Arc 4 Seq 4 | The Medic's Request
Narrative Purpose
This step shifts the emotional center from the Technician's unraveling to the Medic's quiet clarity.
- Emotional tone: Melancholy, gentleness, and creeping dread beneath routine.
- Immediate goal: Receive a personal request from the Medic and perform a medical‑oriented task outside Command's authority.
- Mechanical purpose: Introduce the Casualty Scanner tool and begin the "classification of the dead" mechanic, reinforcing the station's emotional weight and the artifact's subtle distortions.
Narrative Breakdown
Beat 1 | Morning Intra‑Mail
The Player wakes to a firm, professional message from the Medic — not urgent, but unmistakably a directive.
- Camera: Full Control; first‑person in quarters.
- Audio: Soft ventilation; a single, decisive chime from the comm terminal.
- Environmental Cues: Dim simulated morning light; auto‑brew steaming steadily.
- Objective / Task: Read the message.
- Player Feedback: HUD prompt: "New Message — Medic."
Actions:
- Notification marker guides the
Playerto the desk terminal. - The message is concise, authoritative, and expects compliance.
Dialogue:
System (text display): "From: Medic — Subject: Report In."
"When you're awake, come to Med‑Bay. I need you for something important
Triggers:
- Objective update → "Report to Med‑Bay."
Beat 2 | The Gift of the Casualty Scanner
The Player meets the Medic, who is calm but visibly worn. She presents a new tool and a personal request.
- Camera: Full Control.
- Audio: Soft monitor beeps; faint coolant drip; subdued hum of life‑support.
- Environmental Cues: Med‑Bay dim but stable; two occupied cots; one empty.
- Objective / Task: Speak with the Medic.
- Player Feedback: Dialogue wheel opens.
Actions:
-
Medicgreets thePlayerwith a tired smile. - She hands over a compact scanning device.
- She explains its purpose: identifying casualties for records and closure.
- the dead body under the sheet is the
Medic, you are given a chance to ask about it and they misunderstand your question and answer it in an indirect way but that lets you know that they do not see what you see. Scanning the body shows someone not theMedic
- the dead body under the sheet is the
Dialogue:
Medic (gentle) "I know Command has you running ragged… but I could use your help with something."
Medic (offering device) "This is a Casualty Scanner. It tags remains for medical logs. Someone needs to start the list."
Medic (soft) "I trust you to do it right."
Triggers:
- Item acquired → Casualty Scanner.
- Objective update → "Begin Casualty Classification."
Beat 3 | The Melancholy Task
The Player moves through nearby decks, scanning bodies and debris sites. The Medic guides them over comms, her voice steady but somber.
- Camera: Full Control.
- Audio: Echoing corridors; distant metal creaks; Medic's voice through comms.
- Environmental Cues: Flickering hazard lights; sheet‑covered shapes; dust drifting in beams of light.
- Objective / Task: Scan designated casualty sites.
- Player Feedback: Scanner hum; soft haptic pulse on successful scan.
Actions:
- The
Playerapproaches each body or debris cluster. - Scanner overlays display names, partial IDs, or "UNIDENTIFIED."
- The Medic speaks intermittently, reflecting on the dead and on the Technician.
Dialogue:
Medic (quiet) "Most of these people… I knew their routines. Their jokes."
Medic (hesitant) "The Technician's been… different. Softer. Forgetful. I don't think she realizes it. And now something happened when she confronted the Cultist about whatever you both found with his ship. You don't just turn like that. Do you?"
Medic (sad) "Thank you for doing this. It matters more than Command thinks."
Notes: Perception changes are the artifact's attempt to show the player that humans irrationality cause their own death. "Be peaceful, do not get yourself killed."
-
the player tries to scan a dead body and it gives an error (no body), then the player looks away and back the body is not there
-
the dead looks like the player, the player scanner shows the player, the medic comments that they knew the person and that they had just talked to them the week before. When you look away from the body, it no longer looks like you. Scanning it again shows it's already been scanned.
Beat 4 | Command Interrupts
As the final scan completes, the Commander cuts in abruptly — unaware of the Medic's task and uninterested in it.
- Camera: Full Control.
- Audio: Sharp comm crackle; Commander's clipped tone.
- Environmental Cues: None.
- Objective / Task: Receive new orders.
- Player Feedback: Incoming comm notification.
Dialogue:
Commander (brisk) "Kid, report to Command. Got a job that won't wait."
Medic (soft sigh) "Go on. I'll finish the logs. Be careful out there."
Triggers:
- Objective update → "Report to Command Deck."
Beat 5 | The Long Solo Mission
The Player receives another assignment — longer, more involved, but still framed as routine. No one accompanies them.
- Camera: Full Control.
- Audio: Ambient hum; occasional structural groans; no companion chatter.
- Environmental Cues: Distant flickers; long, empty corridors; subtle shadow lag.
- Objective / Task: Complete the assigned repair or containment mission.
- Player Feedback: Standard mission UI.
Actions:
-
Commandergives a terse briefing. - The
Playertravels through multiple decks, completing a multi‑step repair. - The environment feels emptier than usual — no NPCs, no interruptions.
- Subtle distortions recur, but the mission remains mechanically normal.
Dialogue:
Commander (flat) "You know the drill. Fix it and report back."
System (neutral) "Subsystem restored."
Notes:
- This mission reinforces the creeping sameness and isolation of Arc 4.
Beat 6 | Dismissal and Forced Rest
The Player returns to Command. The Commander has no further tasks and orders rest.
- Camera: Full Control.
- Audio: Low hum; faint rhythmic pulse beneath.
- Environmental Cues: Command Deck lights dim to "night cycle."
- Objective / Task: Return to quarters and sleep.
- Player Feedback: HUD prompt: "Rest Required Before Next Operation."
Actions:
-
Commanderleans back, exhausted. - He waves the
Playeroff with a tired gesture.
Dialogue:
Commander (weary) "That's it for now. No more fires to put out. Rack out and we'll regroup next cycle."
Triggers:
- Enables Free‑Roam Mode: Limited Areas Open.
- Activates sleep marker in quarters.
- Blocks next plot trigger until rest.
Narrative Intent
This sequence shifts emotional focus from suspicion to melancholy and quiet dread.
- The Medic becomes a stabilizing presence — gentle, perceptive, and increasingly aware of the Technician's changes.
- The Casualty Scanner introduces a somber mechanic that forces the
Playerto confront the human cost of the disaster. - The Commander's interruptions reinforce the widening gap between human needs and institutional routine.
- The long solo mission deepens the sense of isolation and repetition.
- By the end, the
Playerfeels caught between two worlds:- the Medic's emotional truth
- the Commander's mechanical demands
The tone carried forward is one of quiet unraveling, where compassion and routine coexist uneasily, and the artifact's influence continues to erode memory, continuity, and trust.