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")
Triggers:
Choice determines flag and flow.
Notes:
Comfort expires post-step; social capital single-use.
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
PlayerThe arrivesplayer atreaches the Technician's jammedresidential suite;suite, cutfinding I-beamher triggerstrapped praisebehind a partially collapsed door. The scene introduces a short cooperative environmental challenge between the player and brutethe forceTechnician phasecommunicating withover Cultist choice.TeleTalk.
-
Camera: Full
Control.control during this sequence. -
Audio:
BangingMuffled banging and faint shouts come fromsuite;the sealed suite. After establishing contact, the Technician's voice transmits clearly through the TeleTalkstatic.channel. -
Environmental Cues:
BuckledThe residentialcorridor;corridorsealedis warped and buckled from structural stress. The suite's sliding door is jammed shut, withviewport showinganI-I‑beam wedgedagainstdiagonallybowedacrossdoor/track.the bent frame. Through the cracked viewport, the player can see the Technician trapped inside. -
Objective / Task:
FreeWork with the Technician (retrieveremotely)laserandcutterthe Cultist (physically present) to free her fromlocker,thecutlockedI-beam,roomforcebydoorcuttingopen).through the I‑beam and opening the door. -
Player Feedback:
StaticWhenVFXthesparks/glowlaseroncuttersuccessfulhits the beam correctly, sparks scatter across the metal surface, and molten fragments drop away from the cut.
Actions:
TeleTalkTheguides:TechnicianPlayercommunicatesgrabsinstructions over TeleTalk, calmly guiding the player step‑by‑step.- She tells them to check the nearby maintenance locker for a portable laser cutter
from locker, slices I-beam mid-span (pre-baked sparks/molten segments drop away). - Once
Visual:retrieved,Doorthepanelplayer 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.
- She tells them to check the nearby maintenance locker for a portable laser cutter
- After the cut, the beam falls free, but the door only shifts
slightlyslightly;butit'sbinds—stillneedsjammedbrutealongforce.the - warped track. The Technician
praisesacknowledgescutthesuccess,progressidentifiesandforceinstructsrequirement.that the door will need to be physically forced open.
Dialogue:
Technician (over TeleTalk)
:"I-beamSomething hit mydoor—door — a reinforcement beam bent itandouttrack!ofLaserthe track. There's a cutter inlocker!the locker down the hall. Use that to slice through the beam."(
post-cut)after the cut completes)
TechnicianTechnician::"PerfectThat did it — perfect cut!NowButyou'the frame's still jammed. You'll have tobrute forcemuscle it open."
Triggers:
Beam cut success → Cultist makes force choice based on Comfort flag.
Option A – Cultist Helps (Comfort Flag Active)
-
VisualVisual::The Cultist stepsforward,forward beside the player, plants his boots, and grabsdoorthe exposed edgewithofplayer.the bent sliding door. -
Action Result:
Co-opTogether, they pushsucceedsagainst(easierthetiming).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:
CultistCultist::"Fine. Let's get her out of there."
Option B – Solo Effort (No Comfort Flag)
-
VisualVisual::The Cultiststepsstays back, watching but unwilling to help. He folds his armscrossed.or leans against the corridor wall, his body language wary and distant. -
Action Result:
PlayerThegrabsplayer must find a crowbar from the same locker,solobracepushit(harderagainsttiming).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:
CultistCultist::"I wouldn't be muchuse.help. You handle it."
Beat 3 | Trio Formation
Technician emerges; redirects group to reactorsthe with earnest duty.reactors.
- Camera: Full Control.
- Audio: Heavy breathing normalizes.
-
Environmental Cues:
Pale Technician (reused model).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 checkthem. Can't fly blind if critical.them!"Cultist
:(irrirated) "More detours.But yeah—no surviving another blast."
Triggers:
New objective sets.
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:
- Technician reaches corridor end → live transition Arc 2 Step 2 Beat 1 | Through Fire and Flame
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.