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Arc 2 Seq 1 | Rescue & Regroup

Narrative Purpose


Forms the survival trio through player choice, transitioning from duo tension to reluctant group dynamic.

  • Emotional tone: fragile competence amid exhaustion—optimism strains against pragmatism.
  • Immediate goal: Rescue trapped Technician, redirect to reactor check.
  • Mechanical purpose: Teach branching interactions, simple tool retrieval/use, co-op physics without custom animations.

Narrative Breakdown


Beat 1 | Cockpit Exit Choice

Player stands from hauler chair after choosing Technician rescue; optional comfort interaction sets alliance tone before exit.

  • Camera: First-person, locked to seated perspective then auto-stand.
  • Audio: Cockpit hum stabilizes; Cultist breathing heavy.
  • Environmental Cues: Dim amber strips; frost on viewport.
  • Objective / Task: None.
  • Player Feedback: UI updates: "Rescue Technician in Cabin Section [X]".

Actions:

  • Cultist slumped, head in hands.
  • Interaction prompt appears on Cultist.

Dialogue:

(Mouse interaction label: "Comfort" or "Return")

Option A – Return Choice

  • Result: Skips interaction; player proceeds directly to cockpit exit.
  • Dialogue:

    Cultist (muttering): "Whatever. Let's just go."

Option B – Comfort Choice

  • Result: Brief scripted gesture; "ComfortResolved" flag sets (expires post-rescue).
  • Player Feedback: Hand withdraws on flinch.
  • Dialogue:

    Cultist (flinches sharply) "Don't—" (eyes averted, tense whisper) "Sorry... scared shitless. Never been this far out of my depth." (beat) "Let's go."

Triggers:

  • Choice determines flag and flow.

Beat 2 | Suite Rescue

The player reaches the Technician's residential suite, finding her trapped behind a partially collapsed door. The scene introduces a short cooperative environmental challenge between the player and the Technician communicating over TeleTalk.

  • Camera: Full control during this sequence.
  • Audio: Muffled banging and faint shouts come from the sealed suite. After establishing contact, the Technician's voice transmits clearly through the TeleTalk channel.
  • Environmental Cues: The residential corridor is warped and buckled from structural stress. The suite's sliding door is jammed shut, with an I‑beam wedged diagonally across the bent frame. Through the cracked viewport, the player can see the Technician trapped inside.
  • Objective / Task: Work with the Technician (remotely) and the Cultist (physically present) to free her from the locked room by cutting through the I‑beam and opening the door.
  • Player Feedback: When the laser cutter hits the beam correctly, sparks scatter across the metal surface, and molten fragments drop away from the cut.

Actions:

  • The Technician communicates instructions over TeleTalk, calmly guiding the player step‑by‑step.
    • She tells them to check the nearby maintenance locker for a portable laser cutter.
    • Once retrieved, the player lines up the beam mid‑span and uses it to slice through the obstruction.
    • The scene is accompanied by pre‑baked visual feedback — bright plasma glow, dripping slag metal, and slow camera shake as the metal yields.
  • After the cut, the beam falls free, but the door only shifts slightly; it's still jammed along the warped track. The Technician acknowledges the progress and instructs that the door will need to be physically forced open.

Dialogue:

Technician (over TeleTalk) "Something hit my door — a reinforcement beam bent it out of the track. There's a cutter in the locker down the hall. Use that to slice through the beam."

(after the cut completes)

Technician: "That did it — perfect cut! But the frame's still jammed. You'll have to muscle it open."


Option A – Cultist Helps (Comfort Flag Active)

  • Visual: The Cultist steps forward beside the player, plants his boots, and grabs the exposed edge of the bent sliding door.
  • Action Result: Together, they push against the warped panel in a short, timed input sequence. The combined effort succeeds; the door groans and slides open far enough for the Technician to escape.
  • Dialogue:

    Cultist: "Fine. Let's get her out of there."


Option B – Solo Effort (No Comfort Flag)

  • Visual: The Cultist stays back, watching but unwilling to help. He folds his arms or leans against the corridor wall, his body language wary and distant.
  • Action Result: The player must find a crowbar from the same locker, brace it against the stuck door edge, and trigger a heavier, more difficult timing sequence. The door eventually gives way, but more slowly and with additional strain.
  • Dialogue:

    Cultist: "I wouldn't be much help. You handle it."


Beat 3 | Trio Formation

Technician emerges; redirects group to the reactors.

  • Camera: Full Control.
  • Audio: Heavy breathing normalizes.
  • Environmental Cues: None.
  • Objective / Task: None.
  • Player Feedback: UI: "Escort Technician to Reactor Control".

Actions:

  • Technician composes: hand on wall.

Dialogue:

Technician (thankful) "Thought I was done... thanks." (suddenly realizes) Reactors—I have to check them!"

Cultist (irrirated) "More detours."


Beat 4 | Step Transition

Technician leads trio down corridor; trigger-based exit maintains flow into reactor transit without control loss.

  • Camera: Full Control (player moves freely behind companions).
  • Audio: Subtle environmental rumble; footsteps echo.
  • Environmental Cues: Narrowing residential corridor transitioning to industrial access piping.
  • Objective / Task: None (follow to trigger transition).
  • Player Feedback: None.

Dialogue:

Technician (starts walking down hall) "Lucky—reactors are just corridors down."

Cultist (arm-crossed gesture)

Technician (off-screen, fading) "You coming?"

Triggers:

Notes:

  • No player control loss—maintains agency while ensuring pacing.
  • Positions Technician ahead naturally for Beat 1 "follow her line of sight" in next step.
  • Cultist reaction visible but skippable if player overtakes.

Narrative Intent


  • Converts duos brittle alliance into tense trio through player-authored rescue—Technician's optimism tempers Cultist's selfishness without resolving it.
  • Reinforces competence contrast: player's procedural skill, Cultist's raw fear, Technician's duty.
  • Mystery lingers via unspoken explosion cause; forward knowledge carries reactor urgency as pragmatic truce.