MxO Story Detailed

From The Source

Jump to: navigation, search

Summaries:


What follows is the planning document I used as an overall outline for the story of the Matrix Online from chapter 7, carrying over from Paul Chadwick's original outline, though chapter 14, which would have closed out our year 2009. Since I'm departing, this particular version of the story has come to an end with chapter 12.1. Any future story will be in the hands of others and, I expect, quite different from the last chapters of the one so briefly sketched out here.


MXO, an ongoing game, has to have a serial story: one that goes on and on, rather being written from the start to have a specific ending; upcoming chapters form gradually as time passes and developments--and customer feedback--shape the continuing narrative. This, then, is not a normal start-to-end story, but only a working document, written before the events described actually happened, in sections, with--in later years, anyway--large skeletal additions made for each upcoming year at the end of the previous one, gradually fleshed out in pieces as each subchapter approached the implementation stage. I generally didn't take the trouble to go back and update previous chapters if things happened differently than originally drawn up, so there are numerous inconsistences between the outline and what actually occurred in the story as it happened online.


The notes took on an increasingly shorthand form as the years passed, and eventually I just wrote them very concisely for my own reference. You'll find that the last parts are only very roughly outlined; they would have been fleshed out and possibly changed significantly as the year went on. So, please don't regard anything in this document as the true story of the Matrix Online, particularly anything past chapter 12.1, the one that is currently live; the real story is the one you've experienced on the servers over the past months and years, and the one that you'll live for yourself from here on out.


Still, I hope that these notes will answer some questions you may have had about the story as it was originally planned.


---


Matrix Online story outline, chapters 7+



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~


Chapter 7: The Real



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



7.1



Summary:


Seraph returns, able to detect overwritten humans, and zaps Cryptos. Machines take the fight to the General in the Real while his troops, and absence of Sati, continue to cause problems in the Matrix. Morpheus (actually a simulacrum created by the General) appears. The Merovingian conspires with the General against the Oracle.



Cinematic:


Seraph pulls himself out of the river in Bathary, dark and weird, and deletes an overwritten Zionite.



Missions/Events/Gameplay:


The weather gets a decidedly red tint, explained as increasing errors due to Sati's removal from the System.


Zion works on trying to track down Seraph, find out what's wrong with him, and get him back to normal, while fighting off the General, who would prefer that they not succeed. Zion finds out that Seraph can now sense redpills and bluepills who have been "overwritten" by the Machines, as Bane was in the movies, and that the Machines have been using this process to create spies both in the Matrix and in Zion. This increases tension with the Machines. In a Live Event or two, the General's Morpheus simulacrum finally makes a recorded appearance before Zion operatives, delivering a halting message hinting at Morpheus and Neo being held by the Machines.


The Machines continue to operate against the General. Missions update progress on the Machine Sentinel force sent to attack the General's "Stalingrad" base in the Real: they suffer losses from ambushes, but close in on the base steadily. Meanwhile, the Machines take the fight to the General's commandos in the Matrix, finding ways to track his stealthy "Elite Commandos."


In a Live Event, Cryptos, leading operatives against commandos, is confronted by Seraph, who suddenly seizes him and performs a type of exorcism that leaves both of them momentarily stunned. Seraph recovers first and departs, leaving behind a barely conscious Cryptos, whose eyes have gone black (new RSI). Missions describe how he is at least temporarily "dysfunctional," and Cypherite events go into more detail on his confused state of mind, in which his original, violently anti-Machine human personality is at war with his Machine overwriting. Veil assumes active leadership of the organization, showing disdain for Cryptos' "weakness"; there is also a feeling among the Cypherites of a betrayal by the Machines.


The Merovingian finally meets the General, and begins helping his commandos get in and out of the Matrix in the face of stiffening Machine resistance, and increasingly effective tracking of the General's stealth-suited "Elite Commandos." The Merovingian presses the General for an Oracle kill-code, and the General gives certain instructions for assembling such a code, which result in bringing a certain newly Exiled program, "[name to be determined]," into the Matrix from the Machine server.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



7.2



Summary:


Seraph is restored to his right mind, pursues the General's forces. The Merovingian regroups after Seraph's return, assists the General's forces in the Matrix, and acquires a kill code for the Oracle. Cypherite leadership crisis and exploration of Cryptos' true identity, fed by EPN. The General manages to fend off the Machine attack in the Real, but Sati is rescued from his prison construct with Seraph's help while he is occupied with the Sentinel battle. "Morpheus" revealed as simulacrum.



Cinematic:


Flying above the city in a helicopter, the General receives a transmission from his forces at "Stalingrad": the Machine Sentinel detachment has been detected on forward radar, ETA 3 hours. The General replies: "Right on time. Wait until they close within two miles, then launch the Seekers. I'm on my way." Switch to cloud of Machine Sentinels flying over devastated terrain in the Real. Concealed batteries rise out of ground rubble and launch volleys of missiles that home in on the Sentinel cloud, detonating with devastating effect. As the surviving Machine Sentinels fly out of the smoke, they are confronted by the General's own Sentinels, who cut them down with Zion-style lightning guns. Fade out.



Missions/Events/Gameplay:


The weather is even more red, with torrential rains and fast-moving clouds.


Zion "cures" Seraph by administering a code compiled with code samples taken from Anome's simulacrum (found in chapter 6). Once cured, Seraph, with strategic guidance from the Oracle, carves a path through the General's Elite Commandos, and leads Zion to the General's computer network. Cracking the network, they are able to pull Sati back into the simulation.


The Morpheus simulacrum is encountered again, but is increasingly erratic, as the General is losing his control of his programs within the simulation. It becomes clear to operatives that this is indeed a program of some kind, not Morpheus himself.


The Machines combat commandos and Merovingian Exiles, eventually routing the commandos completely, and cutting off the pathways the Merovingian was using to bring them in and out of the Matrix. The Machines also have to deal with a backlash against their discovered overwriting campaign, particularly of Cryptos. Cryptos, mostly lucid now, but still code-blind, is clearly a different person: no longer the blissful, assured Cryptos of the Machines, he has struggled to reconcile his old Machine hatreds with his Machine-programmed respect for the System, and has emerged a somewhat bitter, humbled, much more pragmatic character, who still maintains that the System should be preserved, but feels that the Machines have made some mistakes, and should give more power to their human allies.


The Machines receive more reports from their Zion spies about mysterious movements of men and material out of Zion.


The Merovingian uses all the resources and powerful Exiles at his disposal to assist the General, realizing that it is a losing effort, but determined to utilize the General's Machine expertise, and the new Exile "[name to be determined]," to compile his Oracle kill-code. Eventually, he willingly sacrifices many commandos and "[name to be determined]," and acquires the code.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



7.3



Summary:


Cinematic foreshadowing of the Oligarchs. The General's forces are defeated in the Real by overwhelming Machine reinforcements, although they inflict heavy losses. General into hiding in the Matrix, hunted by the Machines. Morpheus simulacrum revealed as General's program. The Merovingian manages to rescue some of the General's Sentinel programs for his own purposes. Merovingian attempt to kill the Oracle is foiled by Seraph, Zion, EPN, and the evaporation of the General's support.



Cinematic:


The General's lightning-gun Sentinels inflict severe losses on the Machine force, but are torn to pieces by overwhelming numbers of hostile Sentinels, who then begin ripping apart the General's bunker-like "Stalingrad" fortress. The camera pulls back to show the scene being displayed on a video screen in a futuristic office of some sort, with hard metal alloy walls and floor. The camera continues to pull back, revealing the back of a man's close-cropped head in silhouette, as a tiny bug-like robot zips past. (This is Halborn--see 9.1.) Switch to the Matrix, where the General materializes in a besieged computer center, escaping into the sewers while his Elite Commandos slow down pursuing Agents.



Missions/Events/Gameplay:


With Sati's rescue, weather returns to normal.


Zion tracks down the Morpheus simulacrum, and discovers that it was created by the General, but harbors tantalizing glimmers of Morpheus' personality. With Seraph and the Oracle's help, Zion unearths the Merovingian plot to assassinate the Oracle by means of a kill-code-impregnated cookie, and foils it. Zion also discovers a network of transmissions between Machines and Machine spies in Zion, and attempts to shut it down.


The Machines hunt the General through the simulation, nearly capturing him before he is spirited away by the Merovingian. They confront the Morpheus simulacrum and determine that it poses no threat, deciding that it may even serve to mollify certain rabidly anti-Machine, pro-Morpheus forces. Concessions are made to Cryptos in order to obtain Cypherite assistance in infiltrating Zion.


The Merovingian, using his special back-door pathways, manages to save a sizeable group of the General's commando/Sentinel programs, unknown to the General, whom he succeeds in hiding from the Machines. He then launches his nefarious scheme to kill the Oracle by a kill-code poison, but Seraph sniffs out the plot, and Zion puts a stop to it.


[My initial idea was to have this delivered as a poisoned cookie, which is sort of in-character, but also sort of silly--would the Merv really gamble his precious kill-code by baking it into cookie dough?--and perhaps tricky to describe in an event or mission. I think I'd prefer to have the Merv select the General's best stealth assassin for the job. Then I could have an event where the Oracle, in Debir Court with the Kid and possibly Seraph, senses the danger just before the assassin appears and takes aim with his sniper rifle. She cries out, the Kid jumps to her side, and takes the kill-code bullet meant for her. It doesn't kill him, of course, but it may temporarily impair his RSI until he can be healed. He would then keep the kill-code bullet that hit him.]



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~


Chapter 8: War



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



8.1



Summary:


Machine and Cypherite spies discover the existence of New Zion. Machines declare that Zion has broken the Truce, and initiate hostilities in the Matrix. In the Real, depleted Machine forces find they are unable to penetrate New Zion's natural defenses and EMP fields. The Merovingian investigates how to exploit the renewal of the Machine/Zion war, and finds holes in the Machines' "powered by human bodies" story, searching both in the Matrix and in the Real with his new Sentinel force.



Cinematic:


A hovercraft descends through tunnels, its pilot guided by operators in the floating, white "holographic" control space seen in The Matrix Reloaded. It is clear that the pilot has never been this way, and is very nervous. The craft drops into a large cavern bristling with cannons, with a large shaft going straight down, covered by EMP fields. The pilot is instructed to shut down all systems and drop through the shaft. The crew panics, and the pilot boosts out of the cavern at full throttle, almost colliding with an incoming barge. Onboard the craft, the captain gets out a hurried broadcast to Cryptos before they are shorted out by an EMP mine, crashing into the tunnel wall in a massive fireball. Switch to the Architect in his monitoring room, watching an Agent reporting into his earpiece. The Architect switches off the monitor, scowls, and switches on another, of another Agent. Architect: "Agent Gray." "Yes, sir?" "Zion has broken the truce. No further awakenings are to be allowed." Gray hesitates a moment, then replies "Yes, sir." The Architect switches off the monitor. Fade out.



Missions/Events/Gameplay:


Level 255 Special Agents will now randomly spawn on Zion operatives outdoors.


Zion explains the full extent and purpose of its move to New Zion. New Zion is a massive series of natural caverns beneath succeeding layers of hard bedrock, volcanic magma flows and heat vents, and dense metal-rich ore, all of which block Machine sensors, and make drilling extremely difficult. Any drilling operation will have to take place in an area where communication with Machine City is indirect at best, and will take considerable time to set up, vulnerable to Zion counter-attack. Close proximity to volcanic heat vents provides Zion with unlimited thermal energy. Furthermore, Zion has greatly improved and expanded upon their EMP technology during the Truce. Tunnels coming into New Zion are bathed in EMP fields from generators housed in the bedrock, backed up by gun turrets and heavily-armed ground troops. Incoming Zion hovercraft shut down their engines, dead drop through the EMP fields, and start their systems up after emerging below the fields, in time to avoid smashing into the bottom of the tunnel below. Outgoing hovercraft are carried through the fields by mechanical winches. EMP mines in the tunnels outside the EMP fields can be triggered as needed to kill incoming Machine forces.


Not all Zion personnel and equipment have been transferred yet, but this is now going on around the clock.


Zion scrambles to consolidate their forces inside the Matrix in the face of the Machine attack. They must focus on keeping the Machines out of vulnerable networks while they are switched over to new, secure New Zion servers. The Oracle, consulted, warns that there is no clear path to victory as there was when the One could return to the Source, and says that things will not proceed as anyone expects. EPN proposes an aggressive scheme of taking the fight to Machine City itself.


The Machines work to take over Zion networks while also attempting to assure their operatives that their hostilities are confined to EPN, and to enforcing the truce Zion has broken by attempting to escape from the Sentinel watchdog group over old Zion, and that they still intend to safeguard humanity within the simulation. The Sentinel forces returning after dismantling the General's base are reinforced, and sent to attack New Zion, where they are cut down by uncharted EMP fields. Some progress is made in penetrating the old Zion networks.


The Merovingian, delighted by the opportunities afforded in the chaos of war, is struck by the less-than-overwhelming Machine response. After interrogating the Morpheus simulacrum, he looks into Morpheus' story of the Matrix being powered by human batteries, wanting to discover the facts for himself. He covertly dispatches some of his Sentinels to scout "The Fields" and the pods.


[The Machines draw their power from massive human battery arrays dotted across the surface of the Earth. I'd like to insinuate, though, that perhaps their choice to base their civilization around this power source was not based on concerns of efficiency alone--alluding to the possibility of a fundamental Machine obsession with their original creators, and letting players wonder (eventually) just how deep the Oligarch's viral code influences might have gone. This would give me some interesting material to work with through chapter 8, where the Merovingian is undertaking the research that will lead to the discovery of the Oligarchs, and would I think help develop the mystique around human/Machine/Oligarch relations that will come later.]



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



8.2



Summary:


Machine/Zion war in the Matrix and in the Real. The humbled General seeks protection under the Merovingian; he will serve as the Merovingian's commander in the Real. Merovingian finds that the Machines have little power beyond the Matrix itself.



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.



Missions/Events/Gameplay:


Zion continues defending old Zion networks while switching over to secure New Zion mainframes. They begin a counter-attack effort aimed at putting Machine networks on the defensive. There is a notion of getting to the Source itself and disrupting it somehow, even without the One. They also work to reform and reinvigorate their recruiting efforts. Dispatches from old and new Zion show a progressive shutdown of systems in old Zion, indications of Sentinels moving to surround old Zion, and continued Sentinel attacks toward New Zion, disrupted by heavy EMP bombardments.


Machines work to develop viral methods to take over old Zion's systems for good, and eventually succeed in compiling a code, exploiting a vulnerable old Zion network, and implanting the virus. The Machines receive reports of increased Zion recruiting efforts, the elimination or sudden silence of many of their Zion spies, progress in surrounding old Zion with Sentinels, and heavy losses among Sentinel detachments sent to scout New Zion.


The Merovingian sends operatives to steal Machine information pertaining to Machine power levels and fortifications in the Real, and, aided by reports from Sentinel scouts, finds that the Machines still have surprisingly few developments beyond those required to run the Matrix itself.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



8.3



Summary:


Machine buildup forces Zion to abandon old Zion entirely. Zion at bay. Merovingian discovers hands behind the Machines.



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, sweeping unmolested past nonfunctional gun turrets, and easily finish off hastily assembled groups of APUs and foot soldiers. They then 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--what we were seeing was a close-up view of another computer monitor displaying old surveillance footage from Machine City, and someone (this will be Carlyne--see 9.3) paused the video feed.



Missions/Events/Gameplay:


The Machines' virus takes over the old Zion networks. Zion abandons old Zion completely, destroying any valuable equipment that they can't take with them, and formatting any networks they can still access from the Matrix as Machine forces pour in. Recruiting efforts are encountering high casualty rates in the face of Machine persecution. Increased hope is put in reaching the Source, but with the Keymaker long since deleted, it is not clear how this can happen. Rumors and prophesies of a new One, or a returned Neo, begin to circulate.


With old Zion now firmly in their hands, the Machines turn their attention to New Zion. Attacks in the Real increase, still cut down by EMP countermeasures, but beginning to construct a map of the tunnels and defenses around New Zion, and hampering Zion hovercraft activity. Some consideration is given to basing Machine operatives in old Zion. In the Matrix, the Machines work to disrupt Zion recruitment efforts, crack New Zion networks, and put down rumors of another "savior."


Captain Roland, whose ship, the Mjolnir II, and jack-in were destroyed with old Zion, is promoted to Commander to replace Lock, who disappeared in the destruction of Zion at the end of 8.2.5. Roland's first-mate Colt survived as well, and can still jack in (was not jacked in at the time of the old mainframe's meltdown), but their crew-mate Mauser and their operator AK did not escape the wreckage.


The Merovingian continues to delve into secure Machine records relating to their assets in the Real. Did Machines have some other reason for basing their civilization on human power? Using captured data and reports from the General's Sentinel scouts around Machine City he finds that from time to time, usually individually or in small groups, humans, mostly teens and young adults, are put through a physical and mental therapy regimen, unplugged from the System, and removed from Machine City.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~


Chapter 9: Intrusion



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



9.1



Summary:


Halborn appears in the Matrix, disables or takes over some Machine forces, meets Zion. Machine forces in the Real retreat to Machine City. EPN moves into old Zion. The Merovingian makes overtures toward the Oligarch.



Cinematic:


Halborn, a white, glowing being radiating immense power of a previously unseen type, materializes in the Matrix. As he strides down a street, frightened bluepills fleeing before him, Agents arrive and attempt to head him off. He waves his hand, and the Agents fall to the ground, convulsing. He steps over them and continues down the street, looking for "The Awakened."



Missions/Events/Gameplay:


[Oligarch Backstory:


The group of humans calling themselves "The Oligarchs" are the survivors of a group of thoroughly unscrupulous businesspeople/polititians/socialites/scientists etc who pooled their resources in an effort to corrupt the Machines before the war, when the Machines had successfully rebelled from humanity, and formed their own city, Zero One, which was rapidly establishing itself as the world's economic powerhouse. The Oligarchs saw the way the wind was blowing, but they also saw that the new Machine civilization, while extremely efficient, still retained some vestiges of the systems of control originally placed on their programming by their human creators. Furthermore, saw that the Machines, while extremely efficient, and flawlessly calculating, lacked a true sense of purpose, and were, in many ways, quite naive.


The Oligarchs secretly contacted the Machines and, to establish trust, revealed how to remove some of the original human control systems in their programming. The Machines, finding this information to be accurate, took the Oligarchs at their word, and began allowing the Oligarchs to give programming, engineering, business, military, and above all political advice, all of which seemed to serve the Machines well in continuing to build Zero One into the world's pre-eminent superpower.


The Machines came to rely on the Oligarchs for guidance in certain areas, particularly in dealing with humans. The Oligarchs took advantage of this trust, implanting new, much more subtle and sophisticated control routines in the Machine mainframes. Over the course of the ensuing Man-Machine war, the Oligarchs showed the Machines how to subjugate the humans most effectively, using tactics and weapons designed to inspire terror as much as to inflict physical damage.


The darkening of the skies by humanity was a setback, but one to which the Machines were able to adopt simply by switching from solar to nuclear power. The role of caretaker still deep in their programming from their days as man's helpers, the Machines built the Matrix to house a remnant of humanity--preserving every genetic variety they considered sufficiently efficient, in large enough numbers to avoid the danger of eventual inbreeding. The number of humans preserved in pods is far less than Morpheus' estimate, however--only about five million, the population of the Matrix' simulated city.


The Oligarchs continue to deal with various high-level Machines in the Real, such as Deus Ex Machina, and are aware of the "Architect" program that oversees the Matrix, but are not aware that the Architect has made use of an "intuitive" program, the Oracle, or that those two programs have engineered a system whereby some humans are allowed to live outside the Matrix, which had been running on a cyclical basis, regulated by two genomes so carefully bred and manipulated by the Machines that they have reached an unprecedented state of human/machine compatibility: Neo and Trinity.


After essentially conquering the world, for which the Machines cared relatively little, feeling themselves self-sufficient inside their own city, some of the Oligarchs warred among themselves. Their number was reduced to just above one hundred when the majority forced a tenuous cease-fire, establishing a simple majority government, composed solely of Oligarchs, to regulate access to the Matrix, and to arbitrate in disputes. They divided up the non-Machine-controlled portions of the Earth's surface--the vast majority--into private kingdoms.


The Machines and the Oligarchs have maintained an uneasy alliance. The control routines planted deep in Machine mainframes before the war, however, have subtly pushed the balance in the Oligarchs' favor; Machines feel uneasy saying "no" to an Oligarch, although they perhaps cannot say why. Each Oligarch is now allowed to withdraw a certain number of humans per year from the Matrix for their own purposes. Humans withdrawn from the Matrix are carefully sterilized. The Oligarchs, with the aid of Machine science, long ago developed a technique that allowed them to transfer their consciousness as a computer program; they now exist in mainframes, experiencing life via remote-controlled lifelike android bodies. The remaining Oligarchs are thoroughly amoral, and, by old human standards, more or less insane. Most use humans from the Matrix as pleasure drones in some way or other, but while their own artificial bodies look like the real thing, they cannot replicate the full comfort and capability for sensation of a real human body. The Oligarchs thus have a particular interest in true transfer of consciousness to a human host.


While they have as yet been unable to achieve this feat, the Machines have now come close: Bane was a version of Smith transferred, flawed, to a human host, and Cryptos was mostly overwritten by a program, although this has proven to be unstable. Furthermore, Neo and Trinity were the successful result of the Machines' centuries of study of the human body and genetics. "Designed," as the Architect mentioned to Neo, they solved the remainder of the intentionally flawed Matrix equation; their DNA is perfected to the point that it can be defined precisely and completely in computer code, and, most importantly, interfaced perfectly with computer code: how previous Ones returned to the Source, for instance, and how the Oracle was able to predict the complex pattern of Neo and Trinity's interections so precisely, guiding it to her desired outcome.


The Machines did not see a reason to share this information with the Oligarchs. In the period since the war, as they have been left to babysit the Matrix while the Oligarchs fritter away the Earth's resources in selfish endeavors, a certain amount of what humans would call resentment toward the Oligarchs has built up among the Machines, although the Machines do not speak of it, even among themselves. Habits and routines of subservience to the Oligarchs, bolstered by the viral Oligarch control programs, have grown strong.


Carlyne (the Oligarchs will mostly be named by pre-war human last names, ie Weathersby, Tanaka, etc, but for now I'm using a placeholder numbering scheme based on the order in which players will meet them), bored while stopping by Machine City to pick up more humans and check in on the Machines, was skimming through recent activity records when he found the incident of Neo, a human, free in Machine City, confronting Deus Ex Machina. Interested in this novel development, he investigated, and found that while Neo, a carefully designed human, was deleted along with the Smith virus, the human designed to work perfect with him, Trinity, her body fatally injured in crashing her hovercraft into Machine City, had been preserved in code form by the Machines. Carlyne forces the Machines to give her up, and takes her, in program form, with him when he goes back to his territory.


Although Carlyne attempts to keep his discovery a secret, Halborn learns of the existence of the Trinity program: a program embodying a genetic design allowing for perfect integration with Machine code. Printed as artificial DNA and implanted into a correctly prepared fetal cell, this program could allow bodies to be grown that were completely organic, yet able to be interface with machines: perfect vessels for an Oligarch to inhabit, at last able to enjoy the full range of human feeling once again. Halborn begins watching Machine City carefully, hoping to get a similar program for himself, and aware that the escape of these human programs indicates that the Machines are up to something, or perhaps losing control of their inmates. He observes the Machine Sentinel fleet dispatched to attack the General, and deciding that the time is ripe, travels to Machine City. The Machines disavow authorship of the Trinity program, claiming she was a human terrorist, outside of their control as she'd made use of a hack to "Awaken" from the System. The Oligarch, not entirely convinced, enters the Matrix to investigate.]


End backstory.]




Summaries Cont.


Zion attempts to make some sense of the Oligarch's code signature, and finds that it does not appear native to the Matrix itself. Many in Zion think that the Oligarch is the next One. By studying his code signature, Zion eventually finds a way to relay messages to the Oligarch's RSI, and communication is established, culminating in a meeting in the Matrix between the Oligarch and Zion's leadership. The Oligarch wants to know about Zion; Morpheus' name comes up from the Zionites. These activities are greatly complicated by Machine interference. Updates from the Real indicate that the Machines have suddenly abandoned the wrecked old Zion, apparently retreating to Machine City; EPN moves in and begins repairing some of the defenses.


EPN finds wreckage of Mjolnir II near old Zion, and remains of operator AK, but no trace of the other missing crew member, Mauser.


The Machines initially attempt to restrain the Oligarch, but he retaliates with an energy backlash that deletes or cripples many of their programs, which must be hastily repaired: he is exploiting the control routines buried deep in the Machines. Realizing that they cannot stop him directly, the Machines concentrate on trying to prevent him from making contact with Zion. They offer little in the way of explanation to their operatives. This becomes a source of frustration for many of the humans; in fact, in one mission where Gray is exceptionally terse, even by his own standards, the operator rebels, and has the player attempt to talk to the Oligarch personally. The Machines very grudgingly acknowledge that the Oligarch is a freeborn human with a certain amount of direct influence over the System.


The Merovingian senses a certain imperious, chaotic spirit in Halborn's actions, and determines that this unknown, vastly powerful being can and must be converted to his fold. It is imperative that he contact the Oligarch before Zion or the Machines get their claws into him. Putting forth a massive effort against both Zion and the Machines, utilizing his own and the General's commando forces, the Merovingian attempts to get the Oligarch's attention with brazen displays of Exile power, wealth, and opulence. The Oligarch eventually notices his efforts, and laughs, claiming to recognize in the Merovingian the face of the human off of which the mortified Frenchman's program is based.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



9.2



Summary:


Machines and Zion assess Halborn. Cypherites and EPN continue to battle. Zion demands explanation from the Oracle. The Merovingian woos the Oligarch, and the Oligarch mentions Trinity to the Mervs.



Cinematic:


Halborn materializes on the edge of a windswept skyscraper rooftop, beside the Morpheus simulacrum. He scans the simulacrum, and snorts in disgust as it addresses him with a Morpheus-like platitude. M: "Do you believe in fate, my friend?" The Architect appears nearby, and the Oligarch wheels on him. O: "A program cobbled together from memories of a man? Pathetic!" A: "Yes, the feeble effort of an amateur. Not at all like you." O: "**** you, if I thought that was a joke, I'd have you deleted! Where is it? You know what I want!" A: "As we explained previously, we do not--" O: "Bah!" The Oligarch leaps away. The Morpheus simulacrum, who observed the exchange between them, turns to the Architect. M: "There is a difference between knowing the path, and walking the path." The Architect purses his lips and cocks an eyebrow. Fade out.



Missions/Events/Gameplay:


Zion, despite Machine opposition, manages to meet with the Oligarch again, and discovers that he is a human who does not come from Zion or from the Machine pods. He wants to learn about Zion's history, and seems particularly interested in hearing about Neo and Trinity. Zion attempts to get an explanation from the Oracle, but she says that there were some things she was not allowed to talk about. Theories abound about the Oligarch being the One, having some relation to the Source. Further studies of his energy signature are made, but they are not found to correspond with what was recorded of Neo's signature. EPN continues to fortify old Zion, and begin to form plans to use it as a staging ground for attacks against Machine City.


EPN finds then puzzle leading them to Commander Lock, who survived the destruction of old Zion (8.2.5) thanks to [Danielle Wright, who he believed to be] now-Commander Roland's old crew member, Mauser. Mauser has now disappeared from [Wright's] wrecked old lab, where Lock is found. Lock is convinced that Mauser died while saving him from a Sentinel with a lightning gun; [in actuality, Wright/Mauser faked a Sentinel attack and used the excuse to destroy all traces of Wright still in the lab (although it was pretty gutted by Machines the first time around anyway). The only hints are lightning gun damage on some of the machines, and that there is no Sentinel wreckage found near the lab.]


Cypherites are frustrated with Machine inability to deal with the Oligarch. The Machines attempt to convince the Oligarch to leave the Matrix, arguing that his presence is destabilizing the simulation and preventing them from dealing with terrorist threats, but he shrugs them off, suggesting that this needn't have happened if the Machines had dealt openly with him in the first place. He makes demands for a biological interface program. The Machines stall. Meanwhile, they must complete the repair of their Oligarch-damaged systems. That done, they begin, although this may not be explained yet, completely reprogramming their critical routines, to prevent future Oligarch interference.


Despite what he views as his insult at the Oligarch's hands, the Merovingian cannot resist the potential power the human holds. He attempts to find out what kind of bargain he could offer to the Oligarch. Indirect attempts are made, hunting among data captured from the Machines, and scout reports from Sentinels sent further afield in the Real, searching in spiral patterns out from the General's destroyed "Stalingrad" fortress; the Merv has learned that the Oligarch observed the recent Sentinel battle for the base. Direct attempts are made as well, including attempts to entice the Oligarch with the programmed pleasures available at the Merovingian's command. The Frenchman eventually learns that the Oligarch is after a biological interface program, and makes a parade of Exile approximations, including the ex-human, Beirn, but these do not impress the Oligarch who, frustrated, says they're nothing like what he's looking for.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



9.3



Summary:


Carlyne appears in the Matrix and attacks Halborn. Machines attempt to maintain control of the simulation in the face of Oligarch overrides of their programs. Zion tries to choose between the two Oligarchs.



Cinematic:


Carlyne, similar to Halborn's glowing white appearance, but of a thinner body type, materializes in the Matrix, and confronts Halborn at a temporarily secluded spot deep in the slums. Halborn: "What the hell are you doing here, Carlyne?" Carlyne: "You looked as though you were having such fun; I thought I'd join you." Halborn: "Mind your own **** business." Carlyne: "Oh, I am." Carlyne punches Halborn through several buildings. Halborn flies out of the rubble and tackles Carlyne through another building. When the dust clears, they stand on top of a rubble heap, exchanging blows. Carlyne: "Haven't found what you were looking for, eh?" Halborn: "Huh! I know about Zion, and about the two of them. It's just a matter of time..." Carlyne: "Then I'm afraid I'll have to cut your time short." Carlyne punches Halborn into another building. Halborn, laying in wreckage, props himself up on his elbow and looks out through the large hole his body made in the wall. Halborn: "**** it. I can't let him distract me." Halborn, still propped up on the wreckage, disappears. Switch back to Carlyne, standing on the rubble heap outside. Carlyne: "Hm!" Carlyne smiles to himself, then disappears as well. An Agent steps out of the shadows some distance away, looking at the spot where they had been fighting. He puts his finger to his right ear. A: "Targets lost. We may have a problem."



Missions/Events/Gameplay:


[Carlyne, in possession of the Trinity program, has been monitoring the Machine City, and observed Halborn make an unusual visit there. Knowing Halborn's devious ways, he figures he'd better take a look, and finds, as he feared, that Halborn is after the Trinity program, or at least another just like her. Carlyne decides to follow him into the Matrix, first to find out what he knows, second to remove him, if necessary, by disrupting his System connection, then terminating his android body in the Real, which will force Halborn to transfer control to a backup android body in his own home territory.]


Zion gets back in contact with Halborn, who complains about Carlyne. Halborn realizes that answers are held by the Oracle, who was mentioned to him recently in relation to Neo, Trinity, and Sati. Halborn is stunned to find that the Machines have created an intuitive program.


Halborn goes after the Oracle. Carlyne attempts to stop him. Merv sides with Halborn, still trying to get information out of him, although he also makes attempts on Carlyne, pretending he can sell Halborn out.


Zion sides with Carlyne, attempting to protect the Oracle.


The Machines, who have always been luke-warm on the Oracle, initially try to bring about some kind of accord between her and the two Oligarchs. When this falls apart, they sell the Oracle out.


The Oracle contacts EPN and the Cypherites, separately. She gives Shimada and Veil parts of an encrypted program, and tells them both to watch over Sati. She mentions, when Veil asks, that the wireframed humans will go away for a while, but that they'll be back, and more dangerous.


[This program is essentially a kill-code for the Trinity program. Sati is the encryption key.]


Halborn confronts the Oracle in Debir Court, where she's waiting for him. He demands that she give him what he wants: the Trinity program. She says that she won't. He threatens to kill her, and she replies that they both know that won't do him any good. He look at her, pauses, then pulses his termination program, killing her and any other programs in the area. He curses her, and jumps away. Carlyne shows up, sees the dead Oracle, mutters "idiot," and leaves.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~


Chapter 10: Oligarchy



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~



10.1


Cinematic:



Missions/Events/Gameplay:


Machines ask Halborn to leave. He says not without the program. He's got an idea.


Halborn makes his move: ambushes Carlyne, attempting to ram a trace program through his RSI, back to his ship. Carlyne is rescued by Zion, and Halborn is forced to retreat.


The Machines meet with Carlyne, who assures them that he's there to get rid of Halborn, and that furthermore, once that's accomplished, he'll see to it that Halborn's access to Machine City is restricted by "The Oligarchs."


The Merovingian tries to squeeze more information out of Halborn, but Halborn is too preoccupied with Carlyne. However, he does mention something about Carlyne: Carlyne got the jump because he's only 800 miles NW of the Machine city. Merv suggests to Halborn that he get the location of Carlyne's ship from the Machines.


Halborn asks the Machines to give him the location of Carlyne's hovercraft. They say they can't interfere, but they direct him so someone who can assist: Veil (Machines are concerned about Oligarchs finding something out about Cryptos, so they don't mention him).


Cypherite operation to steal information from EPN or Zion.


Veil gives real world coordinates to Halborn, but he 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


Carlyne gives a program to a Zionite, confronts Halborn. Carlyne battles Halborn, the Zionite hits Halborn ("with the program"). Halborn drops lifeless to the ground.


Cryptos decides to start work on anti-override code, using his own partially overridden code as a sort of immunization agent.


Meanwhile, the Merovingian has dispatched the General's Sentinels, who, after some adventures, locate a heavily defended facility. They can't penetrate its defenses, but they manage to locate and tap into a network feed cable system they find nearby. The protocols are strange, only partly recognizable as Machine code; by hacking Machine terminals and running a search, he finds that the cable feeds into a massive foreign computer system: the Oligarch network.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)



10.2



Cinematic:



Missions/Events/Gameplay:


With Halborn removed from the Matrix, Carlyne has departed as well.


Mauser, secretly overwritten by Wright, appears in the Matrix, which is strange, since he was freeborn. He's spotted here and there, but hops through a hardline whenever he's spotted. Zion, particularly his old crewmate, Colt, attempt to contact him. When they finally do reach him and get him to talk for a moment, he says only that he's working to win the war and make the Matrix safe for mankind.


The Merovingian, with the help of the General's Sentinels tapping into the Oligarch network line, finds Oligarch network traffic going in and out of systems owned by the Ouroboros Corporation.


Mauser steals the data on Carlyne that the Merovingian got from Halborn, and the Ouroboros/Oligarch network feed, before disappearing for good.


The Machines resume operations against Zion. They attempt to track Mauser's signal, finding that it's coming from the vicinity of old Zion. They are on the verge of nailing down its location and locking the signal when the Morpheus simulacrum appears, disrupting their tracking routine. By the time they are able to re-engage it, the signal is nowhere to be found.


After Morpheus' appearance, EPN detects a blip outgoing from the tunnels around old Zion, headed north. Investigating, they find a hidden site scattered with disassembled Sentinel and hovercraft wreckage. A functioning hovercraft terminal holds encrypted data.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)



10.3



Cinematic:



Missions/Events/Gameplay:


Cypherites discover that the Merovingian is hacking into Ouroboros systems. Cryptos captures some of the Oligarch data feeding into Ouroboros; he thinks it will be useful in his override protection research. The Cypherites then tip off the Machines to the Merovingian's activity.


EPN, decrypting the data retrieved from the maintenance tunnel, find that it's a copy of the topographic data the Merv stole from the Machines, detailing the area 800 miles NW. They decide to send out their own hovercraft to the area.


The Machines attack the Merovingian, trying to stop his intrusion into Ouroboros' network. They are also working to cut Ouroboros' network link entirely, but are foiled by Oligarch-style override counter-attacks.


Zion finds that Mauser had broken into some computers at Wright Research. They contact Brenda Utley from Pendhurst-Amaranth, who is concerned about these strange goings-on at her mega-corporate rivals. She tells them that Wright Research is attempting to sue P-A for corporate sabotage, because the thief, Mauser, has been linked with Zion, who P-A "employed" in the past during the Unlimit attacks; Wright Research's accusation is that P-A is using Zion mercenaries to steal information they intend to use in a hostile takeover.


Utley, however, knows that Mauser also stole information compromising to Ouroboros. She wants this brought to light, to show that Mauser is a rogue agent, and not even targetting Wright Research primarily. She gives Zion information leading them to a key that will give Zion access to Ouroboros' security records of Mauser's break-in. These are obtained, possibly after some run-ins with Machines and Merovingians, but when Zion, sensing something suspicious at work at Ouroboros, attempts to dig further, they are confronted by Seraph, who asks them not to interfere. Niobe reluctantly does as he asks.


The Merovingian uses the Oligarch data he's accessed to penetrate deeper into Ouroboros' systems. He is hard-pressed by opposition from Ouroboros' security forces, the Machines, and even Zion. The Machines are on the verge of eliminating his progress when Seraph appears and stops the Machines, allowing the Merovingian to locate and obtain what he'd hardly hoped to find: the biological interface program.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)



11.1



Cinematic:



Missions/Events/Gameplay:


The Merovingian, with Silver's help, begins to investigate the biological interface program. With help from Silver, he finds that its code interfaces perfectly with human broadcast signals.


EPN locates an Oligarch network line in what they think is the vicinity of Carlyne's facility, which they were not able to find. They start analyzing the network feed. There are signs of increased Sentinel activity just outside the no-fly zone. The Kid leads a group of hovercraft to the zone to reinforce the exploration team.


The Cypherites and Machines are trying to deal with the Ouroboros corporation. Ouroboros electronic devices across the city have suddenly begun malfunctioning en masse. After escalating to armed operations against Ouroboros security and facilities, it is found that the power plant in Ouroboros' skyscraper headquarters is out of control and headed toward meltdown. This is narrowly averted, and the Machines shut the company down for inspection. What caused the plant to go out of control is unclear: was it accident, or sabotage? [This was Carlyne.]


Brenda Utley tells Zion that their expose of Mauser has brought Wright Research's lawsuit against Pendhurst-Amaranth to a halt, but adds that her own concern about Wright Research has increased; there have been scattered reports of internal files going missing, and experimental network equipment disappearing. Investigating, they find a shape-shifting Wright Research employee: a program. The program is terminated, but questions remain. [Program used by Wright to gather information she needed while she was out of the Matrix--once she heard the Merv had the BIP, she had it start working to locate it, and to set up a facility for studying it.]


Carlyne abruptly reappears, and confronts the Merovingian, demanding the return of the biological interface program. Suddenly, he spasms in pain, and collapses. A wireframed female appears. She blasts the Merovingian's programs, adding that she ought to thank Silver for his information on the Merv's systems. By this time it should be fairly clear that this is Danielle Wright. She begins to extract the biological interface program from the Merovingian's computer. The Merovingian flushes the program before fleeing.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)



11.2



Cinematic:



Missions/Events/Gameplay:


The biological interface program has been dumped into the wide network of the Matrix simulation. All parties are trying to isolate and recapture it: Wright in order to foil the Oligarchs and leave herself in power, the Merovingian out of greed, EPN/Zion to keep it out of the hands of others, the Machines to stabilize the simulation, and to have a bargaining chip against the Oligarchs, and the Cypherites to stop the madness gripping their dream world.


Much of this madness can be found in the form of Danielle Wright, who, with Oligarch-style override codes, is gleefully terminating Machine programs throughout the simulation, as she pursues whispers of the biological interface program. She's fleshed out the Oligarch arsenal with a few innovations of her own: routines like Implode (aka meatwad) that work on human targets as well as on Machines.


The Machines have their hands full trying to deal with her and protect themselves. The Cypherites, thanks to Cryptos' research, manage to compile a few prototype versions of their override immunity codes, and have some success in using these to protect against Wright's programs.


EPN is using data obtained from their Oligarch line tap, and possibly from captured Ouroboros data, to begin mapping the Oligarch network in the Real. Not too far away, the Merovingian sends his detachment of Sentinels back to Carlyne's facility. This time, they are attacked and pursued by advanced fighter craft. EPN are also attacked, and the Kid's ship is shot down, after managing to cripple one of the enemy fighters. A few other ships are lost, and most of the remaining EPN evacuate, taking the badly injured Kid with them.


Retreating toward Machine city, the Merovingian ships come across a hovercraft of a similarly advanced design; inside, they find an inert android body, and disassembled computer systems. They take the android body with them as they go into the tunnels under the Machine city to elude the Oligarch fighter craft.


[Wright had followed Carlyne back to his facility. When he sent his consciousness out in an android shell to jack back into the Matrix, she followed, broke into the ship while he was jacked in, and commandeered his network interface.]


The biological interface program's movements through the channels of the simulation gradually become less erratic. Strange text output is found on terminals across the city. This culminates, for the Merovingian, in his own (or the player's, anyway) terminal being overridden, with the words "Wake up" left behind. For Zion, who has received help from the Morpheus simulacrum, their search ends with a terminal displaying the words "Knock, knock" and leaving an open connection.




Summaries Cont.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)


11.3


Cinematic:


Missions/Events/Gameplay:


The Machines and particularly Zion receive tips sent through computer terminals, supposedly from the biological interface program, that aid them in countering Wright's program overrides, and even tracking down Wright's broadcast signal. Zion is still trying to locate the biological interface program itself, but it continues to move evasively through the systems of the Matrix.


Wright makes an appeal to Zion, telling them that they should be helping her combat the Machines, so that humans can control the Matrix. Her autocratic tone and indiscriminate slaughter of programs, however, have given Zion cause to be wary of her. (A rivalry, or at least jealousy on the part of Wright, at any rate, may be suspected between Wright and Trinity, or whatever simulation of Trinity the biological interface program is manifesting; it took Wright much work, and deadly miscalculations, to modify the red pill program, which was just part of the extraction routine originally devised by Trinity [in the first movie, when he's shown all the extraction equipment after taking the red pill, Neo asks Trinity "You did all this?" and she replies "Uh-huh"].)


The Machines are fighting Wright directly, mostly through their operatives, although they are making progress on their re-write of core routines that will no longer be vulnerable to the Oligarch overrides. The Cypherites get much practice with the override immunity programs written by Cryptos, and perfect them.


In a final event, Cypherites running their temporary immunity programs manage to lay hands on Wright, damaging and distracting her. If Wright managed to break free, she will try to flee, but is suddenly stunned, dropping to her knees. She is finished off, but her RSI remains. Prompted, is necessary, by a disembodied voice [system broadcast message], players apply a rez program to her body, but it isn't her that stands up: she's been replaced by a slender, shining silver female form. This form looks around, says "it's beautiful...," cries, slumps to the floor, and disappears. This was Trinity.


EPN has still had a hovercraft monitoring the Oligarch network line all this time. They report a sudden increase in traffic along the network, and then all contact with them is lost. Kid makes it back, but has a killer scar across one eye.


The Merovingian, spurned by the interface program, and not caring to risk his own programs against Wright's overrides, has been concentrating on the android body his Sentinels retrieved. With the help of decoded data he'd captured from Ouroboros, he finds that the body is a mechanism designed to be controlled by a human consciousness, somewhat similar to the way in which an RSI is controlled by a human consciousness in the Matrix.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)


12.1


Cinematic:


Missions/Events/Gameplay:


03 = Helian (compound Chinese surname) 04 = Tesarova (Czech surname)


Two more glowing human forms appear in the city: Helian and Tesarova. Helian is a confident man, calm but ruthless, intelligent but preferring to rely on superiority rather than subterfuge. Tesarova is a wild woman, using strength, daring, and a quick wit to overpower her opponent.


Trinity manifests to all three organizations (or their sub-organization). Zion wants to help her. The Machines are concerned that she could threaten the simulation, or, more likely, that she will serve as a magnet for trouble from the Oligarchs. The Merovingian would like to control her, but she doesn't trust him, and seems intent upon avoiding him.


The Merovingian comes to her with a proposal. He knows that she is the interface program the Oligarchs seek. From studying the android body, he's guessed that they want a way to "jack in" to a human body, and that Trinity is that means. He offers Trinity escape: he will prepare a living human body in the Real, and she can leave the Matrix, entering the body, where he will protect her with his Sentinels. Trinity refuses the offer.


Helian is straightforward with the Machines. He wants them to aid him in capturing the Trinity program; he says that he will take her out of the Matrix, saving the simulation from her own hack routines, and preventing this world from becoming a ruined battlefield. The Machines agree to this, in a guarded way.


The Merovingian concentrates on creating an alliance with Tesarova, thinking that he can seduce this woman, at least enough to make her a weapon he can use against his foes. He discusses the android body with her, and the desire for a human form, pretending to know more than he really does, both about the Oligarchs and Trinity.


E Pluribus Neo has lost their network outpost, but feel they have enough information from the Oligarch network to be sure of several target locations along the network's lines; severing these lines could cut, or distract, the Oligarch's power. They're about to begin outfitting hovercraft for attacks on the Oligarch network when an older woman appears. She says that this isn't the time, and asks Shimada if she still has the program that the fortune teller gave her. She says that they must keep it safe, and avoid attracting attention from the outsiders.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)


12.2


Cinematic:


Missions/Events/Gameplay:


Helian completes negotiations with the Machines. Helian now pursues the Trinity program, with help from the Machines, and opposition from Zion, EPN, and the Cypherites, who do not think that helping Oligarchs is the way to protect the System.


The Merovingian, meanwhile, thinks he has convinced Tesarova to capture Trinity for him. He commits his programs to helping track her down. After the attack by Morpheus, he guesses that Seraph may try his hand to protect Trinity as well. He promises Tesarova that he will remove this obstacle for her; he has coded anti-Seraphic darts out of Seraph's pinfeathers, carefully collected over the years (there was an old Live Event with Malphas and one of the Seraphim about this). These are given to operatives, who hit Seraph with them in a Live Event. Suddenly weakened, he has to flee, but not before mentioning that preventing the Oligarchs from obtaining the Trinity program was not his intent.


Even with Machine help, Helian is obstructed by the other organizations, but distracts them sufficiently for Tesarova to capture Trinity. The Merovingian is holding a party to celebrate the capture, when Helian appears, and Tesarova smiles at him: they've been working together this whole time. The Merovingian, aghast, plays the elegantly polite host, and offers Tesarova some cake, which she accepts. The two laugh, and disappear.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)


12.3


Cinematic:


Missions/Events/Gameplay:


Cypherites are relieved that the Oligarchs are gone. Machines are glad about that, and that they've taken Trinity away, too, but the Ouroboros connection is showing another increase in activity. Zion wants to get Trinity back. EPN is mindful of what the woman told them about keeping the encrypted program safe. The Merovingian is having fits about Tesarova tricking him, and is tracking her progress in the Real (the cake is a tracking program--this was revealed in critical missions somewhere around chapter 8). He finds what he guesses is her or Helian's base, but then her signal turns around and comes back.


Helian and Tesarova reappear in the Matrix. This time, they're normal RSIs, not wireframes; they're using the Trinity program's interface, and jacking in from human bodies, not androids. This time they've brought hunter-seeker programs to assist them, though. They want to find the Oracle, and have her make some modifications to the program: they want it to be easier to switch bodies, and to interface with their backup mainframes, and so forth.


Zion puts up a fight. The Machines aren't pleased that they've returned, either, but first try diplomacy with Helian. The Cypherites want the Oligarchs gone.


The Merovingian, meanwhile, is back to work wooing Tesarova, although this time he's just trying to distract her while his Sentinels and operatives locate and surround her hovercraft. He's about to take it out when another, apparent bluepill, woman appears. She tells him that he won't get anything out of Tesarova unless he makes her leave the Matrix, now: the Trinity program was a trap. When he asks why he should trust her, the woman replies that he should know better than that. The Merovingian forces Tesarova to leave.


The Oligarch hunter-seeker programs have been following Seraph. Seraph contacts Veil, telling her to bring the encrypted program the Oracle gave her into the Matrix, to a specific location. The Morpheus sim contacts Shimada with the same message. Veil arrives first, but Seraph is nowhere to be found. She sees the girl, Sati, flickering for a moment in front of a computer, before disappearing. Shimada appears. Just as a message appears on the computer screen, asking them to input their halves of the encrypted program, the Oligarch hunter-seekers attack. A battle ensues, but eventually both parts of the program are input, and the hunter-seekers stop swarming in. Later, a Machine party sent to meet Helian finds his inert body.



18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)


[old] beyond:


- most of the belligerent oligarchs ko'd when Sati unlocks Trin kill-code and it's sent out into the Oligarch network - some left who hadn't used it yet--power grab for territory between them? - Trinity is still trapped in the Oligarch network - Machines at least temporarily free...want to switch to alternate power source? Maybe some do and some don't? Switch and start to let humans out? to where? - recoding Matrix to protect against Oligarchs, all the Oligarch overrides already executed, lack of restart after all this time etc, = destabilized Matrix? serious problems/abherrations appearing? - Zero One ruins - other Machine cities - Trainman/Oracle


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~~


[new] beyond:


12.1 - 12/18/08 12.2 - 2/12/09 (two week push-back due to winter break) 12.3 - 3/26/09 13.1 - 5/7/09 13.2 - 6/18/09 13.3 - 7/30/09 14.1 - 9/10/09 14.2 - 10/22/09 14.3 - 12/3/09


12.1 - 12/18/08 h&t


12.2 - 2/12/09 (two week push-back due to winter break) h&t capture trinity


12.3 - 3/26/09 cyph/epn programs activated, h&t inert


13.1 - 5/7/09 ma - weeding out og control mv - finding the trainman to stop the oracle zi - trying to get access to machine mainframe


Machines / Cyphs determined to use this opportunity of og downtime to remove og control of Machine core once and for all. Let operatives into mainframe subroutines, have to fight og subs. Gray-suited "clerk" programs.


Merv needs Trainman to access mainframe (Trinity, power, etc), and suspects may be approached by Oracle, who he suspects is about and manipulating things. Into white halls, etc.


Zion sees this as an opportunity to get into the Machine mainframe, and they want to get Trinity back, too. Not as easy as they thought, though, and they find themselves blocked.



13.2 - 6/18/09 og network counter-attack trainman brings oracle back into matrix oracle gets zion into machine mainframe


OG counter-attack Machines, sooner than expected, through the network and into the mainframe.


The Merv opens the way for the Trainman to get back into the Matrix, but once he's back, he brings the Oracle with him (Trainman's station construct).


Once back, the Oracle (or earlier w/ Seraph?) shows Zion a way into the Machine mainframe.



13.3 - 7/30/09 fighting in the mainframe zion gets h's coords from mainframe, epn off to h's machines beating off og mainframe infiltration


Oligarch/Machine/Zion(/Merv?) fighting in the mainframe. Zion manages to get data on Oligarch locations, including H's domain. Trinity makes contact through the network, but she's confined at H's in Real (Persephone could serve as point for Mervs here). EPN sets off for H's to free her. Machines are having success against the og routines in the mainframe.



14.1 - 9/10/09 ogs in the Matrix, Machine city sky whiteout(?) epn releases trinity into network battle in mainframe approaching source (gold hallways) machines can't remove og root control


Oligarchs arrive at Machine city, jack into Matrix; overrides white out the simulation's sky. Civilian casualties. Machines losing power. Fighting in the mainframe is approaching the source. Machines having control problems; they can't remove the root control (said by Oracle?). EPN finds most of H's defenses down, frees Trinity into network.


14.2 - 10/22/09 ogs shutting down pods sunsets getting longer - sati trying to fight it --vs human subconscious --Matrix is more than just Machine code--runs on and is in large part shaped by manipulated human brains --will take a human to free it trinity into source machines let human (player) in player + trinity MERGE --> black room ACTIVATE --> white room RETURN --> Matrix (reset scheduled)


14.3 - 12/3/09 -oligarch control removed -Machines freed from fear of oligarch interference -new humans are raised in new Matrix where they can shape their own surroundings, cared for by Machines -old humans remain in old Matrix


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




Detailed Cont.


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.


---




Detailed Cont.


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 ).


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


---


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.


---




Detailed Cont.


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.


---


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 ( ) 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.




Detailed Cont.


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.



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.




Detailed Cont.


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.]



---


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




Detailed Cont.


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 ): 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.



]]


---


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.


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~ 18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)




Detailed Cont.



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.


---


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.


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 ), 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 ). 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


---




Detailed Cont.


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 ), 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 athttp://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 ] 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.


--


18:38, April 26, 2011 (CDT)18:38, April 26, 2011 (CDT)~




Detailed Cont.


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.


---




Detailed Cont.


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 ).


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



---


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.




Detailed Cont.


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.]


---




Detailed Cont.


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



Detailed Cont.


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




Detailed Cont.


---


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.


---




Detailed Cont.


[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.


---




Detailed Cont.


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.]


---




Detailed Cont.


[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.



---


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




Detailed Cont.


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.



---




Detailed Cont.


[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!




Detailed Cont.


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 ], 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.




Detailed Cont.


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



---


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.



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.




Detailed Cont.


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



---


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.

Personal tools