evidently been trying to bribe. Brenda says that with the lawsuit, and attention from the feds, she can't help directly, but she's been hearing rumors of internal troubles at WR.

Mach: The Machines send the player into OR to get as close as they can to the terminal where the BIP is supposed to have been stolen by the Merv. Based on the readings obtained, the Machines say it looks like it could really have been the BIP. The player is sent to notify OR that Merv attacks on their company are probably over, and that the Machines will take care of any remaining problems. The OR rep is kind of a jerk, and says that they're back to business as usual anyway. Next, it's time to start getting the BIP from the Merv, and the operative is sent to roll a few Exiles and swipe their computer's data, part of a larger operation aimed at grabbing and analyzing as much Exile data as possible to turn up the BIP ASAP.

Merv: Merv sets to work trying to analyze the captured BIP, but it's a baffling mix of linked Machine functions and "intuitive" routines. Several outside experts are brought in to look over a sample: the dungeon Exile leader Ethereal 2, and the Historic District mission contact, Madame T. They offer a few comments on it, but don't come up with anything definite. The Merv seems more intrigued than ever. (A Wright Research official and security guard are leaving when the player goes to meet the Merv; they were digging for dirt on Mauser (reference to data on Mauser that Merv stole from the Machines in Merv 8.3.1, and to the WR/Exile spat in Zion's mission this week), [but the Merv wasn't interested in dealing with them (he's suspicious of WR, and feels they've got too many problems of their own right now to be of much profit to him].)


8/7-8/13

Required Events:

Zion: (EPN only) Departure of the EPN expedition to the no-fly zone (Shimada talked about having to start preparations back in 10.3). Could possibly have players....hmm, well they can't really go themselves, since that would require that they stay out of the game for months, but maybe with a little advance prep they could "call up" one "crew member" or something like that; ie, they'd designate the name of an alt character---wonder if it would be possible to explain that---and then we'd have all those new alts assemble in the event and jack out together. Eh and then if one of them did jack in before the expedition completes (we'd have to make it clear that this job would very likely keep them out of the simulation for months--because it will), we'd just have to say they went AWOL, and hold the EPN who registered them responsible for the defection. And I suppose since these would just be "alts" we could open it up to EPN from all servers, provided they could produce their named "crew member" on whatever server is actually going to host the send-off event. Of course, names of characters who are actually frequently active in the game wouldn't be allowed; eh, maybe we'd have to tell them that trained *Matrix* operatives would be needed in the simulation, and we're only accepting operatives of neurokinetic level five (?) or lower for the expedition.

Mach: Machines go to get the BIP from the Merv. They actually do get it, but then the program removes itself from their possession just as the Mervs counter-attack, and the Mervs make off with it. (I wouldn't be disguising anyone as a jumping computer disk or anything like that :p, so the details of the program's escape would probably be mostly RP.)

Merv: (after Mach event) After its strange escape from the Machines, the Mervs realize that part of the problem in analyzing the program is that it is at least to some extent self-aware, and can modify its own code structures. Some highly experimental means of analysis is called for (maybe we could even just throw this out to the players to brainstorm on) and is attempted, but whatever it is, it ends in near-catastrophic failure, and the Mervs realize that some more informed approach is going to be necessary.


8/14

Crit 11.1.2

Zion: An enthusiastic reporter tips Zion off to something weird going on at a WR office (in exchange for an "exclusive interview," but there may be an Agent who wants to interview him first...). The player finds the office abandoned, with a chat session left in mid-chat, saying something about a break-in at another office. That office is empty except for two WR security, who get a call about a network attack as you happen to enter the room. The player follows to the scene and finds this office already under security lockdown; they interrupt the team leader, who was filing a report saying that they'd still found no evidence of an on-site intruder, and indicating that they're watching for Mauser particularly.

Mach: The player is sent to go check out reports of rioting. They find some SWAT members who had inflicted a few civilian casualties while defending themselves from a mob. The SWAT teams says they don't know what set off the mob. The player is sent in ahead of SWAT to the next trouble spot, to try to avoid violence. They find that these bluepills are upset about cable television being out of service; a second group of blues is going crazy because their Internet access is down. Gray says that it looks like a case of mass malfunction among cable boxes and home network routers, almost all of which are manufactured by OR. He adds that media streams are important in keeping the bluepills distracted, and that OR has been successful in large part because their OG backing pretty much gives them unlimited funds and technology, which the Machines didn't want to try to mess with, since that might have brought intruders into the Matrix.

Merv: The Merv determines that the answer to cracking the BIP is to enlist the knowledge of the Exile scientist Silver, who has significant experience in biological research, and advanced knowledge of interface tech that he picked up in the past from working with Wright (although at least some of this was lost when he was terminated and had to be restored from backup). But Silver's gone into hiding, as Zion discovered in 10.3. Flood has the player intimidate a certain Exile lickspittle of Silver's in Camon, who leads them to a hotel room peopled by weird bluepill simulacra, one of whom has a strain of a rare disease, which is traced to a particular lab, where Silver is found, along with a few Exile bodyguards, and some dead scientists. He is marched before the Merv, and agrees to help research the BIP, but very grudgingly; he thinks it's too dangerous, with the Machines after it.


8/14-8/20

Required Events:

Zion: Now that Silver's been rousted out, Zion wonders if he's the one behind the WR problems, since he was Danielle Wright's secret co-researcher for a time. They manage to locate him when he *isn't* working on the BIP (which would be extremely heavily guarded), dispose of whatever Exile guards he has on hand, and ask him about the WR thing. He says it wasn't him, and he can prove it: they just have to go examine the hideaway he was using (in the 11.1.2 crit, the Mervs found him in a Richland/Westview lab room--those are usually in slum apartment buildings, I think), and a code scan will show that he was there with minimal outside contact for the past several months. Some players may not be totally convinced even after Silver has waited for them to complete this inspection, and they may want to keep him prisoner anyway, due to the whole BIP thing some of them will probably be aware of, but if pressed, Silver could call in Exile guards and run off in the ensuing melee.

Mach: Ouroboros is not handling complaints of malfunctioning consumer electronics efficiently, and Machinists are called in to quell a civilian riot. This could involve LESIG-controlled bluepills, or we could try something like having players cast non-damaging stuns/roots and so forth on hostile Bluepill NPCs to keep them occupied and alive; after a certain amount of time we say the Machines have been able to inject enough happy juice into their pods to remove the danger (at which point the NPCs would vanish, since that's what happens to spawns any time I change a setting--such as org alignment--on their sequence). Of course, something like that *could* potentially turn into a massacre if a player with an itchy trigger finger got within firing range.

Merv: Silver, perhaps just a tad vindictive after being pulled out of hiding, decides on a particularly ghoulish first experiment for the BIP, involving human bodies (of the Matrix simulation variety, I mean). Various attempted combinations of the BIP and the bodies do not produce visible results, although Silver claims that he's getting some highly interesting readings. One of the Merv higher-ups calls a halt to the experiment, declaring that a different line of research will be needed, and implying that Silver had better start demonstrating that he can be useful, or else.


8/21

Crit 11.1.3

Zion: Wright network equipment prototypes have gone missing. Investigation into the nature of the stolen equipment reveals that it was based on research headed by Wright herself. The player tracks down the manager of one of the prototype projects, now retired, who says that the project dried up without her, because nobody else could understand it.

Mach: The service outage isn't being handled by OR, and it's time to go tell them something needs to be done. But the OR rep the player was supposed to meet isn't there, and the few OR staff at the office are acting pretty flighty. Gray sends the player to make an unscheduled visit to another office to find out what's up, and the player finds that OR internal mail and paging services are offline. Checking up on that outage, the player finds the guys in the OR IS department completely baffled by the problems. Gray says that there's got to be some scheme behind it, and adds that they'll have to find "a more...reliable company" to pick up OR's failed public service contracts (Internet, cable devices).

Merv: The BIP is missing from its secure mainframe server, and the guards have no idea how it vanished. Silver, in the midst of some other unspeakable experiment, says he isn't surprised; he'd noticed that the BIP's unique code allows it to circumvent security routines with ease. The program is found circulating the Merv's network: first scaring a commando squad (feedback from one terminal kills a commando), then wandering around computers owned by a couple succubi, although by that time the Machines have got wind of it, and try to snatch it, but the player manages to beat them off, and the BIP settles down. Flood says they'll put it in a server with doubled firewalls cycling at irregular intervals, to prevent it from breaking out again.


8/21-8/27

Required Events:

Zion: (EPN only) The OR malfunctions and subsequent disruptions in the public sector, due to the loss of home TV and Internet access, are a fine illustration of a system of Machine control breaking down. We could have some young bluepills, adrift at an anti-OR rally, and shocked when OR security takes down a particularly rowdy rioter or something, become candidates for awakening; some sticking it to the OR security at the scene once the bluepills are evacuated might be appropriate, too.

Mach: The Machines snatch some key Ouroboros execs (could be an armed operation, or a little pill in their coffee, so to speak--or a variety), and question them about the situation at the company--what's happened to cause this corporation-wide breakdown? The execs hem and haw, but finally one confesses that they really don't know how this could have happened. The Machines verify that the exec is telling the truth.

Merv: Mervs are called in to defend the BIP against a raid by the Machines. The Mervs are hard-pressed during the attack, and fighting around the BIP's secured server is fierce. When there's a good skirmish going right next to the computer we've designated as the BIP's location, Silver or a Merv story character (probably one of the scientifically-inclined ones, although Ookami would work, too) will announce that the BIP has jumped into one of the nearby operatives (we'd pick one who seems reliable--if they crash or jack out or run away or something we'll just say the BIP has now jumped into someone else). The Mervs fight free of the attacking Machines and regroup at a new location, where the BIP-inhabited operative is sat down next to a computer, and the BIP is coaxed out into a new secure server.

#36300540337 02/02/2009 20:55:13 Re:Detailed story & event plans for MXO chapters 5.2-12.1


8/28

Crit 11.1.4

Zion: Raiding a WR network lab where they're analyzing the attacks, the player finds they've compiled a list of employee passwords used in the attacks, and that the employees were out of town when their passwords were used. The player beats WR security to the next attacked site, and captures the on-site security camera footage. It's just showing WR employees going about their business, but one of them is a clerk that the player ran into on their way out of the security lab--at the same time the footage from the attack site was recorded. They go back to check the clerk, and find him being grilled by WR security, but he seems like a normal bluepill, and it isn't clear how he was apparently in two spots at once. (Not described by Tyndall, but a computer at one of the break-in sites has notes by "W" [Danielle Wright] about "Argent" ["Argent Biometrics" was the company name Silver used when working with Wright previously].)

Mach: Gray sends the player to check into the OR network outages specifically, and also to start taking the rest of their network offline, so they can try to isolate whatever might be causing the problems. They detect an error-free data stream in/out of OR; checking it out, they find a female OR office worker who's been hacking into the OR network to try to figure out for herself what's going on, since nobody else there seems to have any idea (oh, earlier in the mission, one of the frenzied technicians is heard saying "Where the HELL is Brewer," which is a reference to that brain-hacked OR network assistant from the last subchapter). Following a tip from the helpful hacker, the player finds a heavily guarded OR site with a bunch of computers. They shut them down, but not before an outgoing signal of some sort is detected. They also find a data connection similar to the one they used to track down the helpful hacker earlier; this leads to an abandoned hacking station, with a data dump of what looks like a copy of a message routed to a downtown address, with commands that would trigger a power plant like the one in OR's Creston HQ to overload in a runaway reaction that could destroy the whole area. Gray adds that the helpful hacker has disappeared [I mean to imply here that someone got to her].

Merv: Silver has the player go to the BIP's server, and it hops into the player's RSI. Flood is ticked. Silver, by himself this time (I keep characters as isolated as possible for the rest of this, and Flood make snarky remarks about avoiding HLs), sends the player to meet up with a particular operative; the BIP jumps into that operative, just before they're ambushed by Machines. The player and the operative fight free and get the BIP to another secure mainframe, where it settles back down. Flood calls to report that Silver's claiming the success of this experiment shows that the BIP can "interface perfectly with human broadcast signals," and semi-sarcastically suggests that next Silver will be wanting to use it to insert programs into real human bodies, or something ridiculous like that.


8/28-9/3

Required Events:

Zion: (Zion only) Mysterious WR culprit located, switches form to escape; operatives locate it again, and can attack it, although they are told not to. If they do attack and kill it, we can say it will be harder to get answers now (also, the terminated infiltrator's body disappears (reconstructs) almost immediately); if they don't kill it, it escapes.

Mach: meltdown of OR's Creston HQ power plant narrowly averted

Merv: (I'd like to run this event on Tuesday the 2nd.) Carlyne (!) appears in front of the Merovingian, asking that the BIP be handed over to him. I might have Carlyne flagged, and we'll see if any Merv operatives decide to attack him. The Merv stalls, saying that the BIP is of course being kept in a scrambled network to keep it secure, and it will take some time to prepare it safely. He asks Carlyne to name a time and place for delivery. Carlyne says just have it ready by tomorrow. On his way out he leaves some hostile overrides nearby as a "reminder."


9/4

Crit 11.1.5

Zion: (The operator mentions: Indications of increased Sentinel activity around no-fly zone; Kid's heading out with additional ships to reinforce no-fly zone exploration team [this means he won't be available for Live Events for a while after this date].) Following up on WR security reports, and scanning for a jack-in signal that can vary its encoded appearance, the player tracks the culprit to a hidden lab equipped w/ a highly sophisticated network interface system built partly from the stolen Wright equipment. Its exact purpose is unclear, and Zion decides to confiscate it for study. [A computer in the lab has a coded message that will give a clue to something...] Accessing a computer in the lab shuts down the culprit, who was evidently some kind of scripted "spider" program, equipped with WR access codes, and the likenesses of WR employees. Could it have been set up by Mauser?

Mach: Gray says it's time to shut down OR; the problems caused are just too dangerous. The Machines freeze OR's assets, and send the player in to notify staff of the federal takeover. Staff are worried, but not terribly so--except for some OR security members, who don't want any part of it, and have to be given a beat-down. The next step is going around to worker terminals and dumping all OR data to a Machine database for analysis, to find the source of the problems. This isolates the source of "suspect directives and programs, disseminated through a network of employees" to a single computer in an OR office, not actually connected to their network: it's connected to the Oligarch Network. Gray says they have to assume that the OGs know what's been going on, and could be on their way to the Matrix.

Merv: Flood calls the player in to help him argue with Silver, who wants out since learning of Carlyne's return; he says he doesn't intend to stick around waiting for Carlyne to terminate him when he comes for the BIP. But there's no time for Flood to report Silver's wussiness to the Merv, because the Machines are having their operatives (not their programs--they're keeping them back like they did the last time the intruders were around) make an all-out attempt to get the BIP. After some fighting against Machine operatives, the player comes to a Merv site with dead Exiles, a fried computer, and no sign of a struggle. The operator gets a bad feeling about this. Flood rings up to say that their programs are falling left and right, and the wave of destruction looks like it's heading right for the Merv. The player arrives to find the Merv guarded by worried Exiles, just as Carlyne appears, testily asking for the BIP. Some of the Exile guards die. The Merv seems confident in his ability to negotiate with the stressed intruder, when suddenly "???" appears beside them. Carlyne crumples to the floor, and "???" says they've come for the BIP. The rest of the Exile guards die. The Merv quickly directs the player to open the ports on the computer storing the BIP (he had it there in the room with him) to the "primary network." This is done in an instant, and the Merv and player beat a hasty retreat while "???" is still figuring out what just happened. The Merv says they've allowed the BIP to escape "into the wide network of the Matrix." He seems excited at the thought of facing this new adversary, and beating them to the BIP.







~~~~~~~~~~~~~~~~~~~~~


"???" = Actually Danielle Wright in "Oligarch"-style shell, but I'm not going to positively ID her here, just leave hints like her behavior, and the alphadecimal code found in Zion 11.1.5.

#36300540338 02/02/2009 20:55:33 Re:Detailed story & event plans for MXO chapters 5.2-12.1


[Square brackets below surround information that will not be revealed to players directly, possibly not at all, during this subchapter.]


Reference:


Danielle Wright's event appearances as a redpill:

8.2.2 Zion Syntax
http://forums.station.sony.com/mxo/..._id=36300016515
8.2.2 Mach Syntax
http://forums.station.sony.com/mxo/..._id=36300016581
8.2.3 Cyph Syntax
http://forums.station.sony.com/mxo/..._id=36300016600
8.2.3 Zion Vector
http://forums.station.sony.com/mxo/..._id=36300016791

Wright in her intruder guise as "???":

11.1.5 Syntax
http://forums.station.sony.com/mxo/..._id=36300025329




9/18

Chapter image: Wright in intruder form floating in a bubble of code


Crit 11.2.1

Zion: Intel is pretty convinced it really is Wright, and she's after the BIP. The device Zion found with the culprit stealing from Wright Research is giving out numeric sequences, which under analysis are revealed to be a series of updating coordinates. Thinking these might have something to do with Wright or the BIP, the player starts following them, finding a) a bluepill and their computer who seem to steal each other's lines, much to the bluepill's confusion, and b) a dead Exile, and live Accelerated Exiles. These encounters are reported to Niobe, who thinks maybe the device can be used to locate the BIP before Wright gets it. Niobe's also wondering if Wright wasn't quite the martyr she made herself out to be when the Machines were after her before. An EPN has just told Niobe that the EPN expedition reached the no-fly zone, but couldn't enter because of heavy Machine patrols around the perimeter, and that the Kid has already left for the zone with reinforcements.

Mach: The player is sent to help confirm the identity of the female intruder. They find a panicky bluepill and a dead Agent. The bluepill manages to point out a direction, and override use over that way is narrowed down to Wright herself, and a computer. The computer seems to be tracking something, but Wright blanks it out when the player tries to check it. Wright says she "did make a mistake": "the Matrix was more than I had thought it was"; the "mistake" line is a reference to her last event appearance as a redpill, Zion 8.2.3 ( http://forums.station.sony.com/mxo/..._id=36300016791 ), where she said that if anyone saw her again, she'd "have made a great mistake." Gray says it's time to talk about this person. He says the data scanned off her looks reasonably close to what they know of Wright; how she survived termination by Sentinels, whose sensors confirmed the destruction of her body (in 8.2), is unknown. Gray also says that Wright is not an Oligarch, even if she seems to have "adopted their jack-in protocol"; the old termination order for her still applies. The player is packed off with operative reinforcements to take care of this, but they just run into a bunch of overrides, without finding Wright. Gray says well okay, she's got the Oligarch overrides too, this could be tricky.

Merv: Exiles scanning for signs of the BIP get a report from the white hallways of an access violation, with no detected source. Going to check on the hallway control center, the player finds a glitching computer. As they examine it, the Effectuator appears, surprised to find himself there. Suddenly nine more Effectuators appear, confused. The tenth seems woozy, and all collapse. Flood reports Malphas made it out of the chateau, and may have a report; Flood is then cut off. Malphas says that there have been system failures throughout the chateau, but they couldn't find the source, although it seemed to be internal. He thinks it could have been the BIP. He adds that he can't figure how Flood didn't notice the system failures happening all around him.


9/18-9/24

Required Events:

Zion: (Zion only) Zion comes close to the BIP, runs across Wright. Wright tracks them back to the device and destroys it. Wright has the usual intruder abilities, plus a couple new ones: "Compress," a meatwaddy one with Firewall's metallic skin effect, and "Signal Jamming," an AOE that lays a heavy debuff on everyone's damage resistances.

Mach: Machines want to locate Wright's broadcast position. They find her and scan her signal, but find no data at all that they can trace. Wright made no attempt to avoid the scan.

Merv: The BIP is found having taken over the training sim in a chateau org area. It attacks at first, gradually stops, looks around, says "[bip message 1]," then falls over dead. If players killed the "sim" first, "[bip message 1]" is found on a computer.


9/25

Crit 11.2.2

Zion: Using information provided by an acquaintance of a chateau guard, the player locates the guard, hoping to get a lead that will get them into the chateau to look for data on the BIP. They find the guard being killed by a fellow guard, however, who is yelling frantically about how a program "won't get" him. Another, wounded guard mentions that one of their members ran off. A scan is run, and a guard is found, dead or unconscious, in the middle of a large corporate network center. It is suspected that this may have been the work of the BIP, jumping from guard to guard. The computers at the center are inspected, and evidence of infiltration and data transfer are found in one of them. This leads to a home computer, with a strange message on it: "[bip message 2]." Also, Tyndall informs the player that EPN has been in touch to say that the Kid has met the expedition, and gone into the no-fly zone.

Mach: Since they can't find her vulnerable jack-in point, the Machines decide to try getting Wright to talk. The player checks up on some chateau Exiles for Wright activity. They get one who says there was some report earlier about a problem. The player comes upon dead and dying Exiles, and Wright, who pretty much refuses to say anything to them. Then the player has to go check on some big override signal that pops up nearby, and this turns out to be Wright again, who says she just thought of something, and wants to meet the Machines after all, with the player there as a "witness." Gray tells Wright that the Machines would like to know how she survived her body. Wright wants to know why the Oracle made the BIP, but she doesn't want to have the discussion there, and she wants more operatives present. Gray says okay, he'll see about getting it arranged.

Merv: Flood sends the player off to kill what he says was a traitorous chateau guard; that done, the player goes after Zionites who've been hounding the guards. A few Zionites are found dead, along with another chateau guard, badly wounded, who coughs out nothing helpful before dying. After a tongue-lashing from Flood, the main group of Zionites are found, apparently looking for something in a room with a dead Accelerated Exile. Once the Zionites are dispatched, Wright appears, possibly there with the intention of ambushing the Zionites who've just been handled. She mentions to the Merv player that it's her understanding the Zionites helped Carlyne, although they probably feel that was a mistake, now. Still, she says, Carlyne did turn out to be way more useful than he'd intended. The Merv ponders this, and decides there's a good chance Wright found Carlyne in the Real and did something to him there to make him fall over dead in the simulation (in Merv 11.1.5). The no-fly zone was supposed to be Carlyne's abode, or something, according to a comment Halborn made a while back, so it's possible Wright ran into him somewhere around there. The Merv decides to send some of the General's Sentinels (which he's kept lurking around) back into the zone to check into this. Persephone is there with the Merv, in some kind of bad mood.


9/25-10/1

Required Events:

Zion: (EPN only) EPN captures Ouroboros data revealed by the expedition's team tapping into a Oligarch Network line found in the no-fly zone, and begins mapping the layout of the Oligarch Network in the Real.

Mach: (Machines only) Wright meets Machines in One Zero. Gray says the BIP was created to help control/monitor unplugged humans in the Real. Wright says she survived the death of her body by entering the Matrix as a complete consciousness, rather than a broadcast.

Merv: Flood is attacked by Exiles in the Hel Club. Operatives arriving at the scene take out some hostile Exiles, then find the "Francine" cake vendor in the club acting oddly. This is the BIP. It says "[bip message 3]," then Wright appears. A battle follows, sort of tailing off as Francines multiply throughout the club, crowding out everyone else. The BIP has disappeared.


10/2

Crit 11.2.3

Zion: Override activity in the slums leads to overrides and overridden programs, and a guy whose watch has stopped keeping correct time next to a Decelerator. Tyndall reports that EPN contacts have said the expedition was attacked by advanced fighter craft in the no-fly zone; the Kid's hovercraft damaged one of the attackers, but was then shot down, and the Kid was injured. The expeditionary force retreated from the zone after heavy losses. The ships were observed to be similar to the type used by Halborn and Carlyne. In the central Richland area, the player finds more overrides, and trouble from Machine and Merovingian redpills. Override activity moves into Magog/Achan, where the player finds Seraph, who tells them that what they're looking for is in an apartment the Oracle used to live in, and whose location he'll provide to the operator. The apartment is in Mara--although now occupied by bluepills--and includes a computer with a strange message: "[bip message 4]."

Mach: The BIP has moved into Richland, and Wright's after it again. The player is sent to take care of the pesky overrides she's kicking up. They run into Merv redpills fighting Accelerated Exiles, and a computer that's been disconnected from some remote source. This leads to an apartment in the central Richland area, where a computer has crashed, and a bluepill says their (black) cat started acting weird and ran off. Gray says to get back on task, and sends the player to Mara, where overrides are getting pretty bad, and Zionites; and there are reports of Wright being in the area. The player finds Zionites talking about having run into Seraph nearby, but they can't get any more information. Then they find a big override source in Mara, which is Wright, some dead Zionites, and a blanked out computer. Wright says the program's already left, and "Its movements appear to be getting less erratic. In the right hands, it could be a truly elegant control mechanism--not like these Oligarch routines." Gray thinks she's "under some misapprehension" about the program. He also mentions that their sensors can't detect the program, which makes things difficult. Finally, he adds that the cat was located in an alley in Mara, and was returned to its owner.

Merv: The player is sent into the slums to see about override reports there. They encounter Machinists. Flood says they've lost contact with some of their programs who were in the area (central Richland) on Hel Club business; these are found, being dominated by an Accelerator, poor things. Flood mentions that the General's Sentinels were attacked by advanced fighter craft and forced to retreat (Flood: again! haha) from the no-fly zone. With override activity increasing in the Achan/Magog area, the player finds Zionites there, talking about Seraph being in the vicinity. The player finds him in Mara, trapped by an Accelerator.


10/2-10/8

Required Events:

Zion: (Zion only) See Merv event.

Mach: (Cyph only) Before Zion/Merv events: fighting overrides around Mara with the help of Cryptos' prototype anti-override routines (these are new consumable items). These will make the user immune to a random type of override for a short period of time.

Merv: This is a two-day (back to back), single-server Zion/Merv event.

Day 1: We lock down a Mara apartment building and get Mervs and Zionites into it by teleport at separate, locked locations. Then we let them loose for PVP domination, and see which side survives. If beginning numbers aren't balanced we could either limit the larger side to matching numbers (I'd prefer this I think), or I could try to balance a bit with NPCs.

Day 2:

- If Mervs won: Merv faces Seraph, wants to know where the BIP is. Seraph says only that it is "[seraph message]." He's suddenly covered by a Firewall FX (I made a Firewalled Seraph disguise for this) as the area goes FFA PVP. Seraph, fighting furiously and not talking to anyone, makes his way free of the building.

- If Zion won: Zion fights their way out of Mara--still packed with override spawns, Exile programs, probably hostile operatives--with Seraph. Once clear, Seraph tells them that he doesn't know where the BIP will surface next, but it is "[seraph message]."

#36300540339 02/02/2009 20:55:54 Re:Detailed story & event plans for MXO chapters 5.2-12.1



10/9

Crit 11.2.4

Zion: Bluepills are dropping dead across the city, sometimes with override use nearby. The player checks out an override signal and comes across Wright and a bluepill. Wright refers to the bluepill by a "pod" serial number--0026:05:0149:032--and says they weren't "the one that program's chosen to call home," and maybe it's someone else "in 149," as the bluepill drops dead. It looks like Wright's going hunting for bluepills, so the player gets ready to follow her, tracks an override reading, and finds a dead bluepill. Intel doesn't know of a connection between the two dead bluepills, but maybe Wright's reference to a pod was significant. The second bluepill's body is collected, and a red pill trace is forced through them. Their body doesn't seem to have been flushed by the Machines yet, and the trace returns a pod location--fortunately at a pretty nearby pod cluster. Zion dispatches a ship there, which finds mostly empty pods in a ring around one of the towers. They begin running back-traces on the remaining people in that ring. The player goes to check up on one of these, but is stopped by Machines guarding the bluepill's apartment. Tyndall calls to report that they've lost contact with the hovercraft at the tower, and another ship in the area reported heavy Sentinel activity there.

Mach: The Machines have the bluepill (see Zion crit), who is currently inhabited by the BIP, acting erratically. Pace says they're going to take the woman, Imelda Kroller, to a lab where they'll extract the BIP, and asks the player to help hold off nearby overrides while they transfer Imelda. This is accomplished, but extraction is taking too long, and Wright is closing in. The player evacs Kroller from the lab as overrides appear, killing some of the Machines there. Pace is in a back room, and seems to be okay. She says that the BIP took control of Kroller's "somatic nervous system, resisting external stimuli." As the player gets Kroller outside, Gray says her pod routines have stopped reporting, and asks the player to check her status. Kroller says "[bip message 5]", then goes blank. This ends the mission, and Kroller disappears. Gray reports "Unrequested reinitialization of subject's image by the pod hardware... Signal is active. Unable to resolve location. Status unknown. P0026:05:0149:081 is not responding."

Merv: The Mervs have learned the Machines have Kroller (see Mach crit), and set about tracking down her pod ID, first finding the serial number Zionites heard from Wright (see Zion crit). Flood says this is Machine pod serial number format, with the third number being the number of the ring in which the pod is situated on the tower, so Wright was looking for someone plugged into the 149th ring of pods. The Merv is formulating a plan for hacking into Machine systems and locating the pod caretaker, like they did when they wanted to find MacHenry (Merv 8.3.4), but he's interrupted by Persephone, who says that just getting activity reports from the caretaker won't save Kroller, or the BIP. Persephone says she can do it, if the Merv can get her a connection to the right part of the Machine network. The Merv makes a show of worrying about his wife's safety in such a venture, but says he'll make it happen, since she's so concerned about it. The player secures a particular Machine terminal, and gets Persephone to it. She collapses, barely alive, but says she's saved them; the operator says that defensive routines kicked in as soon as Persephone sent her commands into the pod system--they must have been watching for trouble there. The player goes to give the Merv the news, and finds the General's hologram, reporting that his men found a wrecked, advanced craft on their way back from the zone, and salvaged an android of an unknown type from it; they're bringing the android back with them now. The Merv is annoyed with Persephone for almost getting herself killed in a way that would have reflected badly on him; and what was she doing, anyway, not mentioning those defensive routines, which she must have known would be there? Flood says Persephone restarted Kroller's RSI at a random point in the simulation.


10/9-10/15

Required Events:

Zion: Try to stop Wright from getting at a bluepill. Turns out this is not a BIP-inhabited bluepill, just one in an adjacent pod, but Zion will at least have a chance of saving them from Wright's brutal process of elimination. This is complicated, of course, because that pod cluster is now surrounded by Sentinels, and there'd be no chance of saving the person if they were flushed by a red pill. I think it might be interesting to leave it to operatives to try to figure out what to do (might end up being moot if Wright beats them to the more immediate goal of securing the bluepill in the simulation).

Mach: (After Zion and Merv events) Machines able to re-establish control over Kroller's pod, track them to [Kroller location]. Wright appears and tries to grab Kroller. Machinists must keep Wright occupied (interlock, root) while evacuating Kroller. Get some distance away but Kroller collapses, Wright catches up, kills Kroller just after Kroller says "[bip message 6]."

Merv: Deathly Persephone (first appearance of her black-dress/pale-skin RSI) tries to access Kroller's pod again, fails, barely survives Machine counter-attack. Bitter words between her and the Merv; both are disappointed, for different reasons.


10/16

Crit 11.2.5

Zion: The BIP's trail leads back into the slums. [Morpheus (sim) and [bip message 7] will be involved here, but I don't want to say more about it just now.]

Mach: The player is sent after more trouble in Richland. They find overrides, and Zionites apparently looking for Persephone. Gray says Wright and the Morpheus sim have been reported around there, too. The player is working on some Accelerated Machines when more appear, but are taken down by Cypherites who've arrived on the scene. The Cyphs say Cryptos has a way to stop the overrides. The player meets Cryptos, who says he's got a good start, and he's willing to share his progress, but he needs more information about the overrides to continue to improve his prototype. Cryptos and Gray meet. Cryptos says that the overrides use a root command layer that he can't really access, and he needs more info about it. Gray says info like that is pretty restricted, but since the anti-overrides could be useful, he'll see what he can do. Players get a prototype anti-override consumable when they complete the mission.

Merv: Persephone insists on meeting Wright. Flood doesn't sound like he's inclined to help her get herself killed, but when he starts talking about locating Wright, who's apparently in Mannsdale, in order to find the BIP, a click on the line reveals that someone was eavesdropping: Persephone. The player races off to Mannsdale to find Persephone asking Wright to stop the killing. Wright is cold--calls Persephone "program"--and says she won't stop until the Matrix is run by humans. Flood reports that that ill-advised little meeting actually gave them a chance to take some scans of the region, and they've found Zionites homing in on a particular location. There they find Wright again, having apparently just removed something that she won't say anything about. A frustrated Flood sends the player to explain their failure to the Merv. As the Merv greets the player, a strange message, "[bip message 8]" appears on his computer screen. The Merv is annoyed that his high-priced network security failed to protect him from this spam.






~~~~~~~~~~~~~~~~~~~~~


Wright abs:
"Compress" (metal meatwad?)
"Signal Jamming" (AOE massive def res debuff)

Anti-override prototype:
orbiting gold code fx
gives random of one imm: Accel, Decel, Run


Visiting places from Trinity's past:

The Chateau (mission/event: Merv 1)

The Hel Club (event - Merv 2)

Mara (apartment; mission: Seraph - Zion 3)

Westview (event: Club Kaos, Rogers Way--right by Ascension - mach 4)

Slums (slum apartment, room 101; mission: Morpheus Zion 5)


BIP messages (in white font, no caps or punc until later):

1: where
2: this isn't
3: i'm not
4: not here
5: impossible
6: oh god
7: Knock, knock.
8: Wake up.

Seraph message: "remembering"

Kroller location: Club Kaos, Rogers Way


Zion 11.2.5

Tracking BIP in Slums, but lose it. Come across Morpheus, who says that the Machines changed things, but he remembers the telephone exchange, which they didn't change. Come to room 101, Neo's apartment, find [bip message 7].




~~~~~~~~~~~~~~
~~~~~~~~~~~~~~

Wright
- OG overrides are crude; need program capable of penetrating to the heart of the Machine systems and reconfiguring them carefully--she could make use of the BIP to do that
- Human control...but must be the right humans
- Doesn't know what BIP really is (only Architect, Oracle, Sati, Morpheus, Gray, Carlyne, Halborn know that)
- Brag somewhere to Machines that she survived death of her body by entering the Matrix as an independent consciousness
- When she did that w/ OG overrides, she detonated ship containing jack-in device and Mauser's body

#36300540345 02/02/2009 21:05:30 Re:Detailed story & event plans for MXO chapters 5.2-12.1



cinematic:

scene 1
- close up of computer screen: bip message from merv 11.2.5
- Merv is looking at it in annoyance
- Gen hologram phases in, says they've got the android thing
- Merv has him put it up on the holographic display
- Merv looks at it, grins slowly--"impressive..."

scene 2
- shimada, hovercraft deck, looking at face on transmitter screen
- s: how is he?
- f: he won't be winning any beauty pageants, but he'll make it.
we'll be in broadcast range in a few days. do you want me to--?
- s: no. I'll do it

scene 3
- hovercraft, shimada jacked in
- door opens, crafty looking woman creeps up to the chair
- w: they're all off in no-man's land...
- w: nobody to watch over you while you sleep
- w: now where would you hide that code the Oracle gave you...
- crewman appears in doorway, startled: you!
- w grins
- c: stop!
- w yanks shimada's jack out, slices its cable
- w: kept it warm for you, dearie
- w hurls the jack into the crewman's forehead
- crewman collapses as more crew members arrive: veil!
- veil (w) laughs as she vanishes back through the opposite doorway

scene 4
- wright floats between skyscrapers, moving slowly over downtown
- gray is watching grimly from a rooftop with another agent, or maybe an operative
- g: the program?
- o: we're picking up blips all over the city. still trying to isolate it, sir.
- g scowls
- o: sir, should we--
- wright floats toward the wall of a skyscraper, it warps inward, making way for her to pass through
- g: no. keep your men back.
- wright floats out the other side and continues across the city at the same slow, steady speed
- gray scowls even grimmerlerlier
- g: find the program...

scene 5
- close up of bip message from zion 11.2.5 on a computer screen
- niobe is watching it, with ghost behind her
- n: the interface program?
- the message, which had paused, continues briefly
- n: jesus christ
- the message suddenly floods the entire screen
- n: ghost--
- ghost is already hyperjumping high above the city, his face set in a determined mask

map zooms in on spot in some city neighborhood

~~~~~~~~~



11.3

Cinematic:

- The General shows the android body to the Merovingian, says they've completed retrieval, and that it isn't a Machine mechanism.

- Shimada is told that the Kid will be back from the no-fly zone soon; he was injured but will recover.

- Veil sneaks up on Shimada while she's jacked in, muttering something to herself about looking for the program the Oracle gave Shimada. When surprised by an EPN crew member, Veil pulls Shimada's jack, killing her, and escapes.

- Gray monitors Wright as she continues her disruptive search through the city for the interface program. Gray tells another Agent to avoid Wright, and to find the program.

- Niobe gets a "Wake up" message like the one from the 11.2 crits. This turns "Wake up, Neo," and then a constant stream of "Wake up Wake up Wake up..." Niobe is alarmed, and Ghost speeds away.

The action indicator points to a spot in west Hampton Green.

#36300540346 02/02/2009 21:05:52 Re:Detailed story & event plans for MXO chapters 5.2-12.1



Quests:

Quests take place in Downtown, mostly around Hampton Green.

Machines

1) The Machines can't detect the program themselves, but Wright seems to have some means of doing so, so they follow her, running into a disrupted computer, dead bluepill, Accelerated Suits (Hampton gang), and finally Wright in Maribeau, where she says she'll have it soon, and the Machines had better stay out of her way until then. She adds "The Machines left a gaping security hole in their core programming a long time ago. They were only as perfect as the people who made them."

2) Talk to Veil about newfangled Wright Accelerated Programs (tough Exiles/Machines with wireframe overlays). Veil points the player to a Cypherite in Morrell, Neglect (visible on the map, 13th floor of the building just S of Cyclo), who is distributing anti-override routines the Cyphs, led by Cryptos' research, have been cooking up. Gray says that being able to resist overrides will be necessary if Wright's going to be dealt with. The anti-override routines are consumables protect against override abilities like Deceleration (speed/acc debuff), Runtime (spawns), and Signal Jamming (resistance debuff) for a limited time.

3) With Wright closing in on the program in Hampton, the player battles a tough Wright Accelerated Program, then talks to Cryptos, who speculates on how Wright could be disabled:

"As for what may happen if critical damage can be inflicted on her RSI, that I cannot predict. We know that she has co-opted the jack-in protocol utilized by the Oligarchs, and we know, from Halborn's example, that they were to some extent vulnerable both within and without the simulation. Wright, on the other hand, has claimed to be able to enter the Matrix without maintaining an exterior connection. How that could affect the outcome remains unclear."

Gray comes through with the coordinates of Wright's position on a rooftop in Hampton (98 131 -216), saying that she's been staying around there, which probably means the interface program is in the vicinity.


Merovingian

1) The player scouts Wright activity in Hampton, where she's been disrupting things. With help from Nicky G., they find Accelerated Suits, and track down Manager, the Suits boss, in the Historic District, who mentions hearing about a Cypherite in Morrell who's got override countermeasures.

2) The android's been found to have "data structures similar to what we've found on the Oligarch network," so Flood sends the player to hunt for a data match at an Ouroboros office in Vauxton. The Machines took over Ouroboros a while back, and the player runs into Ouroboros Security and Machines there. Flood says the Machines must have confiscated the data, and sends the player to raid a Machine facility in Maribeau to track it down. The player is ambushed by a Wright Accelerated Program on their way. They capture the data from the Machines, and it does have similarities to the android's hardware. Flood figures the Oligarchs built it. He also mentions that Cypherites think the Wright Accelerated Programs carry valuable data.

3) The player goes hunting a Machine mainframe in the Park East Gov Building to get real data on the android. There's a tough battle, and they get some help on the mainframe from the Effectuator. In Center Park, the Merv says the data was interesting, as it shows the android was designed to be controlled by a human consciousness--for the Oligarchs to control themselves as a surrogate body? He also wonders what destroyed the ship carrying the android, and speculates that foul play was involved. Persephone is there, still in black and very pale.


Zion

1) In Chelsea, a scarred Kid has news of suddenly losing contact with a transmitter they'd left monitoring the Oligarch network line in the no-fly zone. He says the Oligarchs could be on their way to the Machine city and the Matrix. He's also determined not to let Shimada down. The Council thinks the interface program has some central role in all this, and wants it kept out of Wright's hands, to the player catches her trail in Hampton. The operator mentions that the program has used Trinity quotes. They run into Accelerated Suits and then Wright, who says that Zion should be helping her, since she's doing this to put the Matrix in mankind's hands.

2) Still trying for the program in Hampton, the player gets some static from a Decelerator and Machinists. They're also ambushed by one of Wright's new Accelerated Programs, and run into more of them around a dead Cypherite. Tyndall mentions rumors of a Cypherite in Morrell, wondering if it's related.

3) Overrides are keeping the Machines busy, which gives Zion a shot at checking out a burst of override activity in Park East, normally heavily guarded. They find a message ("Soon") which the operator thinks is from the interface program, but while tracing it, they're interrupted by a tough Agent, and the trace is lost. The operative is sent to Ghost in Hampton, who says that he thinks Wright's around there, probably high up, and probably with the program. He's determined to look for her. Tyndall says taking on Wright may be the only option left.


Wright

Wright (level 100) is on the Hampton rooftop where Gray said she was, with some tough Accelerated Programs around her. She uses AOE overrides, and a nasty zap. When her health has been worn down, she dies (System message says she was killed by herself), and a floating gold code ghost figure, "???," appears. Its details say "'It's beautiful...'"

 



#36300540347 02/02/2009 21:06:40 Re:Detailed story & event plans for MXO chapters 5.2-12.1

Cinematic


bit of a wrap on wright? arch & gray?

ghost finds trinity, brief convo making clear it's her, pace shows up, then Helian and Tesarova show up, pace leaves ("Acknowledged"), trinity is gone, h/t leave, ghost leaves, ookami spying



scene 0 - 15 seconds
- chapter caption, pan over to dead Wright

>The Matrix Online_
>Chapter 12.1_


scene 1 - 30 seconds
- zoom out from inert Wright to Architect viewing in his monitoring room
2
- a: Where is thy humanity now...?
5
- a: Agent Gray.
6
- gray appears on monitor
7
- g: Sir?
9
- a: Have you located the program?
12
- g: No, sir; not since it terminated Wright.
15
- g: We have found Zion operatives conducting their own search.
18
- a: ...
20
- g: Sir?
22
- a: Prepare for our visitors.
25
- clicks screen off
30

scene 2 - 120 seconds total

2a - 50 seconds
- ghost lands on a slum building rooftop
4
- looks around
8
- opens a door
10
- goes down a dark stairway
12
- enters a large darkened storage room
16
- doesn't see anything
20
- turns to leave
21
- screen flicks on behind him
22
- s: Ghost_
24
- ghost turns and looks at it, face blank
25
- code shimmers in the air
26
- falls down
28
- forming around
30
- a standing female body
32
- ghost stands frozen
33
- trinity takes a step toward him
35
- stops
37
- t: Ghost...
40
- ghost flinches
42
- trinity looks pained
44
- g: We...
47
- t: I...didn't know.
50

2b - 45 seconds
- p: Freeze.
2
- pace steps from the doorway into the glow of the monitor/trinity, gun levelled at g
4
- p looks at g
5
- p: Predictable.
7
- p: Hmh.
9
- p put her gun up
11
- half turns away
13
- p: Your program...friend cannot survive here.
15
- g looks at p
17

19
- p: She will be removed.
A code lock is already--
21
- h & ts appear in midair,
24
- float down to the floor
28
- p puts her gun back on g
30
- ts: Ooh.
32
- This looks fun.
34
- p touches her earpiece
35
- listens
37
- looks frustrated
39
- p: ...
- p: Acknowledged.
41
- pace stalks out
45

2c - 30 seconds+
- h: And you?
2
- h: Will you offer resistance?
5
- g: No need.
7
- h looks around; trinity has vanished
- t: Huh! The program's gone.
10
- h: Is this your--
12
- ghost has vanished
13
- ts: Hah!
14
- This *will* be fun.
16
- h & ts vanish
19
- room goes dark
22
- a shadow
24
hops
25
up
26
to a high window:
27
ookami
30 (may need to hold here an extra second or two)

scene 3 + map - 15 seconds
- ghost
2
- is standing on the roof,
4
- looking out
6
- over the Ikebukuro docks
8
- g: Trinity...
10
map
15

#36300540350 02/02/2009 21:08:57 Re:Detailed story & event plans for MXO chapters 5.2-12.1



12.1


[] Stuff in square brackets is not mentioned directly to players in the 12.1 quests, and shouldn't be given out unless specifically cleared with me first.

() Other stuff is mostly fair game, although in general you shouldn't just go around dropping tons of the details to players, but rather let them work things out themselves--this includes a lot of what appears in parentheses below, for instance. I mention certain details and quotes here because I figure they might be things you have questions about, or may be interested in developing further.


Cinematic

- The Architect is in his TV room, with Wright, dead on a Hampton rooftop, on the monitor. He asks Gray if the (biological interface) program has been found; Gray says no, but they found Zion looking for it, too. The Architect frowns, then tells him to "prepare for our visitors."

- Ghost lands on a rooftop (supposed to be the rooftop pointed out in the coordinates at the end of the cinematic, Ikebukuro 630 9 -180), looks around, opens a door, goes down dark stairs, opens a door into a dark, mostly empty storage room. Looks around, doesn't see anything, and is just turning to leave as a monitor in a dark corner of the room flicks on and prints out "Ghost."

- Code falls down into a female form next to the monitor. This is the golden code "???" character who appeared when Wright was killed. A halting conversation begins, in which Trinity (which is the name that appears above this character in this subchapter) says "I...didn't know," by which she meant that she didn't know she was a program.

- Agent Pace interrupts the conversation, her gun on Ghost, who steps between her and Trinity. Pace says the program (Trinity) can't survive there, and will be removed, but then she in her turn is interrupted by a bright flash, out of which gleaming male and female forms appear, descending to the ground. They have no clothes, wires, eyeballs, or hair. In missions, it will be found that the male (red) is "Helian," and the female (purple) is "Tesarova," and that they are Oligarchs. Helian is fairly straightforward and serious, although not as blunt as Halborn; Tesarova is usually in a playful vamp mode in this subchapter.

- Pace touches her earpiece, looks frustrated, reluctantly lowers her gun from Ghost's head, and stalks out. Helian looks at Ghost, and asks if he's going to resist, but Ghost says there's no need; H&T realize that Trinity has vanished, and while they look around to find her, Ghost makes a sudden unseen exit as well.

- H&T leave, and the room goes dark. A pause, then Ookami creeps out of the shadows--she's observed the entire scene.

- Ghost stands on the rooftop, looks up at the moon, and finally says Trinity's name.

The idea was that he hadn't allowed himself to believe 100% that it was her until just now when he was able to meet her for himself. The small Live Event I ran with him during 11.3 ( http://forums.station.sony.com/mxo/..._id=36300026820 ) where he "remembered" "something" after reviewing the BIP's progress through the Matrix, and realizing that it roughly corresponded to Trinity's progress through the Matrix (from the movies, starting with contacting Neo in his apartment), reminded him of this Ikebukuro spot where he and Trinity had met each other at some unspecified time(s) in the old days--this is briefly mentioned by Tyndall at the beginning of Zion 12.1.1 [but I probably won't dwell on it any more than that, as the choice was fairly arbitrary--I wanted somewhere with a large interior room and a nice view from the rooftop, and preferably elsewhere than DT, since all of 11.3 took place in that district].


Quests

The 12.1 org contacts are spaced within about a half-block of the Ikebukuro rooftop location.

Machines

1) Gray sends the player to Akasaka, scene of the latest sighting of the program. He implies a need to find it before either the Oligarch representatives (H&T) or Zion do. Gray doesn't refer to the program as "Trinity," but the operator discusses it a bit. They find Zionites and a blank computer entry in her recent style (">_"), but nothing else, and are re-routed to head off H&T, who have arrived in the area, along with Pace.

H&T are slightly bemused--although not really surprised--by a human operative working for the Machines. [The Oligarchs have been aware the Machines have managed things this way, but they haven't seen it much directly, and find it odd, since they (Oligarchs, who are human) view the Machines as their own servants.]

H says they're there for the BIP (he uses "biological interface program" as a quote from operatives or Machines; H&T generally just call it "the program"), and won't be needing any help getting it.

T says something odd about "the exciting ones" (operatives) "escaping" from the pods, and that this explains "why our entertainment's been so dull lately."

H mentions they know what happened to Halborn and Carlyne, and that those two were operating independently. He says they (the Oligarchs) have "made adjustments that will ensure our safety from the compromises they allowed to our security" [partially an explanation for the difference in their appearance from H&C: H&T are less transparent, and have no wires].

Pace seems a little relieved to have the player there to talk to the Oligarchs, and purposefully speaks aloud (in italics) to the player so that H&T will overhear, saying that they'll leave their guest in peace.

On the way out, the player encounters Satiate, a shoeless female Cypherite boss who appeared previously in a few Live Events:

http://forums.station.sony.com/mxo/..._id=36300024639
http://forums.station.sony.com/mxo/..._id=36300026073

She's now fixed at level 55 (I think in LEs I had her at 60). She says it would be nice to pop "those pretty new bubbles of theirs" (the Oligarchs), and suggests that the Machines might even have something that could do it, but they probably wouldn't tell the (Machinist) player even if they did, and wouldn't use it themselves.

Gray summons the player for their report, concluding that H&T are operating as agents for the Oligarchs, rather than independently like Halborn and Carlyne. He thinks this might cause them to behave a little more levelheadedly, but says it also means the Oligarchs will be watching developments closely. After saying this, he very deliberately states that the Machines do not consider them a threat.

Between missions, Machine operatives are sent to "patrol" the International District for more signs of activity (ie get gang tokens from Murasaki, Furihata, and Kowloon).

2) Still in International, the player deals with some searching Zionites, and is then sent to answer a summons from Helian, who's got a couple of his "Override Function" NPCs with him (whitish-skinned forms similar to H&T, with a mixture of hacker and MA abilities, pretty good accuracy and damage, and high viral defense), and he loans these two NPCs to the player, suggesting that he's doing this to help the Machine operative deal with the Zionites (he refers to Zionites here as 'the other "Awakened"'), although the operator and Gray hint that H has found he actually needs help from the player. The Override Functions don't talk; H refers to them as "basic" combat programs.

The player checks for enemy activity and finds Merovingian redpills. One of them rather obviously pretends to be a Zionite (sort of a play on the Merv knowing that what he's doing is probably going to cheese the Machines off, although he isn't so worried about it as to halt his Oligarch power grab). Gray says a Merv Exile named Azuna is known to have obtained sensitive information on the Oligarch's Matrix activities.

Between missions, the player has to go find Azuna, following the mission's hint "northwest Downtown." Azuna is a female lupine with a teal mohawk, and she's placed as a collector NPC on the second sublevel of the Museum dungeon in Creston. The player has to kill some of the Merv-aligned lupines around Azuna (a little farther away from her are some Machine-aligned Override Functions).

3) Gray says the Merv's found H&T have a "virtual space," and is planning to invade it; this should be stopped so that the Oligarchs aren't "aggravated." The operator mentions that the Merv tried hitting on Tesarova to get OG programs, but wasn't successful in his advances. The player takes out some Exiles and gets a trace running through their computer.

In this same area, a certain unspecified and optional sequence of actions will cause Trinity to appear in a side room. She appears upset, even angry, at the situation she's in, doing /talknegative as she says

"I don't--

I didn't choose this. This can't be--

..."

(The progress of her appearances across the missions of the three orgs (counting the second mission of any org as happening after the first mission of any other org, etc, and even the second phase of mission x for one org happening after the first phase of mission x for another org, etc) goes sorta: surprise -> dismay -> frustration -> anger.)

Following the trace, the player runs into heavy Dire Lupine resistance, but in the end gets data that Gray says is about access routes "through 'white hallway' systems." He doesn't have exact coords, but says there seems to be an entry point somewhere high up in north Union Hill.

A dead Override Executable NPC was in the room with the lupines/computer. Executables are dark grey humanoids in the same bubble-skin way as Functions and H&T.


Merovingian

1) Flood sends the player into Stamos to find the program (like Gray, he doesn't refer to it as "Trinity," but the operator talks about the identity possibility). They don't find anything besides a computer with ">_," but Ookami arrives, and "leads" (ie is escorted by the player) to a Manssen location, where they find Tesarova.

Tesarova coos over Ookami, calling her the player's "pet," then gets down to business, saying that she just thought she'd mention that there seem to be others nearby who are also trying to find the program; while sort of playing her ditzy blond act, what she says shows that she's aware of a lot of what's going on: what the player's after, what the other orgs are doing around there--and she even takes a veiled swipe at the player's operator.

With coordinates from Tesarova, the operator guides the player to a Guinness Lake location, while Flood mentions that there's also this "Helian" Oligarch around, and saying that they'll play Tesarova's "little game," since they don't want to show that they're on to her. Flood also refers to their names as "barbaric." ["Tesarova" is a Czech name, and "Helian" is a Chinese name.]

T's "game" in this case was sending the player to intercept Machinists, who appear, from their comments, to have been trying to keep tabs on her. Flood wraps up by asking the player to find four groups of programs they've lost in South Vauxton.

Between missions, the player has to locate and kill members of four separate groups of Accelerated Exiles around South Vauxton.

2) Flood says the Merv thinks "exploiting the Oligarch Tesarova's softer side" might get them some juicy override info, and sends the player to collect data from a contact, Azuna, for whom they'd spared no expense and skullduggery to get into a spot where she could get some dirt on Tesarova's Matrix activities. The player heads to the Downtown rendezvous, but Azuna isn't there; instead, there are a couple dead Machines.

Flood is annoyed, and sends the player to look for Azuna in her spying location. She isn't there either, but some hostile Override Functions are.

In a separate part of this same area, a certain optional and unspecified series of actions will cause Trinity to appear. She does /talkscared, saying

"I'm not. I'm not what--

God! What have they done?"

Flood says that some checking has shown Azuna has taken cover in the second sublevel of the Creston Heights Museum.

Between missions, the player has to kill Machine-aligned Override Functions near Azuna, and trade the tokens they drop to Azuna, who then hands over her intel.

["Azuna" is a corruption of "Asena," a "she-wolf with a sky-blue mane" in Turkic mythology, according to good old Wikipedia: http://en.wikipedia.org/wiki/Asena . I just needed a cool lupinish name.]

3) Flood says that thanks to the info (from Azuna), the Merv has been able to meet Tesarova. Hints indicate that the meeting has not gone well, possibly because Persephone found out about it. The player finds Persephone and Tesarova together. Persephone is still in her "dark" outfit, but her skin is back to its normal healthy hue. Tesarova says the Merv's been showing her interesting things, including the android, which she identifies as "Carlyne's android body." She almost seems genuinely surprised about the Merv having it, saying she didn't think she'd see it again "after Carlyne let the podling woman steal his signal." ("The podling woman" was Wright--she jacked Carlyne's signal / android body when Carlyne crumpled just before she appeared as the wireframed "???" in Merv 11.1.5, which forced the Merv to dump the BIP/Trinity.)

All Persephone says is "Only a human can be 'inhuman.'"

Past them, the player finds the Merv, who rants a bit about Tesarova laughing at his offers of power in the simulation. He sends the player to contact Flood for a plan B, which involves getting a trace through an Oligarch-occupied computer in order to locate H&T's Matrix power base. The player runs into some of their Functions, and then a hostile Override Executable, who can spawn a small swarm of additional, higher-level Functions to attack the player. Executables have a constant blur FX over their dark bubble body (this sorta causes them to flicker light/dark), and boosted defense and speed, but no actual combat loadout or weapons.

Success results in coordinates of an entry point to the Oligarch hideout: 129 223 789, Union Hill. (This is a doorway at the top of one of those skyscrapers with the flying buttresses.)


Zion

1) Tyndall mentions that Ghost found "the program" by "checking places he'd been with Trinity when they operated together in the Matrix." She sends the player to get more details on the Trinity thing from Ghost, who is in an International District room with a computer (">"), convinced that Trinity was just there. He says he doesn't understand how Trinity is the program, but insists that she really is. He guesses that the two strangers he encountered (in the cinematic) were Oligarchs, and says he isn't going to let them or the Machines get Trinity.

Tyndall says she trusts Ghost's instinct about "whatever Trinity or the program is now," and reminds the player that the Council had already decided (mentioned in Zion 11.3.1) to do what it could to ensure the program's safety. She sends the player to check a reading in Murasaki, where they find a message on a computer:

"How well do you know yourself?
Are you sure?
I thought I knew. But this_"

(The dangling cursor at the end there is a hint that this is probably from Trinity, although the operator doesn't make anything out of it.)

Inbound hostiles are reported nearby, and the player finds Machines and Machine redpills. Tyndall mentions that intel shows the Machines are cooperating with the two Oligarch representatives. After the hostiles are taken care of, Tyndall says that they could use the player's help in Shirakaba, where their teams have been hit by Machines while looking for the program; they've also started picking up override signals there.

Between missions, the player has to hunt down Accelerated Machines in Shirakaba.

2) Tyndall sends the player into Downtown, following the trail of data that they think may have come from Trinity (Tyndall is still hedging a bit on the name, and here says "from the interface program--from Trinity"). She gives the names of H&S, saying they found them out from "our sources within the Machines" [aren't those convenient?].

The player finds a computer, activates it (it says ">Yes._"), and Trinity appears. She says

"I don't have much time. I don't know what...this means.

Before... I thought I died. I was with him... I said goodbye. I don't remember...until--

I don't know how to make it make sense.

... They're getting close. I have to go."

Tyndall gives the player the location of the intruders, and although she thinks they're Machines on Trinity's tail, they turn out to be Merv Exiles. Tyndally thinks this is an indication that the Merv is trying to get in on the Trinity action, and hopes that his machinations with Halborn and Carlyne, which ended up causing a good deal of trouble for the Machines, will at least give the Machines some incentive to act against him. She ends by asking the player to look into an "unusual signal" and override activity in Baldwin Heights.

Between missions, the player has to take down Override Functions scattered around Baldwin Heights.

3) The player responds to an alert from Ghost, who's still been combing International for Trinity. They find him facing Helian and Tesarova, with Helian asking Ghost why he's going after the program. Tesarova coyly interjects that she thinks she knows (wink wink). Ghost doesn't respond to them, and whispers to the player to make sure that Trinity's safe, saying Sparks will have info for them.

Tyndall gets the info from Sparks, which is a location where Trinity might have been hiding "from the Oligarch scans." They find an Override Executable there, as well as some Override Functions, but no sign of Trinity. Tyndall, who feels able to refer to her as simply "Trinity" by now, says she thinks they stopped those programs from finding her, but that stopping H&S is going to be tough. She mentions reports of the Merv having got access to some kind of area the Oligarchs have set up, and that they're picking up activity from his operatives on rooftops "at the extreme northeast end of Downtown."


Extra Credit

A teleport from the area referred to in the last missions takes the player into some white hallways, which eventually may spit them out into an interior office space [that is pretty similar to floor 77 of the Government Building in Park East--I liked the layout of that one, and I wanted to use something that would feel very elevated]. It's full of nasty Overrides and Executables with special prizes. The only exit is a rotary telephone on a desk in one of the offices, which teleports the user to a public phone on the north side of the base of the SE tower in Park East.

~~~~~~~~

LIVE EVENTS


EPN (event) - meeting w/ unknown pedestrian (pseudo Oracle)

Merv hitting on Tesarova?

#36300540375 02/02/2009 22:31:56 Re:Detailed story & event plans for MXO chapters 5.2-12.1

Oh wow more than expected I thought that last thread was it

through jumping around reading snipits here and there this clears up some past things I didn't fully understand, especially the part about Mauser and the death of Wrigt which went right over my head while it happened or I had little understanding of. This is also great for finding out what zion was doing (since i never did zion crits) or just parts of the story I sort of spaced on. another awesome post and THANK YOU AGAIN for not just leaving us hanging but sharing what would have been your future work with us.

(you sure are up late posting these, course I'm up late reading them and not getting any homework done at all. rare I'm guessing you must have kept these documents at home or something did you write these partially in the off hours or atleast think it up?)

#36300540736 02/03/2009 13:34:17 Re:Detailed story & event plans for MXO chapters 5.2-12.1

Wow.  Thank you very much for this, Rarebit!

2 things:

1.  OMGWTFBBQ MAUSER WAS WRIGHT?

2.  Wasn't Mauser a freeborn with no jacks?  How did Wright get in there in the first place?  Plot hole?

#36300540779 02/03/2009 14:42:30 Re:Re:Detailed story & event plans for MXO chapters 5.2-12.1

Cervacius wrote:

2.  Wasn't Mauser a freeborn with no jacks?  How did Wright get in there in the first place?  Plot hole?

Mauser having jacks was the largest continuity error I made that I'm aware of to date. I assumed he had jacks when I wrote up the part about Wright getting into him, and in the Merv crit where Merv operatives investigate the sack of Zion, in which Mauser was caught on Sentinel cam sneaking through the rubble with Lock, Flood described the footage as showing a man with jacks in his skin, and both Flood and Malphas referred to Mauser as an "operative."

Later, when I was re-watching the Colt/Mauser/Roland scenes in preparation for bringing Mauser (actually Wright) in as an actual game character, I finally noticed that he didn't have jacks in his film scenes. :o I don't think anyone had pointed it out on the forums. I did a stealth edit of the archived version of the mission, Merv 8.3.1, "Among the Missing," in May 2008, changing three lines:

Flood 1, original:
Ugh, now the General is uploading his dirty pictures to me... Yes, well... All I can make out from this is a tall, muscular, dark-skinned, and disgracefully dressed man with jacks in him stumbling through debris. I've certainly never seen him before; he can't be that important.

Flood 1, revised:
Ugh, now the General is uploading his dirty pictures to me... Yes, well... All I can make out from this is a tall, muscular, dark-skinned, and disgracefully dressed man stumbling through debris. I've certainly never seen him before; he can't be that important.

Flood 2, original:
It seems I can't count on competence from anyone; no, not you, [playername]--I gave up on you long ago. But usually Zion's systems work well enough to run a decent data query after you've hacked them. It's a sad state of affairs...

Very well, I can see the way the wind is blowing. We'll try for what we need from the Machines; the jacks in his skin indicate that the man was an operative, and the Machines will have surveillance records of which Zionite ships were around the old city when they sacked it. That should narrow things down considerably.

Flood 2, revised:
It seems I can't count on competence from anyone; no, not you, [playername]--I gave up on you long ago. But usually Zion's systems work well enough to run a decent data query after you've hacked them. It's a sad state of affairs...

Very well, I can see the way the wind is blowing. We'll try for what we need from the Machines; they'll have surveillance records of which Zionite ships were around the old city when they sacked it. That should narrow things down considerably.

Malphas, original:
... Machine records of ship movements around Zion at the time of its destruction were minutely precise. The human with Zion's Commander was a crew member of the Mjolnir II, also known as "The Hammer": a large hovercraft that crashed near the main gate of the city's dock, although the Machines do not record having inflicted significant damage on it themselves. According to our records, his operative name is "Mauser."

Malphas, revised:
... Machine records of ship movements around Zion at the time of its destruction were minutely precise. The human with Zion's Commander was a crew member of the Mjolnir II, also known as "The Hammer": a large hovercraft that crashed near the main gate of the city's dock, although the Machines do not record having inflicted significant damage on it themselves. According to our records, his name is "Mauser."

After that fix, Mauser showed up in the Matrix, and a lot of the story characters took great enjoyment in pointing out that he didn't have jacks. In the initial shock of realizing that he didn't have jacks, after I'd thought he had and included it in that one chapter 8 Merv crit, I was worried that it ruined the Wright-in-Mauser story. But a jack is merely a physical interface that facilitates an electrical current, and in the massive short in the Mjolnir II's jack-in systems caused by the simultaneous viral destruction of Zion's systems, to which the Mjolnir II was connected, and the entry of Wright's consciousness into their ship, the intensity of current involved could have just as well have conducted through human flesh, which isn't all that bad a conductor anyway. Whew. >_> While I'm not at all pleased that I made the error initially and had to revise the mission text, in the end I think I like her going into someone without holes better, since it's more unexpected...at least, it certainly isn't something I'd have thought of if I hadn't made that mistake and then had to fix it.

The way that Wright's end came about ended up making it more difficult to have someone in the story give the full explanation for the Wright/Mauser sequences; Wright ended up being a much more secretive character than I'd imagined initially, and she wasn't about to offer up the explanation, so I would have had to have found ways to have people find clues that would eventually piece it together--could have been very long running as a backstory puzzle, if I'd ended up doing it that way. Wright had covered her tracks by completely incinerating Mauser's body when she (still in Mauser's body) hoverjacked Carlyne, rode his Oligarch interface into the Matrix, and let his ship crash on the surface.

#36300540781 02/03/2009 14:45:17 Re:Detailed story & event plans for MXO chapters 5.2-12.1

You sly devil, you. SMILEY

#36300540798 02/03/2009 15:42:19 Re:Detailed story & event plans for MXO chapters 5.2-12.1

Wow, her complete disregard for Mauser's life is pretty creepy. Makes her a much darker character than I'd imagined.

Couldnt've been fun being ol' Mauser, forcefully overwritten then discarded like a play thing when he'd outlived his usefullness. Wonder if he regained control before the end as the hovercraft plummited to his death? Not nice.

*frantically writes fan fiction where he regains control of the craft and lives happily ever after with Android Wright*

#36300540975 02/04/2009 06:19:20 Re:Re:Detailed story & event plans for MXO chapters 5.2-12.1

Rarebit wrote:




"???" = Actually Danielle Wright in "Oligarch"-style shell, but I'm not going to positively ID her here, just leave hints like her behavior, and the alphadecimal code found in Zion 11.1.5.


Computer
24810219.
>

Though I can't seem to crack it.

Two years of living the dream... and interpreting it! ~Variel
#36300541091 02/04/2009 11:54:39 Re:Re:Re:Detailed story & event plans for MXO chapters 5.2-12.1

Vesuveus wrote:

Rarebit wrote:




"???" = Actually Danielle Wright in "Oligarch"-style shell, but I'm not going to positively ID her here, just leave hints like her behavior, and the alphadecimal code found in Zion 11.1.5.


Computer
24810219.
>

Though I can't seem to crack it.

I don't think there's anything to crack. The link is simply that it's the same kind of code that was used by Wright in the creation of the new red pill. As far as I remember.

#36300541131 02/04/2009 13:48:55 Re:Detailed story & event plans for MXO chapters 5.2-12.1

Dudes, that one isn't any tougher than the others.

#36300541138 02/04/2009 14:18:57 Re:Detailed story & event plans for MXO chapters 5.2-12.1

"error," convert from base 10 to base 36.

#36300541165 02/04/2009 15:38:36 Re:Detailed story & event plans for MXO chapters 5.2-12.1

Fascinating. The planning for what was to happen and my memories of what actually did happen, plus the ideas behind the story which some people got close to stumbling on fairly accurately but not quite.

I am both very pleased about being able to see the thoughts behind each crit and event, but at the same time saddened at the very real possibility that we won't experience anything quite like this again. The scope, imagination and frankly all of the official storyline related posts by everyone on the boards, I will miss very much.

#36300541319 02/05/2009 02:15:15 Re:Detailed story & event plans for MXO chapters 5.2-12.1

Just realised I totally called some stuff in my various speculations, huzzah!

"Question the machines ability to have 'evolved' to their current intelligent state by themselves and suggests an early realiance on human beings."

"-Each Oligarch works on a purely self contained basis, able to operate individually within the substructure of the group as a whole.

- Each could be a physically dead bio-mort like Halborn, controlling everything at the colony by their thoughts and suspended counciousness alone. They would be the very first creators of the machine AI, a sort of immortal elder-council.

- The self containment of individual Oligarch members may result in more internal conflict within the Oligarchy than we suspect, there could be internal power struggles going on all the time behind the scenes (See Carlyne wanting to get rid of Halborn)."

"In the intial character outlines before MxO's launch they made the point of the mind still managing to survive moments after the death of the physical body (specifically speculating the return of Trinity). Well, lets say for instance the experimental device the Assassin witnessed on her body (specifically on the cortex jack) was making a digital "backup" of her mind."