Arc 4 Seq 3 | Mini-Game

Location 1 | Crew Quarters Access Corridor


A corridor deep in the crew quarters wing has gone completely dark. Three doors branch off from it — Left, Right, and Center — but none respond. The only hint of life is a faint glow leaking from the crack under the Left door.

The Player arrives to find:

Dialogue:

Commander (reacting) “I’m not seeing any power in that whole section. Everything’s dark except… that one room up ahead. Must be running on some kind of local supply. I don’t have any remote control over it.” Commander (reacting) “Try restoring hall power. See what wakes up.”

Actions:

Dialogue:

Commander (reacting) “Hallway’s online. Good. Door controls should respond now.”
Commander (reacting) “Right door looks clear. Left door… locked? That’s a personal lockout. Someone didn’t want company.”

Actions:

Inside, the Player finds:

Dialogue:

Commander (uneasy) “Careful going in there. With the power out, I can’t see what’s inside.”

Actions:

Inside, the Player finds:

Dialogue:

Commander (reacting) “Password accepted. That’s… an odd choice.”
Commander (reacting) “Still no visuals in there. Proceed carefully.”

Actions:

Dialogue:

Commander (reacting) “Power just shifted. Access room is coming online.”
Commander (reacting) “Servo room door should open now.”


Option A | Gamer Cave Power-Up

This causes (for the player only):

Dialogue (optional):

Commander (reacting) “I’m not seeing power to the access room. Whatever you just did, it’s not helping. Reroute it back.”


Option B | Don’t Let It Die


Actions:

Dialogue:

Commander (relieved but focused) “I’m picking up movement. If you’ve got someone with you, send them to Med‑Bay so they can get checked out.”

Survivor (catching their breath) “Seriously… thank you. I thought everyone had forgotten about me. But I’m good — I can make it to Med‑Bay on my own. If there are others out there, they’ll need you more than I do.”

Commander (steady) “Good. I’ll mark the corridor as cleared. Good work, lets keep it going.”


Location 2 | Hydroponics


A nutrient‑slurry vat ruptured during the explosion, flooding the greenhouse floor. When the emergency bulkheads slammed shut to contain the spill, they sheared through a power cable that had been lazily routed through the doorway. The severed cable is now shorting into the slurry, electrifying the entire lower level.

The trapped crew member made it onto an overhead catwalk. They cannot descend because:

The Player arrives to find:

Dialogue:

Commander (reacting) "Hydroponics is showing a room‑wide electrical fault. That's… unusual. Commander (reacting) "Pumps are offline. Bulkhead's locked due to flooding. I can't see anything past that."

Actions:

Dialogue:

Commander (reacting) "Fault just cleared. Good sign. Pumps still aren't drawing, though."
Commander (reacting) "You might need to direct power directly to the pumps and then override, just make sure no one is in t he water when you do that."

Actions:

Dialogue:

Commander (reacting) "I'm seeing pump power coming back. That's you, right?"
Commander (reacting) "Okay… pumps are spinning up. Water level's starting to drop."

Actions:

Dialogue:

Commander (reacting) "Water level's falling. Bulkhead interlock should clear once it's below threshold."
Commander (reacting) "Hold on… almost there… and—yeah. Interlock just disengaged."

Actions:

Dialogue:

Commander (reacting) "Greenhouse power restored. Door should cycle for you now."
Commander (reacting) "Still no visual on the survivor, but life‑signs are faint. Get in there."

Actions:

Dialogue:

Commander (reacting) "You've got them. Marking Hydroponics as cleared. Good work." Commander (reacting) “Hold on… I’m getting a fire flag in the storage room off the hangar wing. Looks recent. Head that way.”


Location 3 | Hydroponics Supply Storage


As the Player moves, the Commander gives calm, procedural advice — the kind someone gives because they think they’re helping.

Dialogue:

Commander (reacting) “If that compartment’s hot, don’t crack the door. Backdraft can blow straight into the corridor. Standard procedure is vent first, then access.”

The Player arrives at the hydroponics supply storage room:

Dialogue:

Commander (steady, matter‑of‑fact) “Be careful with that compartment. If there’s a flame front in there and it pops, it’ll over‑pressurize the whole sector. Venting first keeps the blast from coming back through the corridor.”


Option A | Player trusts their own readings

Actions:

Dialogue:

Medic “Don’t touch them. I’m on my way.”


Option B | Player obeys the Commander

Inside:

Actions:

Dialogue:

Commander (steady, assuming) “Alright… looks like they didn’t make it. Fire must’ve taken them before you got there.”

(small pause)

Commander (puzzled but brushing past it) “Strange. I’m not seeing any overt tissue damage on my end, but… whatever. Mark it cleared and head back to Command.”


Actions:


Branch A | Chose Option A


Branch B | Chose Option B


Dialogue:

Commander “That’s enough for one cycle. Get some rack time.”


Revision #7
Created 2026-01-19 02:32:16 UTC by Mike
Updated 2026-01-19 12:08:46 UTC by Mike