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Arc 3 Seq 2 | Network Diagnostics

Narrative Purpose


Player assumes sysadmin role through decaying corridors, tracing color-coded trunks under Commander radio direction. Escalates from procedural competence to cosmic disorientation.

  • Emotional tone: Focused competence → creeping aberration.
  • Immediate goal: Restore network via junction diagnostics.
  • Mechanical purpose: Spectral selector tutorial + wire-matching progression with escalating interference.

Narrative Breakdown


Beat 1 | Alpha Junction

Player grabs spectral selector and traces the alpha trunk, reaching junction control room. Commander delivers first wire directive.

  • Camera: Full Control.
  • Audio: Radio check-ins punctuate; steady corridor hum.
  • Environmental Cues: Alpha terminal pulses on sysop approach
  • Objective / Task: Trace Alpha trunk → run diagnostics at endpoint.
  • Player Feedback: "Trace Alpha Junction".

Actions:

  • Equip spectral selector (passive HUD overlay: cycle 🔷🟥🟢).
  • Follow blue moldings through corridor vignettes (20s traversal).
  • Interact with Alpha terminal for wire matching.

Dialogue:

Commander (radio, clear) "Alpha endpoint—Blue wire to Green column, White to Black. Report when live."

Triggers:

  • Correct wiring → terminal glows steady; Commander confirms: "Alpha live. Beta trunk next."
  • Beta marker appears.

Notes:

  • Tutorial beat: Simple directed matching, no interference. Establishes radio rhythm.

Beat 2 | Beta Junction

Player reaches red trunk endpoint; Cultist assists amid first color aberrations. Commander splits tasks, sending Cultist to parallel test.

  • Camera: Full control.
  • Audio: Radio check-ins; Cultist nearby commentary; subtle hum increase.
  • Environmental Cues: Beta terminal flickers; single white reference row blinks interference color.
  • Objective / Task: Run Beta diagnostics (subtract white reference row).
  • Player Feedback: "Trace Beta Junction".

Actions:

  • Cycle selector to red mode → trace distorted path.
  • Match wires per Commander directive amid player-only color shift.
  • Cultist provides guidance based on SocialCapital.

Dialogue:

Commander (radio) "Beta—Blue to Green, Red to Black, White to Green column. Reference clean."

Branch A – SocialCapital Present

Dialogue:

Cultist (helpful, direct) "Rough with colors? We all have our falings. Second from right, third from left..."

  • Result: Streamlined guidance reinforces team rapport.

Branch B – SocialCapital Absent

Dialogue:

Cultist (snide, positional) "Color blind, eh? Blind in this world too... very well. Second from right, third from left..."

  • Result: Frustrated precision highlights player isolation.

Dialogue:

Commander: "Need Cultist on parallel test. Clerk, Gamma solo."

Triggers:

  • Cultist splits off; Gamma marker appears.

Notes:

  • Branches show SocialCapital tone divergence without mechanical branching.
  • Cultist always sees correct colors, gives positional help when unhelpful.
  • First interference teaches subtraction logic via player-only aberration.

Beat 3 | Gamma Junction

Solo endpoint amid maximum aberration—white reference row shifts every 30s.

  • Camera: Full Control.
  • Audio: Radio static heavy; whale-song undertone builds; accelerating hum.
  • Environmental Cues: Gamma terminal pulses erratically
  • Objective / Task: Match final trunk amid shifting interference.
  • Player Feedback: "Trace Gamma Junction".

Actions:

  • Cycle to green mode → trace final flickering path.
  • Solve shifting panel (white reference row cycles subtraction patterns).

Dialogue:

Commander (radio, distorted) "Gamma... cutting out. Finish the patch—"

Notes:

  • 30s color shift prevents brute force; demands QCD subtraction mastery.
  • Vision = first physics-break moment; no explanation.

Beat 4 | Network Restored

Commander's voice crackles over junction intercom, grounding disorientation into competence validation.

  • Camera: Full control, lingering haze (chromatic aberration fades).
  • Audio: Whale-song cut by intercom static; Commander's relieved tone.
  • Environmental Cues: All panels glow steady; corridor lights normalize; Cultist absent (parallel testing).
  • Objective / Task: None.
  • Player Feedback: HUD: "Network Partial Restore"; "Return to Command" marker pings.

Actions:

  • Vision auto-ends on Commander's voice.
  • Full control returns; Command marker active.

Dialogue (Auto-Sequence):

Commander (junction intercom) "Hey, kid—you there? Need help? Network's up... or what we can get. Good work. Return to Command—you're useful." (comms cut)

Branch A – Arc 2 Incomplete

Branch B – Arc 2 Complete

Narrative Intent


  • Player transforms from "bodega clerk" to indispensable sysop through escalating competence display.
  • Cultist's Beat 2 assist reinforces fragile duo (SocialCapital payoff).
  • Commander's validation cements volun-told status while unanswered cosmic dread lingers.
  • Reinforces isolation theme: "no one else is coming."

Mechanical Lessons Embedded

Mechanic Introduced or Reinforced Context in Step Emotional / Narrative Purpose
Spectral selector cycling Alpha trunk tracing Teaches mode-switching under guidance
Directed wire matching Alpha/Beta terminals Establishes radio-dependency sysadmin flow
Color subtraction logic Beta interference QCD primer—observation over instinct
Escalating aberration Gamma endpoint Physics-break tension; forces adaptation
Vision state transition Gamma climax Cosmic dread punctuates competence arc
SocialCapital payoff Cultist Beta assist Choice consequence without branching