STORY LINE MAKER EVENT

Posts

Blobofgoo
Legs are a burden. Return to snek.
2751
-=|Story Line Maker Event|=-

It's time for another event, community!

In this event, participants will take the given theme and make it into a full story line. The story line doesn't need to be implemented into a game, just written out. There is no length requirement or limit so just write until the story is over. Afterward judging occurs in several different categories. Currently I am the only judge, but by the end their will be more.

Categories:

• Romance
• Comedy
• Mystery/Suspense
• Most Creative
• Best


You do not have to sign up for a certain category to write for it. Write any story line and it will most likely fit into one of them. You have 2 weeks to write the story line (maybe more if the majority seems to need it). Good Luck!

The theme is...
Underwater Adventure


Deadline: June 10th (unless changed later)

Sbester
Plot overview

Reginald has a condition known as “ichthyophobia”, otherwise known as a fear of fish. More specifically, he is afraid of eating fish. It is a disease that he developed quite recently, after learning of the potential contaminants that numerous varieties of fish have accumulated within their systems. Ever since reading up on these potential dangers, Reginald has come to see fish of all kinds as slimy, gross, disease-ridden mutants, and he is becoming quite paranoid.

As a result of his condition, Reginald is dying. This is because Reginald is a GIGANTIC MOTHERFUCKING SHARK, and he requires fish to live.

Join Reginald on his journey to discovering a bunch of highly unsatisfying alternatives, in an underwater adventure unlike any you’ve ever encountered!


Mission 1

The game opens with a scene between Reginald and his therapist. They talk about a bunch of stupid shit, like his past and current relationships. The therapist is determined to prove that Reginald’s fear can be traced back to his family life, pulling a bunch of Freudian bullshit out of his ass. In the end, he convinces Reginald that he’s got a thing for his own mother, and he needs to sort out his feelings for her before he can face his fear.

Players then take control, going on a series of virtual non-dates with Reginald’s mother and carrying on the most awkward conversations you’ve ever heard since that one episode of Weeds where the chick has to convince her sons to stop masturbating over her pictures and banging older ladies.

Mission 2

Reginald goes back to his therapist and tells him he’s all full of shit and the dates were a bust. The therapist then suggests that the problem may have more to do with Reginald’s father instead. Reginald tells the therapist to fuck off. The therapist then lures him into divulging into Reginald’s strained relationship with his father, and the therapist believes that there are unresolved anger issues that Reginald needs to confront his father with before facing his fear of food.

Players again take control over the game, exploring past scenarios when Reggie’s dad was a total dick to him, then using said info to interrogate the old bastard and make him feel like shit.

Mission 3

Reginald feels totally better, unless you fucked up the previous mission, which means you got game over. But Reginald still isn’t sure what to do next. The therapist tells him he is ready to face his fear and start exploring alternative foods. The first suggestion he has is seals. Reginald has never eaten a seal before, and is afraid that they may carry many of the same diseases smaller fish do. The therapist then suggests that Reginald go and talk to a seal, and perhaps by doing so, he will learn all he needs to know about them and can consider eating them for the rest of his life.

When players take control this time, they will play a short mini-game where they need to capture a seal. When they do, they will interrogate the shit out of the seal, and try to find out their hygienic behaviours and other health concerns. Reginald learns that seals would be a great alternative, but it’s too late… he and the seal have become BFFs and so it would be uncool to eat the seal’s other buddies.

Mission 4

The therapist sees the problem now. Reginald is a pussy. His next suggestion is that Reginald try to explore a vegetarian lifestyle.

Guide Reginald on ANOTHER SHITTY MINI-GAME scavenging mission along the bottom of the ocean, taste testing a bunch of really gross shit along the way.

Mission 5

Reginald becomes very sick from the last mission and develops a new phobia of seaweed. There’s no technical term for it because that would be FUCKING RETARDED. The therapist is at a loss… and then he remembers that sharks are totally okay with cannibalism, and that he should try that. Reginald likes this idea because there are many sharks from his past that he wishes would fucking die.

Guide Reginald on a series of interviews with sharks from his past, including an ex-girlfriend, his old football coach, a very handsy priest, and an old nemesis, and determine which one of these stupid pricks should be his first victim.

Mission 6

After Reginald totally wimps out, the therapist gives up. This is where the game ends because no one in their right mind would even attempt playing past the first mission anyway, so we can all just assume Reginald starves to death, or someone else can make a sequel.


Spirit_young
Intro: Explain in full detail about the two magical underwater tribes (Aureo and Maui) made up of the Naakin (humanoids with colorful scales for skin) who are at war with each other over religious differences. The goddess Amphitrite is worshipped in two ways. Aureo believed that she was a powerful Naakin warrior who sacraficed herself for her people while the Maui believed that she was an actually diety murdered by vile Naakins. The game takes place deep in the dark ocean (about a mile down or so).

Main Character:
Acala: The hero of the two clans. His magic is believed to be a reincarnation of Amphitries'.
(His abilites are explained throughout the journey)
Aureo Tribe:
Remus: Leader of the Aureo Tribe. He is strong and proud.
Ciar: Son of Remus. He is humble and easily scared.
Kaiaka: The daughter of Remus. Much stronger than Ciar, her older brother.
Naida: Acala's little sister and Ciar's love interest.
Maui Tribe:
Nereus: Leader of the Maui Tribe. Has much hatred toward his twin brother, Remus.
Anemone: The daughter of Nereus. She is powerful, just like her father.
Humans:
Gavin: Captain of the battleship Adama. He is very good to his crew.
Dereck: First mate. He likes to give out commands behind Gavin's back.

Area 1: City in the dark sea, Malivi
The game starts off with Acala teaching his sister Naida how to light up dark areas with the basic Naakin magic, Shine. After the player demostates how to cast the spell, Naida easily lights up a small area. Note that Acala is the only character that can be contolled by the player. Soon after Ciar visits the two but gets nervous around Naida. Acala desides to scout the area from Maui spies and Ciar desides to go (to impress Naida). At this point you can explore a section of Malivi to get used to the controls of swimming and using underwater dashes.

Area 2: Malivi Canyon
Ciar meets up with Acala and the two go on patrol. Even though Ciar is weak, he feels safe around Acala. This is where you are introduced to the first enemies in the game; the Black Sharks (whom resemble the white sharks). These are master hunters of the dark and have a strong desire for Naakin meat. But, because the sharks can't use magic they are no match for Acala's Shine spell, which will actually cause the Black Sharks to desolve when touched in the lit up areas. You also have a Plasma Bolt attack and it can kill the sharks too, but the Shine spell is their weakness. Plasma Bolt work good on the first boss of the game, the Jellyfish Titan, who tries to kill Ciar.

Boss 1: Jellyfish Titan's attacks include swinging his giant tentacles and shocking the player if you get near him. The only way to kill the Titan is to shock him with Plasma Bolt, then use a water dash into it's one giant eye. You do this around four times, eventually causing blindness to the boss and it dies from loss of blood.

Area 3: Castle Malivi
Acala brings the injured Ciar back to the castle where he is scolded by his tribe lord, Remus. But Remus understands that Ciar is trying to be brave and thanks Acala for saving his life. Acala is then greeted by Kaiaka and demands that next time he takes her out on patrol. Before you leave the castle you can find health upgrades and magic boosts (which you now know to look out for throughout the rest of the game).

Area 4: Sunken Ship Location
Hunters of the Aureo tribe are being attacked by a gang of the Maui tribe led by Anemone. Acala and Kaiaka rush to the scene. There you fight off a few Maui warriors who know basic attack magic (Like Water Pull, where it slams a target into the ground). You are also trying to save as many hunters as you can. Then you fight Anemone after she blasts Kaiaka with a charged Plasma Bolt and wounds her.
Boss 2: Anemone is a fast swimmer and likes to try to sneak up behind the player for her spells to work correctly. She can also cast Fade, which summons darkness around the player. The trick to fighting Anemone is listen for her when she sneaks up behind you, cast Bright and the shock of the light will stun her. Hit her a few times and it awakens a bigger foe.
Boss 3: Whale Crab looks like a mutated whale with pinchers, shell armor, and nasty pointed teeth. It scares Anemone and her warriors away, however Acala needs to stay to protect Kaiaka who is finally waking up from Anemone's attack. To defeat this boss (who basically just swims around and tries to eat you) is to shoot a Plasma Bolt into it's mouth as it tries to swallow you. A charged Bolt will actually knock the boss down and if it landed from a high enough fall, it's shell breaks revealing it's weakness. Shoot enough Bolts at the weakness and it will die.

Area 5: Legendary Cave
Kaiaka thanks Acala and helps escort the remaining hunter back to the city. Acala notices that the Whale Crab was guarding an enterance to a cave where you can explore. You mainly have to avoid obsticals in this area, like vines that will sting you or other typical marine predators. You find a large room inside the cave that appears to be where the "goddess" Amphitrite lived. This is where you learn the truth. She was indeed just a normal Naakin and you learn the Pull spell, where you can grab objects (like boulders or dabris) and throw it back at your enemies.

Area 6: Battlefield
The two tribes go to war whom are lead by both tribe leaders. Your goal is to sneak around to where Nereus is giving commands and show him proof that Amphitrite wasn't killed by murderers, she nearly just hid to avoid all Naatins and died from starving. Before you reach Nereus (also, you do battle many Maui Warriors) you meet the next boss.
Boss 4: The Two Elete Maui Guardians protect Nereus and use powerful Plasma Bolts that are harder to avoid. The trick to defeating these two is simple, use the Pull spell on one to slam him into the other. Doing this a few times causes their large armor to shatter and they both die from the impact.
Boss 5: Nereus uses more advanced attacks that his daughter used on the player earlier. But the trick here is to survive the battle without killing Nereus (or you get the bad ending, where both tribes destroy each other). You must stun him with light and show proof to him (Amphitrite's Diary) that Amphitrite wasn't murdered. Then the spirit of Amphitrite gathers before the two tribes, grants her son Acala a special power (you learn what it does later) and vanishes. Nereus haults the attack and flees back to his city with his remaining tribe. The war ends.

Area 7: Outside the Battlefield
Ciar informs Acala that his sister Naida ran off (due to fear of the war) and headed up towards the lighter areas of the ocean. As the player explores the open wateres occupied with new marine predators, he is encountered by the final enemies, strange Human Divers. They try to capture him with a net, but Acala easily escapes. One of the humans use a javaline gun and shoot it at Acala's leg. He watches in pain as the Human Divers take Naida to the surface. After a while of trying to fix his wound and almost dies of blood loss, Acala is rescued by the Maui tribe.

Final Area: The Surface
Acala desides to rescue his sister from the Divers who placed her in water tank aboard the Battleship Adama. As Acala uses the ancient magic of Amphitrite to breathe air and board the Battleship, he quickly learns his magic is useless out of the water and has to fight off the Human Soldiers with their own guns (a surpirse game twist). Eventually, you meet Dereck who was trying to figure out a way to mate with Naida and runs away after you shoot at him. You rescue Naida and you both dive in the water.
End Boss: The Battleship Adama begins dropping charges into the water, killing a few Naakin who did come to help Acala. Dereck is enraged, kills Captain Gavin (due to disagreeing with the pursuit), and declairs war on the Naakin. The goal to defeat the battleship is too sink it by using the Pull spell to shoot the charges back at it. While you are fighting both tribes come to the rescue and help the player destroy the massive ship. Once the ship sinks, Dereck escapes via helicopter and vows to return.

In the end, humans from the free world do declair war from listening to Dereck's reports about "those magical beings who live underwater" and will not stop until their powers are harnessed. They call it Operation: Amphitrite. The ending shows the two tribs going deeper into the dark ocean to hide from the evil above


Marrend
Concept:
We go with the traditional RPG route. Setting? Let's go with a science fiction-ish setting. As for basic story, let's take a world where the planet's orbit was shifted every so slightly, thanks to some astral event. This shift in orbit caused the water levels to rise, and caused much of the land to recess underneath the new water levels. Necessity is the mother of invention. As livable land became scare, people began to look to the oceans for an answer of where they can live. Such is the world we find this game in.


Cast:
The purpose of this exercise is to have a basic description of the character without mentioning what it is they do, or what they look like. In other words, this is about raw personality. The names were taken from a random name generator, and are completely throw-away.

Alecia Helbling
She thinks herself as the best in everything, and takes every opportunity to let others know it.

Marco Shelvey
Easy going, but shows a firm side when things get rough.

Randolph Pitcavage
A rather bookish fellow, he studies history. Ancient buried treasure is among his favorite subjects.

Ellie Weary
Serious to a fault, and quite the stickler for protocol.


Plot summary:
Alecia is out in a Skiff. Think of those one-man fighter from a space setting found within the sci-fi genre. Anyway, Alecia's makes some snide comment about how she's overqualified for "this job". Whatever it is that she's doing. Randolph comes over the comm channel, and says that scanners are picking up hostiles. Alecia has some choice words ("Yeah, yeah, I see 'em.") and a fight ensues. After the fight, Alecia makes another snide comment about the ease of victory, and asks if she's done in a rather brash manner.

Now inside our submarine/carrier/HQ, the player takes control of Alecia. We allow a bit of free-roaming, though there might be basic items to be sold. There is also the repairing of Alecia's Skiff. It should probably be free this time around. Future repairing probably should cost quite a bit of money. Anyway, minor flavor text can be found on the bridge with Randolf, and Ellie. Our plot development point is Marco, the captain of the ship. Alecia gives a half-assed report, much to the chagrin of Ellie. Alecia might complain about something, or maybe captain Marco will say something. Whatever the trigger is, it will cause Randolph to wax about how things came to where they are now. Our Department of Backstory, as it were.

Anyway, players take control of the sub in search of resources to use, or treasures to sell off to afford the probably high repair costs. This entails a bit of free-roaming. The "overworld map", such as it is, might not have encounters, but explorable areas would. These explorable areas would have Alecia and Ellie in Skiffs, and would probably work in a traditional RPG dungeon. Upon attempting to explore one such area, or maybe as part of the above Department of Backstory sequence, there might be some flavor event involving Alecia making a complaint about going with Ellie.

Anyway, players should be able to switch between HQ and the "overworld map". While in HQ, players would talk to Randolph about the optional locations that house treasure, while Marco reminds them about the next mission destination. Not to mention purchasing stuff from the engineers or fixing Skiff with the mechanics.

The first plot-based mission will involve finding blueprints. These blueprints will allow players access to better equipment, not to mention that there should be some hidden caches of money with which to purchase said equipment! Of course, there will be regular enemies, and a boss. But what that consists of is up in the air. Are there others searching for this treasure? Is it home to animals that pose a threat to Skiffs? Either way would work, one may suppose, though some imagination might be necessary for the "animal home" route.

The second plot-based mission will involve excavating some part to outfit HQ with torpedoes, or a drill, or something like that. Whatever form it takes, it will act as a method to open up previously locked-out areas of the map. As for getting it in the first place, if animals were used last time around, it might be high-time to use other Skiff as enemies. Let's not go as far as introducing another carrier/sub/whatever quite yet. However, we do want to give players the sensation that, somewhere along the line, there will be a boss fight against one of these mobile fortresses by the time they finish this mission.

The third mission will involve yet more blueprints for Skiff. This is rather advanced technology, so the possibility that other people are, or were, actively looking for it exist. "Were" being the operative term, here. Indeed, would it even be where it's supposed to be anymore? There's only one way to find out, and the situation isn't looking pretty when the player does decide to show up. There's all kinds of Skiff in the area. This leads players to assume that they must be piloted by AI, as they would not pose much of a threat individually. There is also the assumption that blueprints are, in fact, still here. However, there's going to be fighting to ensure that the PCs are the ones that claim the technology.

As part of the ending sequence of that mission, we have a cut-scene where we see some NPCs in another mobile fort talking about how the party destroyed their quite a bit of their property. Or, just generally have this "blood feud with a large faction" sequence going down. Yeah, things are going to be quite complicated from here on out for our heroes!

The fourth mission will involve one of the faction members, perhaps the one who perceived the most slight in the previous sequence (The engineer who programmed the AI?), sending a message of personal vendetta. Captain Marco will assume that the message was sent by a punk, and generally wants to ignore it. Alecia, however, will want to pursue it, as if it would further prove her skills as the best Skiff pilot out there. Alecia will go alone on this mission. Even so, encounters in the area might not be very frequent, assuming they exist at all. While the players have fought Skiff before, they were controlled by AI. The boss Skiff fight quite different than a "regular" Skiff fight, as it is being controlled by a human this time around.

After beating the boss, Alecia will notice that there were strange markings on the Skiff she just beat. She reports back to Marco, in her own cocky way, getting yelled at by Ellie in the process. Then, our good friend Randolph makes some queries about the strange markings, then makes the conclusion that our crew is now being actively hunted by that faction. Which gives a backdrop to our final mission.

The final plot mission is to go to the faction HQ in an attempt to settle things diplomatically. Should that fail, and diplomacy almost always does in an RPG, then be prepared for battle. Randolph should have new a optional location where players can find blueprints for the best stuff available in the game. Of course, getting to those blueprints requires the use of the upgrade the sub got from the second dungeon, not to mention the hardest regular enemies in the game. The boss? A recently activated guardian defense mechanism. How recently, one may ask? Well, maybe Alecia was being careless. Maybe she was being cocky. Maybe she was showing off. Maybe a mixture of these things. There's possibilities here.

As for the actual plot mission, the regular enemies are still hard, but not as hard as the optional dungeon we just talked about. The boss is, of course, the mobile fortress that we "promised" players back in the second dungeon. Saying nothing about how inconceivable it is that something the size of a small car beats something the size of a carrier (not to mention armed and armored like a battleship), what happens after beating the last boss? Since this crew has been salvaging stuff throughout the entire game, the salvaging of the battleship to make it run again makes the most sense as an ending. This is a "Nature of True Humanity" moment, as the battleship would represent power in this world. And, as the saying goes, absolute power corrupts absolutely. This could also lead to a kind of cyclical ending, where we show yet another rag-tag team that, somehow, offends the "new power". It really depends how far we wish to take the concept.


Pyrodoom
Prologue: In the year, 800 B.C., The original ruler of the sea was once kind, and could never hurt a thing, till' he learned that his people thought other wise. Being dark, people misunderstood the merman, and they attacked!
He was thrown into the underworld as King Neptune took over. And the first king of the ocean, had begun to understand why they attacked him. No stories were made of him, until he was pushed up from the underworld, and began floating on the surface he looked like a normal size merman, except, he wasn't a merman anymore, he was too young to be called a man, he was a 14 year old merboy. His name, Ctibor...

Main Characters:
1.Ctibor Yachin Espinosa-Merman who was even before Neptune, and was formed from kindness and love. But he was betrayed, and became someone only satan could love. Basically, an evil ocean ruler.

2.Stephania Kerenza Maradona-Cheerful girl who only knows the world for what she sees, or that's what she was like before she met Ctibor. Now, ever since he killed her father, she's been going on his adventure, as a mermaid.

3.Dagr Cleitus Aitken-A strange magician with an air-filled glass globe, with tons of spell books and weapons, at the bottom of the Pacific Ocean. He's old, yet strong and smart...sure he's smart, but for a magician, no so much.

Game begins in A.D. 1916

Places and the story(every time a character trains, sleeps, moves, or fights, it's the players control. I'm just saying to character did it to make it like an actual story):

1.Gulf of Mexico-Citbor floats up to the surface, where a little girl is swimming, and she believes that he is an actual boy, and takes him back to a boat that she dived from.

2. S.S. Maradona-Stephania's father's boat, this is the boat that she dived from, and found Ctibor. And when she drags him to the boat, he wakes up, and reaches for what he thought to be his sword, while looking at her with a face saying,"I'm a threat. I'm here to kill you." The girl doesn't react to the expression or the sudden panic from the boy, but she does finally see a fish tail, and after her father comes by, and looks down at Ctibor, Ctibor grabs the man's neck and squeezes, the girl looks at the merboy's face, and sees a mark, like a scar. She doesn't realize that her father is dead when she starts asking questions, and Stephania finally realizes what the merboy has been through, knowing that the police won't believe a merboy killed her father, and since she's now an orphan, she had no choice but to take up the merboy's offer of becoming a mermaid and following him to help find his sword and take revenge on those who tried to destroy him. She accepts reluctantly, and begins the adventure with him.

3.Atlantic Ocean-Ctibor asked for Stephania's name, after all this time, because he doesn't know what to call her by. After hearing her name, he laughs, and insults her in a way that makes her cry. Ctibor realizes what he has done, and instead of insulting her more because she's crying, he tries to change the subject from her name, to a shiny object in the southern end of the Mariana Trench, that he found using his god-like powers. They swim into it to find a grouping of overgrown microbes and other things, possibly mutated from earlier pollution that caused radiation to move to here. It attacked them, but that was it, defeated in a few seconds, they continued down to the shiny object, which was apparently a golden ancient necklace that moved there, he knew his sword was not far, but he needed to do something to keep the girl going, remembering the magic the necklace possessed, so he just put it on her, and within a few seconds, she was happier and more energetic than ever! They then kept moving till' they got out of the trench, the day already passed, and it was time to sleep.

3a.Dream World of Stephania-She walks around, trying to make sure where she is. She meets a man with black hair and blue eyes, suddenly decaying, she yells dad, not even knowing the man, and then, the butchered face of Ctibor appears, opening his mouth and eating her. Stephania wakes up.

4.Black Sea-In there travels, they find a point in land, that they couldn't go near. After getting an item from the Great Barrier Reef, called the Salt Magnet, they can get in to find that the place is where they find his sword. When they find his sword, Stephania tries to leave, but Ctibor grabs her, and makes magic chains to keep them together.

5.Great Barrier Reef-Ruins are found near the reef and in a language that Stephania can't understand, Ctibor begins reading, and tells her that he knows where the sword is and how to get to it. He gets the Salt Magnet and continues his journey, going back to the Black Sea.

6.Pacific Ocean-After getting his sword, he realizes that he can't fight on his own, even with his sword and god-like powers. He asks Stephania if she would help him in the fight. Again, reluctantly saying yes (she has no choice anyway), she follows him to a glass globe in the Pacific Ocean where an old magician lives. She trains in melee combat and magic in this glass dome, and after training, they go out and try to find Atlantis, with their new ally Dagr.

6a.Dream World of Ctibor-A darker, more evil toned reenactment of the prolog occurs, with Ctibor screaming every few seconds. Ctibor wakes up after rising to the surface of the Gulf.

7.Atlantis-The group travel to Atlantis, where genocide occurs, Ctibor, Stephania, and Dagr begin killing every woman, man, and child in sight, then he finds a stone with a slit fit for their weapons, and they all place them in. Causing Atlantis to rise to the top, and they get their weapons back, and all merpeople become humans because the island has rose. And the final fight begins with King Neptune, after they walk up the stairs to the shrine of Neptune, and the final hit in the fight is by Ctibor who attacked Neptune in the face, and gets pushed back into the ocean...

Epilog:Realizing that he had killed every one who would of been part of his empire, he follows Dagr to work with him, while leaving Stephania on the island to die. She was happy as she died, because she could see her mother and father once more.


Irili
Premise: Recent advances in technology have enabled humans to build complexes deep underwater, opening up vast expanses of living area as well as many new resources. The pioneers that are going down to the bottom of the ocean floor are taking huge risks to open the way for other people to live under the surface of the water. They face the threat of leaks, pressure and air filtering failure as well as outside threats such as aggressive sea creatures previously unknown.

Andrew is a scientist and soldier who has enlisted to join the A.P.P. (Aquatic Pioneer Project). He is given missions to complete such as finding new resources, species of fish, as well as exploring new areas around the complex.

Mission 1: Andrew is sent to a previously explored area, Zone 1, for orientation and training. While there, he discovers a strange plant. He collects a sample and returns to Zone 0, the base of operations/underwater colony.

Mission 2: Andrew is sent to an unexplored area with a team into Zone 2. They discover a new area for harvesting resources as well as a huge aquatic creature that they must defeat to gain access to. They kill it, taking pictures and samples of the creature back to Zone 0.

Mission 3: Now that Zone 2 is safe from the most dangerous creatures, it is opened up for research of other plants and animals. Andrew's next mission is to collect samples. He finds more of the strange plant he saw on his first mission and reports his findings.

At Base: The plant Andrew discovered is shown to be toxic in large quantities and is dangerous even in small doses.

Mission 4: Andrew is sent to Zone 3. Zone 3 has had several attempts at exploration but the area seems to repel explorers, sending them in circles, back to the starting point. Andrew figures out the puzzle of exploring the region and takes back a map to help future expeditions.

At Base: An aquatic creature attacks the base, rupturing one of domes. Most of the people are evacuated into the other domes but sadly, several people are lost when the dome is finally locked down due to flooding. The creature flees to Zone 4. The scientists wonder at the aggressiveness of the animals this far under the ocean.

Mission 5: With tensions high due to the secondary dome's destruction, the explorers are more aggressive in turn. Andrew is sent on a seek and destroy mission, clearing out large swaths of the underwater creatures in Zone's 1-3. This is in hopes that it will dissuade more creatures from coming into the area and attacking.

At Base: While smaller, less harmful creatures have left Zone 0 alone, some the more aggresive, powerful creatures have attacked Zone 0 in more earnest. Many of the killed creatures, once recovered, are shown to have high levels of the toxic substance from the plant Andrew discovered.

Mission 6: Andrew is sent with a team to explore Zone 6 where the the huge creature that attacked and destroyed one of the domes, named Laevaetin, has fled to. With copious exploration, Andrew discovers the creature's lair. The lair is covered in the plant that Andrew first discovered. The creature attacks but the team manages to slip around it and escape back to Zone 0 after taking a sample of the creature's flesh..

At Base: The scientists determine that the strange plant is the cause of the underwater creature's aggressiveness as well as their large size. They task Andrew's team to destroy the source of the plants, Zone 6.

Mission 7: Andrew's team sets out to Zone 6, fighting creatures as they go. The Laevaetin is not in it's lair at the moment they arrive and so they set about destroying the plants with a chemical substance developed by the scientists back in Zone 0. They are almost finished when the Laevaetin returns from hunting. They manage to wound it severely before it flees. The see it's going towards Zone 0 and hurry back to base.

At Base: The Laevaetin has somehow rallied many other sea creatures and is attacking Zone 0. Andrew's team arrives just as cracks are appearing in one of the domes. With the help of the base and Andrew's team, they defeat the Laevaetin and the rest of the sea creatures flee.

Ending: The sea creatures are more docile and friendly now with the strange toxic plant gone. No one can really say for certain where the plant came from as it's origins are foreign and no where else is there a sample of it. Exploration of the bottom of the ocean goes well and Andrew's team is helping lead the exploration.


Trihan
Prologue

Butch McManus is a fisherman. His life is simple: he goes out to sea on a big rickety boat; he casts out a big net; he waits for the net to do its work; he hauls in the net; he catches some fish; he takes the fish back to land and guts them and sells them and makes a living like every other fisherman.

But not today.

No, today is different. Today Butch didn't catch any fish. Not a single one. And in all his years of being a fisherman (they are many) Butch has never had a day in which he has not caught a single fish. He knows that only an incredibly strange occurrence (such as you might find in sissy-girl works of fiction that only queers and ladyboys read) could have caused this dearth of fish. So, purchasing a SCUBA diving suit from a local oceanic goods store, he rows out to the middle of the sea and dives in to discover what's going on...

Part 1

At first, Butch doesn't see anything out of the ordinary. After a great deal of exploration, he realises that what's out of the ordinary is that he doesn't see anything--no fish at any rate--anywhere. Not a sea anemone or guppy or salmon or eel or jellyfish or shark or whale or dolphin or angelfish or anglerfish in sight.

Which is pretty odd. "This is pretty odd," Butch thinks to himself, because he doesn't have the luxury of reading this narrative to learn that without doing so. His exploration takes him into the very heart of the sea, into its deepest darkest depths, over fathoms and fathoms of watery terrain, but to no avail; not a minnow is in evidence.

After what feels like several days to Butch, but is in fact only about an hour, he rests on a big rock and contemplates his findings. No fish = no money. No money = no food. No food = no digestion. No digestion = no toilet. No toilet = death. This will not do! He girds his loins, grits his teeth, and does all the other manly things that manly men do when they're preparing themselves for drastic action.

He's so busy preparing for drastic action that he doesn't realise the rock he sat on has an enormous eye that is currently staring at him. He does notice, however, when it swims out from under him and morphs into the largest, most ferocious-looking fish Butch has ever seen. The thing is easily the size of twelve double-decker buses. It lunges at Butch with murderous intent, mouth full of razor-sharp teeth opening to draw him in...

Part 2

Of course, being the manly man he is, Butch kills the beast with an uppercut to the face (he's a distant cousin of Chuck Norris). However, having dispatched his foe, he comes to a startling realisation:

"All the fish are gone. This enormous fish ate them. This means...this means...

the phrase 'there are plenty more fish in the sea' has now become redundant! GRAMMAR IS IN JEOPARDY!"

And with that, Butch races back to the surface to begin his quest: to repopulate the Earth with fish so that grammar's sanctity will be preserved.


Hero_bash
"STORIES OF WHEN WE WERE YOUNG AND WET"

CHAPTER 1

Our story starts with the Biblical Great Flood where NOAH made the ark which he boarded with 2 of each animal to be able to create the new generation of creatures.
Meanwhile, in the depths of fiery hell, SATAN had his jimmies rustled and decided to take action against that motherfucker. He was successful on ruining the reputation of the dinos so as not to allow them on board but it wasn't enough. He wants the beacon of God utterly defeated. So he decided to send out his favorite son, STAN, for the mission to bring down the ARK.

However, there was a problem. STAN, like the majority of the demons, was a major in Political Science and he doesn't know a thing about waters, he needed help, but not just any help. The best kind of help, the evil kind.

First he went to the MERMALADE BAY where mermaids proliferate to learn the art of underwater travel. Unfortunately, the university rejected his enrollment as he was not a MERFOLK. So he sought counsel with the KING who shared with him his troubles with a certain SEAHORSE who doesn't like to pay tax and also hurts the morale of his people.
With the promise of a handsome reward he was tasked to silence, exterminate and execute with extreme prejudice, the abomination which threatened the kingdom's peace. He quickly traversed the underwater cave SEAHOLE with a mission to kill. He recruited SEAHORSE.

SEAHORSE the scum agreed to help because he was chosen over his rival seahorse to be on the ark. Jimmies = Rustled. A partnership of evil is born.

KING was happy that STAN 'killed' the SEAHORSE and agreed to to enroll him to teach him the intricate and delicate mottion of swimming. (MINIQUEST and SOME SIDE FEATURES?)

After 4 years of a bachelor degree in SWIMMING, he was ready for graduation. However before he could receive his diploma, the KING showed up and realized that he was buddies with the SEAHORSE all along. Then they had no choice but to kill the MAYOR. <BOSS FIGHT>

They killed him and the town rejoiced and praised themselves for a revolution well done and was glad they overthrew the greedy tyrant. They then elected MERYOR as the next MAYOR, apparently because he's the one who shouted the most at protests.

And so all is well in MERMALADE BAY.

STAN and SEAHORSE then went on with their journey.

-------------------------------

CHAPTER 2

STAN and SEAHORSE then proceeded on their travel to the next big city, the pride of all underwaterland, where the SONAR is lcoated, a fine piece of alien equipment that can help them detect the location of the ARK. The place is called ATLANTIS.

After some travelling (some towns, sidequest, etc.. maybe) they reached the GATES of ATLANTIS.
Here they weren't allowed to enter as they didn't have a TICKET. Then they so some guy hanging around and decided to rob him of the ticket. And by rob I mean manslaughter. Unfortunately for them they were seen by someone beyond the WALLS. They decided to shut that kid up so they hurriedly entered the city. (some minigames etc? battles, sidequests, and clue finding to find the kid)

They searched and searched and reached the point where they saw the kid enter the CITY HALL, it was critical they shut her up before she talks as everyone knows that noone can best ATLANTISERS of their weapon technology, in fact, the DEVILS' pitchforks are all imports from them! What will happen to the next generation of devils' with no pitchforks to kill and maim sinners!

They entered the TOWN HALL, probably killed a few guards here and there(fights). Finally, they reached the MAYOR'S office.

CONGRATULATIONS! said the MAYOR. They were congratulated for their brave deed of killing off the wanted criminal who just recently escaped the CITY, the young kid told the MAYOR of their heroic actions. (That suck they could have recruited that guy) And so, a feast would be held to celebrate the event. (You could explore the city at this point, do quests, etc.. tournaments, arcades, everything you could do in a city).
Afterwards they went to the OBSERVATORY where the SONAR is located.

Before they could use it however some big creature landed and destroyed the whole building. It was a purple dinosaur. Needless to say, some rustling of the jimmies kind occured. The party fought against it which has intorduced itself as BAR.

When they defeated BAR the gay purple dinosaur it had a chance to explain itself that he was also trying to use the radar to find his friend BARNABY, but he accidentally ate it and now he seems to have acquired it's power due to eating it. Of course now it makes sense, so STAN also recruited BAR on the team. His name being a nickname for it's full name JUSTIN BARBIE.

--------------------------

CHAPTER 3

STAN, SEAHORSE, and JUSTIN BARBIE all followed the radar to get to the ARK. The first reading lead them to MARIANAS' TRENCH. (adventuring etc..)

When they arrived at MARIANAS' TRENCH they first visited the bars etc to get information. (MARIANAS TRENCH is a red-light district filled with gambling, courtesanship and all kinds of vulgarity.)
(Dating game <but no nudity>, gamblig, etc..)

Here also they met with a certain gothic-styled brunett pretty mermaid MIKAELA. She was a training courtesan and quickl realized that STAN might be a rich guy due to his hell blings.

(We will learn through cutscenes along the game that she became a courtesan because his boyfriend left her)

She offered her help but first she needed to say goodbye to her grandma who lives in the subtrench PUSEA. (Dungeon fights)
When they finally reached the end and bid farewell they went out of thecave only yo see the MARIANAS' TRENCH guards waiting for them, they won't allow MIKAELA to disgrace her contract.
(BOSS FIGHT with SHRIMP the PIMP)

-------------------------
CHAPTER 4

After assembling the team and having sidequest etc.. that stuff, also here is where there would be a romantic development between STAN and MIKAELA, and JUSTIN BARBIE showing interest to SEAHORSE.

Next they went to the next place where the SONAR points to. The BERMUDA TRIANGLE.
They quickly learned that the control over the triangle was divided between 3 oposing factions, SHARKS, WHALES, and STARFISH.

First they went to the sharks warrior tribe who said that their jimmies were rustled because the WHALES have been having a larger territory than they have and they want a part of it.
You are also introduced to GENERAL SHARP FANG, a hunk and rich guy who would would want a mission for you to complete, the party suggessts they go to the other factions first.

Then they went to WHALES, home of merchandises, who shared with them that the technology ofthe STARFISH shouldn't be monopolized and that they should be able to take part in the economy to ensure fairness and stability. The EMPRESS WHALADY, who seem to be interested in BARBIE'S dino stories, also have a mission for them.

Finally, they went to the STARFISH base of digital splendor. Here, the starfish claimed that their princess was enchanted to falling in love with PRINCE BLOOD HUNT of the Sharks and they want her back. Especially because she was supposed to be married to PRINCE STAR WARREN of the starfish.

Thus the triumvirate of chaos.

Here you choose who of the factions you want to join and do the mission for.
SHARKS
The mission is to scare tactic the citizens of a town in WHALAND so they would abandon it.
BOSS FIGHT: EMPRESS WHALADY.

WHALES
Their mission is to break in and steal the thesis of a certain starfish doctor and to bring it back. They were caught obviously and battes ensue.
BOSS FIGHT: PRINCE STAR WARREN.

STARFISH
The mission is to kidnap the princess back to them.
BOSS FIGHT: GENERAL SHARP FANG.

The decision won't be critical as after the congratulatory events, the whole triangle would be annihilated by what could be only descirbed as a herculean explosion of the holy shit kind.

(time event where you need to escape or soemthing)

After everything was turned to ashes, they saw LUCY, the sister of STAN.
BARBIE recognized her as the antagonist who libelled the dinos so as to not be granted permission in the ARK.
STAN hate her as well so he agreed they would kill her. BOSS FIGHT.
They have defeated LUCY but not really since she was just 'testing' them, she promised they'll see them again next time for some fun.

-----------------------------------

CHAPTER 5

Checking the SONAR for directions they travelled to the south pole antartika where the cold underwater stream blows, here they arrived at a magnficient city with crystals and shiny ice sculptures, CHILLY COOL. Turtles chill out and smoke here all day long listening to bob marley.

The SONAR stopped working due to the cold and they sought the help of the famous clam scientist DOCTOR CALM, which promised them he'd do it tomorrow. He also offered them SEAWEED which they can smoke to make their stay in there better.

They can rest in the ARE YOU INN for the day to pass.
Funky Dreams (cutscenes just for fun)

When they awaken and wen to the lab DOCTOR CALM says he'd do it tomorrow. Obviously the trend of procrastination continues and they have to find a way to get the doctor off his invertebrate ass.

Asking through the town of equally unmotivated people they learned that the ultimate antithesis to SEAWEED is a strange enchanting thing they like to call STEROIDS and it can only be found above water in the outlaw desert where penguin bandits roam and kill.

(Dungeon type. however this would be like the reverse for underwater levels on most game. Here you have a water meter and it depletes as time goes by, to recover it you need to find a source of waer (puddle) or else you die)

Then you reach the lair of the COOL PENGUIN MASTAH, he's also a chill guy but you need to fight him to get the STEROIDS.

BOSS FIGHT: COOL PENGUIN MASTAH.

After you defeated him, with his last bits of energy he reached for the STEROIDS and consume it all.

BOSS FIGHT: FLAMING PENGUIN MASTAH

(This would be really really really hard battles especially since whatever life or status you got from last battle it's carried on. Actually i want this game to be uber hard)

The party defeatedhim and just carried his body which still contain hints of steroid. They then went back to CHILLY COOL and used the factory to convert the dead penguin into a smokable bong. Then they gave it to DOCTOR CALM.



Now they got the SONAR inside BARBIE working.
----------------------

CHAPTER 6

(Then as you might imagine, some travelling, a few towns and characters. Cutscenes etc..
The player should feel that at this time the bond between the characters are strong, if not, the game creator or me failed in delivering this, i'm only desribing the star plot elements)

The SONAR was pointing at a weird direction as if the ARK was somewhere underwater. This was strange but it owould be great for STAN if the ARK was sunk and the mission solved itself - but of course we see his hesitation as he will be parted form MIKAELA if that was the case.
So they checked it out to investigate.

They realized that a huge looming shadow moving underwater was where the SONAR was pointing. Was it the ARK? Then it hit them, and by hit them, I mean the shadow ate them.
It was a fucking whale.

Apparently the SONAR detected the structure of the whale as being the same as the ARK. Well what the hell, they decided they want to exit the body of the whale. DUNGEON, (interesting if the insides were accurate and we see the heart etc. also they would travel down the intestinal tract)
(Also a puzzle type of dungeon since the whale basically eats everything he passes upon and you can use those items etc..)
At the end of the rough winding road of intestines, they met with a peculiar fellow who introduced himself as JONAH and a certain seahorse HORSEA.

JONAH was cursing and everything about the shitty situation he was in and quickly realized that STAN wa a devil. This gave him an idea that if he kills STAN maybe GOD will smile upon him and free him from his misery. HORSEA would also like to be free from him since he was but a mere messenger sent by NOAH to survey the underwater and he needs to get back asap.

BOSS FIGHT: JONAH and HORSEA
'punchline: horsea, i choose you!'

They successfully terminated JONAH though still alive and HORSEA who quickly escaped throught the rectum to return to the ARK.
The party were also prepared to exit the alimentary canal when all of a sudden the whale suddenly exploded in a manner which puts the name of god in vain.

LUCY.

She was there again and laughing at the funny event she caused. She then challenged STAN that she will be the first to bring down the ARK before him then quickly went her way.



The party chases after her.

--------------------------

CHAPTER 7

They duly arrived below the magnificent overarching ARK. LUCY taunted STAN that he can't even be able to bring it down. STAN just wanted to get the whole thing over with before a wrong thing arrives (because he knew HORSEA was already inside and might have alerted NOAH). However LUCY was stopping her, she didn' really want to destroy the ARK, she just wanted to have some fun.
BARBIE then attacked her and the rest of the party followed suit.

BOSS FIGHT: LUCIFER FINAL FORM.

After a hard battle Lucy was killed and she self-destructed hoping for STAN to get caught in the explosion. Fortunately, they didn't and the ARK was the one caught in the explosion. Hitting two fish with one worm, STAN saw that it was good. The ARK started it's slow descent crossing the borders of life and death. They expected screaming and drowning to follow shortly but after a few minutes they could hear nthing but silene. To early for that so they entered the ARK and found it to be empty. (DUNGEON inside the shipwreck.)

On the final cabin ofthe dungeon they found the light emitting NOAH with the merman STEVE.
NOAH explained that the animals were safe in a secret submrine that he have built, they were expecting the minions of evil to take the ark down so God devised that plan. He also asked for forgiveness to the dinos that they weren't allowed on the ark, it wasn't merely because of the libel by LUCY but because God told him so. But he promised that event hough they will be extinct, there souls would find the best place of all.

On the same note, MIKAELA asked STEVE why he left her. STEVE said he didn't and he was wanting to find her unfortunately another mermaid dresed up as her appeared on the registration for the ark. He was fooled and when he realized he was fooled and that MIKAELA was still somewhere out there he decided to find her. The mermaid by the way has been mysteriously missing so she can now board as a substitute to that mermaid.

MIKAELA agreed and apologzied to STAN for he truly love STEVE and love is something a demon might not understand.

Then we hear another barrage of noises. This time it's coming from the direction of the submarine they quickly went there. They saw a dinosaur banging its head on the submarine's hull. It was JUSTIN's friend BARNABY!

JUSTIN explained that it wasn't worth it and he was now converted and agreed that God has explanation for why he does things. BARNABY can't accept it and he warns JUSTIN not to stop him for he plans to destory the submarine.

BOSS FIGHT: BARNABY

(one on one with JUSTIN. no real opponent hp, it's scenic where in every turn he explains how he learned the path of light as he travelled the path of evil)

Defeats BARNABY but there was already a hole in the submarine. NOAH was terrified but JUSTIN asured them he will help him. He used his body to carry the submarine upwards to the surface of the water and said he'd carry it until the flood subsides. He clearly can't because of the weight so BARNABY helped him.

(BTW, STAN is all dumbfounded in this and can't really actsince he's party has practically broken down. ALso he was heartbroken so yea all he can do is watch)

NOAH lead MIKAELA and STEVE to enter the submarine also HORSEA really haven't been back yet so he mentioned SEAHORSE could join in as well.

STAN was left alone and went back to his home.

-----------------------

SATAN was mad for he failed in the mission.

STAN pointed out that his mission was not a failure but a success for the mission clearly state that he should only sink the ARK and not necessarily kill anyone. SATAN was impressed by this quibble, truly a demonic skill and though hesitantly, accepted that it was a success.

Then LUCY arrived at the court and mentioned there score was now a tie for he was able to kill her and she looks forward to more killing games in the future.

Now STAN retires to his room to continue his studies of political science, he begins to write his book which is all about his adventures and what he learned about the underwater world, all the adventures and characters and the questions which was imposed upon him and what he learned from all of it. The Stories of when we were Young and Wet.


ENDE


EPILOGUE
---------------
Scenes showing what happened in the future.

STAN now built his own study and school and resigned from the lair of evil, he wanted to learn more from everything.

MIKAELA and STEVE now became the last surviving mermaids and started their new empire. The old empire didn't really die for they were mermaids but we see that the old one was riddled with anarchy and protests that it didn't hold on for much longer, we see MERYOR being executed.
The new empire is now a happy and clean place.

We see ATLANTIS's GATES destoryed by the strong currents of the flood and some buildings destoryed. Now outsiders and even the people inside work together to make it more open and friendly to everyone for they need unity to survive.

MARIANAS' TRENCH was utterly destoryed and sink to the very bottom. Now it had been coverted to a park where sweetheart's and love blossom.

The CHILY COOL has melted during the great flood so the creatures started being more industrious as they needed to move and search for more habitable zones. Of course they still enoy the occassional SEAWEED and reggae.

JONAH was now spewed out of the whale onto the beach and he was glad.

Then we saw SEAHORSE go to HELL and tell STAN the story of how he rescued HORSEA from another whale which ate him and that he saw him to be areal better candidate to be the ancestor of future seahorses. Also the female seahorse wasn't that attractive. He now wishes to spend his remaining time adventuring to wherever and he urges STAN to join.

Then we see the new land where NOAH's people landed, they built new buildings and planted seeds as the first tillers of soil. They alos built a statue of an ark and underneath two glorious and honorable dinosaurs.

Then we see he clouds and the sky and the kingdom of heaven where JUSTIN and BARNABY is sharing a drink along with every dinosarus watching the happenings below them.


Caz
Underwater Adventure

Overview:
Marlon is one of many pioneers in a unit of zoologists who have teamed together to work out the thoughts of animals. They have already determined the thought process of rats, domesticated dogs and cats, apes and several endangered animals. Now there remains only one area of research that could fascinate Marlon any further: fish - specifically the mind of the dolphin.
In their lab at the water's shore, the team have created a machine which will swap the brains of two creatures until switched back. To find out the experiences of a dolphin, Marlon volunteers himself to have his brain swapped out. Once the transfer test is complete, Marlon's team ready the machine to swap him back.. until ANIMAL RIGHTS ACTIVISTS show up. Marlon, in the body of the dolphin, is released into the wild waters to his "home". With his team spending their time in court and no one to operate the machine to get Marlon back into his body, will he survive the ocean?!

Act I:
A cutscene explains the overview at the beginning of the game and Marlon is released into the ocean. He tries to get back into the lab but is forced away by the activists who try to see him off to his home. He has no choice but to traverse the shore until they leave the lab. Carried by the current, Marlon and the player are taught to swim in a brief training exercise which demonstrates controls and underwater currents which may push the player back or carry them away. It is also explained that Marlon must keep his food bar full as it constantly depletes, and he must reach the surface once every minute to inhale or he will die - however there are better sources of food in the deeper areas of the ocean.
Marlon is faced with his first challenge: a large shark appears to collect his own dinner, and has his eyes set on Marlon. He must escape in a platformer-style minigame in which he must keep breathing and eating. At the end of the level, he will pass through a small hole in a sunken ship that the shark will not be able to get past.

Act 2:
In the human world, Marlon's zoology team are in court. Here, two characters are introduced: Elena and Vance. As members of the team, they desperately try to convince the court that Marlon is trapped in the dolphin's body. The player takes control of Elena and must go through a diplomatic minigame revolving around a 'CONVINCED' bar which shows how well or badly Elena is doing at explaining the situation. The player must choose certain text choices of what to do or say to convince the court which will increase the 'CONVINCED' bar, and the activists' lawyer can use similar tactics to decrease the bar. If the bar reaches zero, it's game over. Likewise if it reaches fullness then the player has won.

After winning, the judge agrees to send the court's participants and some police officers to the lab to investigate. They find the original body of Marlon who is flapping around on the floor and making incomprehensible noises. The activists, zoologist team and police officers band together to find Marlon before it's too late.

Act 3:
Back in the ocean, Marlon waits for the shark to leave and swims to the surface for some air. He looks around and sees nothing but a small area of land way off in the distance. Another platformer minigame takes place where Marlon swims back the way he came, collecting food and oxygen as always to stay alive. The player is taught a new move to use called 'Tail Swirl' where Marlon can spin around and defeat enemies. The level is completed when Marlon successfully reaches its end.

Act 4:
Elena and Vance are sent with one of the activists (Peter) and a police officer (Jenny) to collect a piece of software from one of the main hubs of zoology in the city, while the police officers and the rest of the two teams stay behind and investigate/take care of Marlon's body/try and do as much research on the dolphin's mind as possible during the window of opportunity. This piece of software can be used to track animals around the world using microchips installed into their bodies once they are released into the wild. The hope is that Marlon's new body has one of these and he can be traced and brought back.

Elena, Vance, Peter and Jenny must use their cunning, knowledge and authority to make their way through the building in a time limit in order to locate and retrieve the software. Should they run out of time, it will be game over. If they succeed, they will bring it back to the lab by the sea.

Act 5:
Marlon is making his way to the section of land when he spots the shark in the distance. With newfound confidence in his Tail Swirl ability, he chooses fight over flight. The player must go through another platformer section and reach the end. At the end, Marlon fights a boss battle with the shark.

Act 6:
The software is installed on a computer at the lab and booted up. A new minigame begins where the player must locate Marlon's new body using the system. The player must direct a probe around the ocean and investigate bodies that appear on the screen until they find Marlon.

Act 7:
Marlon has only a small stretch of water left to go before reaching the shore. However, he has managed to piss off a lot of sharks in the area. A final platformer minigame takes place where the player must avoid sharks and reach the end of the level. At the end, a boss battle is initiated with a giant shark that Marlon has no choice but to fight.

Act 8:
Elena, Vance, Peter and Jenny jump into a boat and bring the software with them. The player must pay attention to the screen and keep Marlon in their sights while also controlling the boat and avoiding any rocks and other obstacles. If the player loses Marlon on the screen, it's game over. When the player gets close enough to the dolphin, they can choose to deploy the nets and catch him.

Act 9:
The party take Marlon back to the lab and switch his brain with the dolphin. The judge agrees to send the zoology team to prison for up to 6 years for the unfair treatment of animals, but out of compassion and after realising that the team would probably never try anything that stupid again after what happened, Peter chooses to drop all charges against the zoologists. The zoologists choose to disband and continue personal research in safer, more animal-friendly ways. Marlon, Elena and Vance even go so far as to join the activists in protecting the world's ecosystem.


Killer Wolf
The Source

Style of Game: Point and Click Adventure.

Many of the technical puzzles would be viewed from a first person perspective and feature simulated movement/stylus control styles – IE Turning a wrench by tracing the curve with the mouse. Due to the game being plot heavy, I would want the actions the player does have to make as involving as possible.

Setting: Modern-ish real world technology. A deep sea research platform for the Genesys Biotech. Mix reality and sci-fi here. Think of a mix between an actual submerged research platform (basically a big tank with a wet porch) and the sprawl of the underwater research lab from Deus Ex. Use a lot of blue hues to make the area feel cold, sound effects for the metal walkways. The machinery gets louder the closer you get to it. The frequent hiss of an air purifier scrubbing the carbon dioxide out. Water sound effects in the moon pool (area where the submersible is docked, and where the divers can embark from). Establish the feeling of being underwater in a glorified tin can very well.

Cast:

Frank Kincaid: Player character.
An expert deep water driller who works as a consultant to private firms. Was blamed for a terrible accident several years earlier while overseeing an expedition for Kern-McHale. He is a bit grizzled and less refined then the science staff of the research station. He takes his coffee black, with couple shots of Jack Daniels for sweetener. Expert diver, and very mechanically able. Late thirties, dark hair, either bearded or a persistent stubble.

Dr. Alexander Runciter:In charge of the Gorgon’s Rift research station. A brilliant biochemist who has been given an impressive budget and staff to pursue a possible cure for cancer. He is a driven man, focused on results. As such, he pushes his staff constantly and few, save his assistant, can tolerate him for very long. The oldest member of the team. A bit of an English affect. I see him as a sort of mix of Julian Sands and Colm Feore.

Dr. Evelyn Runciter:Psychologist and wife to Alexander, she is on board as the counselor for the mission. It is her job to help the crew cope with the psychological impact of being stuck in a deep water research station for several months at a time. A few years younger than Frank. She is a beautiful woman, but she has a few lines here and there. Dark hair, intense eyes, and a very kind voice.

Benjamin Isaacs:Runciter’s assistant and young protégé. Despite his clean cut Ivy League look, Isaacs has a reputation for being extremely ruthless. Without his services, it is very likely Dr.Runciter would not have been able to get his project approved. He spends the most time with Runciter and seems to be either resentful or jealous of Evelyn’s connection with her husband. He cannot stand Frank. The feeling is mutual.

Martin Goines:A top geologist that is flown in to the topside platform at the same time as Kincaid. He is a very quiet person who quickly becomes absorbed in figuring out the puzzle that the station poses for him. Despite being the only person of color on the expedition, it should be pointed out that he is NOT the first of the gang to die.

Tori Byers:Female, obviously. Formerly military. In charge of the mini-sub and ROVs (Remote Operated Vehicles). Gets a bit of a crush on Frank, despite his lack of interest/response to her flirting during the trip down to the research station in the submersible. She’s young enough to remember hearing about/been inspired by his earlier exploits.

Luke Stephens:Ex-navy seal, and we get the impression it wasn’t exactly his decision to leave. He acts as the dive master for the expedition. Despite not really causing trouble with the rest of the staff outside of barking orders at them during dive prep, he has managed to smuggle both a handgun and a supply of his narcotic of choice onto the station. As Frank has at least as much experience with diving, though not with the combat applications of same, there is some friction there. Luke has been trying to get some rack time with Tori for a month and a half and isn’t thrilled to see the way she looks at Frank.

Amy Farhad:The daughter of one of Genesys Biotech’s financial backers. The funds for the expedition came with a price tag though, Amy, a reporter in her own right, had to be included as a member of the crew. The staff tends to see her as something of an annoyance, due to her lack of scientific acumen and her innate reporter’s curiosity driving her to get into other people’s business. As Frank Kincaid managed to avoid any official statements regarding the Kern-McHale incident, outside of those made during the public hearing, Amy takes it upon herself to get his side of the story.

Stuart Gamble:The team doctor, and second oldest member of the expedition behind Dr.Runciter. Was working as a pathologist for a number of years, but assures the crew he is just as good with the live ones, maybe even better.

Hector Coombs:The team mechanic. He maintains every piece of equipment that doesn’t require a PHD to open the case of. Relieved to see someone like Frank come on board, since it means he isn’t the only person over thirty without a string of letters after his name anymore.

Scott Hansen:The designer of the undersea laboratory. A boy genius type, but owes his success to Genesys Tech for lifting him from the world of academia. Of course, that was accomplished by them stealing his patent and then hiring him on to help run it, but since there weren’t a lot of other funding sources lining up, he’s happy to take what he could get.


Salvage
A salvage vessel on the scene of a recovery. Rainy weather, choppy seas, a bad storm. The player controls one of the crewmembers, an engineer/technician. Various minor tasks set against the backdrop of bringing up what they've found. The equipment begins to malfunction, introducing some mini-games to get things working again. An accident on the deck during a repair presses the player into assisting with some dire first aid. Talk about the mission seeming cursed. Finally, they succeed in raising the detached module from some underwater structure/vessel. When they open it, show some of the bloody interior when the door opens, but have someone declare “there’s someone still alive in there” and see a couple guys rush in.

New Arrivals:

One Month Earlier
The drilling expert, Frank, and geologist, Martin Goines arrive at the supply platform for the Genesys Underwater Research Laboratory. They are met by Tori Byers, the pilot for the submersible. She explains she’s the only one on staff who has seen the sun in the last two months.

As Frank, the player can get some rough background in conversation trees with Goines and Byers. Goines isn’t very talkative and Byers is a bit flirty, so after a few clicks Frank decides to try silence. A scene revealing the way the lab is sprawled out across the ocean floor as the submersible zeroes in.

Frank is asked to stow the special ruck of gear he brought and report to Dr.Runciter’s office. He’ll witness Luke Stephens making a pass at Tori and getting shot down. The panel for the lock on the storage room is off with wires exposed. This is the first mechanical puzzle, and a simple one. Reconnect the wires to get the door working, and stow gear. Coming out, Frank meets Hector who had been working on the door. Hector explains that the station is so new that the kinks haven’t all worked out yet and he’s been running all over the place making necessary repairs and retrofits.

Frank reports to Runciter’s office. Dr.Runciter does not like Frank, this is almost immediately apparent. When Frank asks why he was hired on if the doctor didn’t want him on the team, the doctor explains that Frank was recommended by someone whose judgment he trusts implicitly: his wife, Evelyn Runciter. With that, Ev enters the room. A “your ears must have been burning” sort of comment. Ev explains that as a student of human behavior, from watching Frank testify during the Kern-McHale hearings, that he was a man who would not allow himself to fail again, and that was exactly the type of person her husband needed in charge of the drilling.

Friction between Alexander and Frank grows though, because Runciter notices that Frank reacts to Ev’s arrival as if they know each other. Frank demurs with a simple “Your wife just reminds me of someone I used to know” comment.

Things get back to business and Frank explains that he has drilled through just about every type of mineral/material on the earth. Runciter asks him how he would like to try his hand at drilling through a material “…that is not of this earth?”

The Signal

A brief meeting that explains the purpose of the expedition. Genesys Biotech was surveying the area for potential sources of new medicines (sea kelp/whatever is trendy) and discovered an abnormally high mutation rate in the local flora and fauna, but a sort of mutation that tends towards the favorable: abnormally high cellular regeneration which presents as a kind of hyper adaptability. The “alien” rock is the likely cause. Frank observes they just want him to crack it open so they can bottle the wonder drug and get rich. Runciter’s aide, Isaacs, goes off on Frank. Runciter reins him in, explains they aren’t even sure that the rock is the source, but that they need to investigate. Frank tries to advise caution, but as Runciter is bucking up against a deadline, he’ll hear none of that. Frank goes to leave on the pretense of getting some coffee, Evelyn offers to show him to the mess area and show him where everything is.

In the kitchen area, behind closed doors, the first reveal happens. A decade earlier, Frank and Evelyn used to be engaged. Ev disappeared and forbade her family from telling Frank where she went, using the excuse “We weren’t good for each other. The way we were together wasn’t healthy, for either of us.”

Apparently, after the break up, Ev met Doctor Runciter. Frank points out that Alexander is almost old enough to be Ev’s father and asks what she sees in him. She explains that contrary to Frank’s approach, the doctor has always had a plan in life, a direction. He was also able to help with her tuition after she had to abruptly leave her job. Once she finished her masters, he even helped her get her post with Genesys Biotech. She explains that he loves her and takes care of her in a way she’d never known. Frank counters by suggesting that it’s a simple case: the little girl who lost her father early grew up to find an older man to pay her way and give her everything she wants. He asks what kind of psychologist Ev is if she can’t see that. She tells him to go to hell. He suggests he might already be there as she leaves. Frank fortifies his coffee with a little whisky and takes a sip. Stephens comes in and lets him know they are ready for the dive. Frank finishes his coffee and follows the ex-seal.

Brief scene in the moon pool room, getting into dive gear and dropping into the water. Luke tries to advise Frank of the conditions in the water, but Frank is ahead of him. This is basically a measuring contest between the two experienced divers and sets up the tone for their mutual dislike.

There is a strange material embedded in a deep rift in the ocean floor. The first part of the operation is going down to take a fresh sample for Goines. As per regulations, Luke Stephens (as dive master) accompanies Frank. Neither of them are very happy about it. Goines gives some instructions via wireless to Frank for the optimum area for a sample for his work. As Frank, the player first learns how the swimming controls work. They can go faster, but if they exert Frank too much during a dive, not good. Follow lighted guide posts to the target area. Once he gets to the site, there is some more mechanical game play, attaching the drill rig to take the core sample. The machine malfunctions after you get it bolted down and turned on. A quick fix and then the drilling is underway. (The fix requires two people, an introduction to the teamwork mechanic)

A continual burst of static with a high pitched warble bursts over the comm system. Luke and Frank paw their mute buttons. Frank finishes extracting the sample. They try to contact the lab and find not the tone from before but silence. Frank stows the sample. Luke points out that the labs running lights are dark. They book it back to the lab module.

They are able to make their way in via the moon pool. They get out of their gear and discover the door is locked. When the station’s power is out, the hatch to the moon pool can’t be opened, presumably to keep from flooding the rest of the modules. Just as Frank and Luke are about to try to bypass the door, power comes back on.

An announcement over the onboard intercom, everybody is required to meet in operations.

Internal communication is back up, but external is gone. Various wild postulates fly around, including one suggestion that maybe nuclear war broke out in the world above and that is why no-one is answering. Scott Hansen, the designer of the station explains that it was just an overload from the signal, and he needs to replace a bunch of relays. It should take a couple hours, but isn’t the end of the world.

After dropping the sample off with Goines, Frank decides to get some rack time. End of Day one.

Day Two:

Frank wakes to the sound of his door alarm/intercom. Finds Tori Byers waiting to speak with him. During the comm blackout, she lost control of a Remote Operated Vehicle which is now not responding. She wants to go out and recover it , but Stephens is busy on a dive with Hansen to inspect the station’s exterior connections. Since Frank is pretty much equally certified and doesn’t have anything else to do at the moment, she enlists his help.

A little hero worship talk as they get ready, but Frank keeps turning it back to asking about Runciter and Evelyn.

Tori and Frank investigate the underwater cave system where the ROV vanished. Basically a maze with a timer, due to the oxygen, but a generous one. A couple examples of the region’s mutated sea life on display. Passing through the cave, there is a rock shift and Tori loses her mouthpiece. Frank has to help her recover her airway and to calm down.

They locate the ROV, but it isn’t responding. Tori says it seems to be taking orders from someplace else, probably just fried by the system spike, and that she’ll have to swap out the entire chipset. She rigs it for emergency return. They grab onto the rails on its sides for a quick trip home.

Back in the station, and a change of dry clothes, Frank has some free time. The player can explore the lab a bit and get some background on the rest of the cast, or just proceed to operations.

In operations, Hansen has everything just about repaired. He enlists Frank as a second pair of hands. They talk a bit as they work, this brings out that the labs design was Hansen’s brainchild, but that Genesys Tech basically swindled him out of the rights to it. Their financing was the only way to get it built, and they bought him along with it for a song. Hansen says he doesn’t trust a company that operates that way, to which Frank replies “They all work that way, or they go out of business.”

With the comm back up, there is a priority message from Genesys Headquarters. They’ve been trying to reach the lab since the previous day. Hansen alerts Runciter and then patches the call to his office. With that, Hansen suggests Frank should head to the kitchen area and grab some food, pointing out it is Hansen’s turn to cook and that he put himself through college as a cook.

A brief moment of tension when Ev and Frank see each other again, but it is forgotten when Amy waves Frank over to her table and starts picking his brain about the Kern-McHale incident. Frank is at his evasive best and instead gets to ask Amy about the other crew members that are present. Amy’s observations are sometimes at odds with what the crew may have told Frank during his own meet&greets, but interesting. When Runciter’s assistant comes in, Frank asks about him.

Amy explains that the guy practically worships the doctor, and that he isn’t too fond of Ev for some reason.

Once all other options are exhausted, Amy will talk about herself and her article/book briefly. The goal is to make her a likable nuisance.

After Frank finishes his meal, or just before, the intercom chirps, paging him to Runciter’s office. Ev watches him as he walks by her.

Goines explains his initial findings regarding the analysis of the sample. The strange mineral is embedded in a layer of rock that dates back to the time of the first evolution of primates. The material leeched enough minerals from the surrounding rock to make such dating possible, despite its otherwise alien origin. Goines goes on to explain that it was buried much deeper in the planet’s core, likely from impact, and that it has been pushed closer to the surface by the region’s tectonic activity. (This relates to the rock shift/sea quake that almost buried Tori and Frank in the cave).

Goines suggests that the strange metal is actually a shell of some kind, and that there may be a large open chamber beneath. (This is due to some variance he notices in the core sample. He estimates the thickness to be only one and a half times the length of the sample.)

Runciter suggests Frank bore a big enough hole for the ROV so they can explore the area. Frank points out it could be very dangerous. If the ridge above the object were to shift as a result of something collapsing beneath it, not only could it bury the strange metal but also the lab itself. Combined with the tectonic activity in the area that caused the rock shift that almost buried Tori and Frank in the cave, he thinks drilling a hole that size would be a bad idea. Goines counters him though, explaining that based on the sample, he is almost certain the mineral shelf would retain its structural integrity. Thus overruled, Frank is ordered to drill the hole.

Hours pass. Runciter, Tori, Goines, Hansen, Amy, Isaacs and Ev are all present in the operations room. Frank arrives, toweling his head off, apparently fresh from his most recent dive. “Thought you’d want to see this.”

Tori operates the ROV, but Frank insists they check a few spots for structural integrity first. The area is mapped out in sectors, Frank tells Tori where to check. A little forced game play to make up for the exposition above. Once the spots have been checked, and a couple of cracks and suspicious areas catalogued, Tori descends deeper into the chamber. The ROV finds a different material, almost biological in appearance. Someone asks if that is some kind of membrane. They page the doctor to operations for his opinion.

He studies the video feed and points out that it almost looks like the material is being vascularized, like living tissue. Runciter orders Tori to take a sample of it with the ROV’s manipulator arm. When the ROV makes contact the screen goes black and there is another feedback squall. Hansen kills the intercoms as Runciter fumes at him about how he thought that problem had been compensated for. Runciter departs for his office and orders Hansen to call Genesys Tech as soon as comms are restored again.

Frank heads to the kitchen for another cup of fortified coffee. Ev comes in. She starts to apologize for over-reacting to what he said before, but he says he deserved it. He suggests they just agree to stay out of each other’s way. He takes the flask out and starts to spike his coffee, causing Ev to get ticked off about his drinking. She takes the flask and pours it out in the sink. Frank tells her she doesn’t have the right to tell him what to do, she says she doesn’t want him to endanger the expedition. Ev says she was stupid to think the Kern-McHale incident could have changed Frank and storms out. Hector Coombs, who was present all along walks up to Frank and makes the wild guess that Frank and Ev met before yesterday.

The two start to bond a little, the only two blue collar guys on the trip. He points out that he has a stash of Tennessee Whiskey in the maintenance room, so long as Frank doesn’t finish them off. He asks if Frank could help him with something, a two man job. This is another brief mechanical puzzle with some two person timing. The plot relevance is that it almost seems like someone damaged the mechanism on purpose. As soon as the repair is finished, the intercom rings with Runciter’s summoning Goines, Frank, and Luke into his office.

Runciter wants to expand the opening and send the mini-sub down. Due to the ROV’s inspection of the strange material’s underside, Goines has come around to Frank’s way of thinking and advises against it. Frank is still against it. Runciter suggests Luke take a team down to dive it instead, and the dive master says he isn’t comfortable going in yet either. Runciter visibly loses composure and tries to motivate them by threatening to have them all replaced as soon as external comms are back up. Frank gets out of his chair and starts for the door. Runciter demands to know where he is going, and Frank replies that he’s on his way to help get comms restored. He’s getting the same kind of feeling he got during the Kern-McHale job, and being as far away from the epicenter of another disaster as possible sounds like a plan to him.

Another mechanical/logic/fake IQ test type puzzle to get power restored to external comm by routing it around fried circuits and relays. Hansen is pleased, believing now they have all the kinks worked out and shouldn’t suffer the same interference again.

After a busy day, Frank is ready to turn in. On his way to his room, he sees Hector talking to himself in the hallway, or more accurately, talking to someone named Brian. When Frank tries to talk to him about it, Hector laughs it off and leaves. Closer to his assigned room, Frank bumps into Ev. She’s ready for another fight if need be, but Frank doesn’t have the energy. He explains that he’s worried about Hector and why. Evelyn says there is nobody on the crew named Brian, but that Hector’s son was named Brian. “Was” “Yes, he died in a car accident eighteen months ago.” “Just have a talk with him, Ev. We’re all wound up a little too tight down here as it is.”

Day Three:

Automatic cut to the kitchen for breakfast. Frank is alone. He makes some coffee, whiskey free for once. Doc Gamble comes in to grab a quick bite. He explains that just about everyone on the crew has been coming into medical complaining of vomiting, nausea, and headaches. He jokingly wonders if there was something wrong with the previous night’s meal, which Frank skipped out on by going to bed early.

It’s a new day, but the same old tune. Communications are down again, but it isn’t the same problem as before. No bad signal, no interference, no blown relays, just nothing. Its like topside isn’t there anymore.

Frank suits up for a dive to go investigate the external comm hardware. Frank discovers the problem and tries to repair it via simple mechanical puzzles/plugging things back in. Before he can complete the last repair, he is attacked by someone in a dive suit and his airline is fouled. After a brief scuffle, the diver leaves Frank to his apparent death after a knife attack and a blunt force blow to the head.

Frank ditched the tank and recovers the airline, is able to get a good breath and then breaks for the moon pool to get back inside. The attacker had a knife, got one swipe in on Frank.

After the attack on Frank, mention the knife and go looking for the resident seal, Luke. He says he has a knife but it isn’t where he left it. Doesn’t know where it got to. It was even Luke’s suit used for the dive. With the doctor’s assistance in the form of a nicely timed needle full of sedative, the crew manages to lock Luke up someplace, wondering if it is a really good idea to piss off an ex-seal. Despite the evidence, Frank isn’t sure. There is no way he should have been able to out fight or out swim a navy seal.

While Luke is locked up, they discover stimulants in his gear. The doctor locks them up in his office and takes Frank with him to medical to check the wound.

Ev checks on him while the doctor is working. Doc leaves and lets them talk once Frank is stitched up but says he’s going to observe Frank for a while due to possible concussion. Ev apologizes for getting Frank involved. He says it isn’t her fault and he’s done blaming her. He asks her to be careful, since he isn’t sure the real attacker is the one they have locked up. He explains that it feels like the Kern-McHale thing did and promises to do everything he can to keep Ev safe if it turns ugly. They hold hands. Sound effect of a camera zooming in. (Pan back and see someone in Runciter’s office watching the video feed)

Maybe the stimulants made Luke act crazy. Maybe he didn’t want his reputation ruined by Runciter calling for new staffers, so he made sure the comm gear would stay disabled? Kind of thin.

That Night…

An alarm goes off. Frank goes to see what is happening and finds Doc Gamble tending to Hansen who has been stabbed. The comm gear has been gutted, wires cut, boards smashed. They get him back to medical.

Since Luke is still locked up, he’s clearly not the only wild card on board. A roll call. Hector is the only one unaccounted for. Frank goes down to maintenance to check if Hector is just passed out drunk but finds the bloody knife in the place Hector stashes his bottles.

Frank goes on to search the habitat for Hector. He finds him floating face down in the moon pool next to the compromised mini-sub. Another crew member arrives as Frank goes into the water to recover the body. A CPR mini-game after calling for the doctor. Forced failure after a mercifully brief interval. The doctor asks Frank to help him take the body back to medical.

The convenient explanation is that Hector went plain crazy and sabotaged comm, attacked Frank, and was trying to bust the sub up when he accidentally shocked himself unconscious fell in the water and drowned. The doctor brings Tori in for a small meeting with himself and Frank. There are some parts missing from the sub. The doctor adds that Hector’s body had no signs of electrical burns, and that he had been struck in the back of the head. “The electricity didn’t do this unless it snuck up behind him with a length of pipe.” Not only is the team trapped on the bottom of the ocean, there is a killer among them.

Day Four

Frank arrives at Ev’s office door with two cups of coffee. She feels guilty for not seeing what was wrong with Hector and how he caused so much trouble. She talks a little about what he said, and how she thought he was just overworked and not sleeping enough. Frank tells her that it isn’t her fault, that he doesn’t think Hector did all the things he is accused of, and that maybe he didn’t even kill himself… but he doesn’t want Ev to tell anyone else. He doesn’t want to put her in danger. When Frank leaves, Runciter’s assistant, Ben Isaacs, can be seen lurking in the hallway.

Doc comes up to Frank in the hallway and tells him Luke is gone, and when he went to inform Runciter that he was nowhere to be found either. Just then a notice from operations. Hansen has the local systems working again and has something the team should see.

Runciter and Lucas made a dive. They show up returning on the external monitors. Frank and Goines head down to meet them in the moon pool. They have the ROV and a sample of the biological material from inside the chamber. As they change, Runciter orders Luke to lock the dive equipment down. He doesn’t want anyone else going outside and messing with the few systems left operational.

This includes confiscating the drilling equipment/whatever else Frank brought of his own gear. This doesn’t go over well.

The situation rapidly deteriorates. All work, except for Runciter’s experiments on the new sample, is essentially shut down. The crew is gathered into the mess hall, though Ev is not present. Runciter and Luke arrive and announce they are looking for the person who has been causing all the trouble on board, the one who killed Hector. Runciter even talks about an attempt to break into his lab. Runciter has decided to patch more surveillance into the lab’s systems. Hansen is required to go with them, he says he doesn’t want to be a part of their new world order. Runciter gives him an ultimatum. He and Luke can figure out the camera install, but they would prefer that Hansen join their side the next time they offer, threatening there will not be a third opportunity. Goines approaches, saying that Runciter can’t treat them all like prisoners and Luke punches him, doubling him over. Frank is about to step in when Luke draws a gun on him. Runciter says he hopes Frank gives him a reason to pull the trigger. Runciter blames everything on Frank, since the problems didn’t start until he arrived. Frank stands down and Luke holsters his sidearm.

Once Runciter and his enforcer leave, Hansen tells the gathered group that he thinks he has a way to get a message to the surface. He can bypass the sabotaged gear and use a redundant backup. Since it requires some time spent outside of the station and all the dive gear is under lock and key, it doesn’t look promising. Frank asks how long Hansen would need, if he could provide a distraction. Hansen gives him a figure and Frank agrees to be the decoy. Hansen points out a design oversight Genesys left that he’d adjusted for in a later version of his plans. Some more game play (finally) as Frank gathers items to exploit the design flaw and escape the kitchen module.

Frank determines he might as well be obvious if he is going to be the decoy. He decides to go confront Runciter in his office. Some sneaking, avoiding Luke in the hall. Getting caught too early blows the plan. A short puzzle on how to fry the lock on one troublesome door so Frank can get through.

After Frank barges into the office, Runciter confronts him about his escape and goads him into violence by claiming to have severely wounded Ev while trying to force her to confess the nature of her relationship with Frank. Frank snaps and beats up on Runciter before Luke arrives and subdues him. To add insult to injury, Runciter explains that Frank played right into his hands and that Hansen was in on it, setting him up nicely. To further compound things, Ev walks in, not injured in the slightest, just in time for Runciter to explain that Frank attacked him for no reason. Ev checks on her husband’s wounds.

Frank tries to explain that he was set up, but Runciter claims he’s gone made or is suffering from narcosis. Doc Gamble is brought in to sedate Frank. Fade to black.

Time passes.

The Source

Frank wakes up in a cot/bed in medical with an IV in his arm. Doesn’t know how long he has been out. Amy is in another cot, similarly hooked up. There is blood on the floor. Possibly due to whatever drugs were pumped into him, Frank’s overall grip on reality is somewhat tenuous. Noises, things moving in and out of the frame. The first button the player presses causes Frank to rip his IV out, spraying some blood. Have to find a bandage to stop the bleeding, mini-fetch puzzle.

Once the bleeding is stopped, Amy starts having a nightmare or something, thrashing around, making noise. Her heart monitor is going ape-shit.

Note: From this point on, the player starts determining which team members will make it to the endgame. The “best” ending requires a certain number and configuration of them to be alive. Anything less, and things start getting bad, quickly.

This is one of those situations. If the player tries to leave without dealing with Amy, the game will caution them to try and help her if they can. They just need to find a lorazepam injection in the med-cabinet – doctor’s keys in the desk. Once she is quieted down and her vitals stabilize, the player can leave with no adverse consequences.

Frank discovers that the habitat has dramatically changed. Some hallways/doors are welded shut, blood and signs of fighting, about half of the lights do not work. Frequently, Frank will have temporary hallucinations, including a bio-metal look for the habitat, and the appearance of people who aren’t there.

During one stage, he’ll walk into his testimony before the senate committee about the Kern-McHale incident. It was a deep water oil drilling expedition that ended with a huge ecological disaster and the deaths of almost everyone on the drilling platform. The player will actually get to answer some of the charges levied at Frank, and in some very humorous ways if they choose, but the accusations quickly turn toward the present disaster before the hallucination breaks up.

Frank will make it down to maintenance and recover a cutting torch. With that, he’ll be able to cut into one of the wiring bulkheads and make his way up to operations. Find Hansen at the console, looking harried. Since Frank thinks Hansen set him up, he intends to have a word with him. When he approaches, Hansen turns around in his chair to reveal that one of his legs has been roughly amputated. He’s picking at the stump with some kind of knife/tool.

Frank tries to get information out of him, but the man’s gibbering doesn’t make sense. He explains that something got into his leg and he had to get it out before it took over his whole body… like what happened to Luke Stephens. With that, Hansen turns back around and ignores Frank. The cutting torch is out of fuel, so Frank needs another way to open another bulkhead to get out of operations. Whenever Frank tries one of the doors or systems in the room, Hansen overrides it from the main console. If Frank causes a fault in one of the doors (exposed wiring ) Hansen sets the tool down and works the keyboard with both hands. Frank can grab the tool, which turns out to be a scalpel, and use the back of it on the screws for the bulkhead. Once he has the cover off, he can climb inside and progress to the next area.

Emerging in the kitchen module finds Frank dropping out into an ambush. Tori, looking like she’s been through a war, is aiming a crudely fashioned spear at him. When she sees who it is, she relaxes her guard. She’s relieved to see Frank alive. Thought he was in a coma when she raided medical for supplies.

She explains that after Frank was sedated and locked up, Runciter totally lost it and started human trials with the biological samples he recovered. Luke and Hansen were the first two. Luke volunteered, Hansen not so much. Frank says that he’s seen Hansen. Tori points out that both Amy and Frank were also injected with the material, which is why they were being monitored prior to Runciter apparently leaving thing research station. Frank asks about Ev, but Tori doesn’t know. Hasn’t seen her or Runciter since Luke’s transformation. Frank asks what she means, and she clarifies that Luke isn’t really human anymore, but something else. He stalks the halls. They’ve managed to hurt him pretty badly, but he always comes back. That’s why they barricaded themselves away. They, meaning Goines, Tori, and Doc Gamble have the kitchen module and a couple adjacent areas sealed off. A noise in the bulkhead draws their attention. Realizing the Luke-thing might have followed Frank’s trail, they abandon the kitchen module.

They lock themselves back into the habitation module. This reunites Frank with Goines and Doc Gamble. The doctor is very surprised to see him up and walking, but welcomes another hand.

They realize they need a plan. They can’t do anything about getting rescued with a monster stalking the halls. Tori explains an interesting fact about one of modules she learned one night while pre-experimental Hansen was trying to impress her into letting him into her pants. As an emergency containment measure, the main lab module can be entirely isolated and jettisoned from the main complex. If they could lure Luke-monster into the lab, they could contain him. Someone asks why they don't just seal THEMSELVES in the lab module and blow the locks. That is when Frank explains that an uncontrolled ascent from that depth would likely kill them or make them wish that it had.

Tori suggests she could be the bait, Luke always had a thing for her. The doctor will offer himself up as an alternative, pointing out that Tori knows the most about the stations systems out of the rest of them. Goines agrees, but says the doctor is too important to risk. Tori is out of the running for bait, so it comes down to either Goines, the Doctor, or Frank, as the player can agree or put themselves in the sacrifice slot. (This is another moment that determines the ending. If anyone but Frank takes the risk, they get severely wounded by the beast and sacrifice themselves by blowing the locks while still inside.)

Some item collection. Make flame throwers with aerosol cans and lighters. Not the safest course of action, but the beast doesn’t like fire. A few minor scares and close calls, including one big “gotcha” moment along the way.

In the lab, show a lot of mutated samples. Runciter was experimenting on animals he’d brought down, they have tumors, misshapen bodies, etc. Not a pleasant place.

After the beast is dealt with, the survivors go to reclaim operations. Hansen is nowhere to be found and springs out to attack one of them. The survivor chosen is wounded and Hansen is killed in retaliation. (Hierarchy here. If Goines is present, he has wounding priority. If not, Doc Gamble has wounding priority)

While either the Doctor, or someone else (see above) tends to the wounded survivor, Tori tries to get the systems back in order. She’s able to override Hansen’s lock out, so all the electronically locked doors are open, allowing access to places like Runciter’s office again. While Tori continues to work, Frank goes looking for Ev.

In Runciter’s office, he finds recorded logs of certain calls and Runciter’s own notes. During the brief comm restore, Genesys gave the order to recall Runciter if he failed to produce results by the end of the month. Runciter makes notes about having to find a way to keep anyone else from finding out, and pledging to do whatever it takes to get his results. Find a picture on the desk of Ev and a young girl. Examining it shows it to be her daughter. Keep going in the notes and find one about Evelyn. She’s suffering from terminal cancer. That is another reason that Runciter was pushing everyone so hard, he was trying to save the woman that he loved. Some notes about the changes in Luke and Hansen. Apparently, Runciter had taken samples of Ev’s cancerous cells and injected them into his first two test subjects. This explains Hansen cutting off his own leg and continuing to pick at it, and possibly provides some foreshadowing. If just a few undisciplined cancer cells reacted so violently to the biological sample in Luke, what might the same treatment have done to Ev? What kind of a sprawling monstrosity would it turn her into when her cells started fighting themselves? Runciter’s final note indicates that he thinks the only way to help Evelyn is to take her to “the source.”

Tori announces over the intercom that she has most of the systems back up. Frank heads back to operations. This is the first time he gets to see the view from an external camera since waking up. There is a line of light poles leading toward a huge opening in the alien material, with a strange glow showing forth. Welcome to the Source.

The survivors make a plan for escape. Doc Gamble returns from waking Amy up (if the player kept her alive). Tori can’t get topside communications back up again, but thinks she could repair the damage Hector (or whoever) did to the mini-sub. The problem is that the sub seats four.

At this point it is possible to have (at max) – Frank, Doc, Goines, Tori, and Amy alive. But Goines or Doc will be seriously wounded.
At minimum – Frank, Tori, and one other wounded person.

By this point, we know Frank well enough that it comes as no surprise he refuses to leave without looking for Evelyn, though he’s decided Runciter can rot for all he cares. Isaacs is believed dead, someone even states they’d be amazed if that little fop lasted five minutes once the Luke-beast started roaming the halls.

In the event of five survivors, the wounded person offers to stay behind, claiming they wouldn’t survive the slow ascent required for decompression anyway. That leaves four people for four seats. Frank volunteers to stay behind and give Evelyn his seat if/when he can find her. All seats accounted for.

There is another problem though. What happens if someone else comes along and picks up Runciter’s research? Frank points out that he has mining charges in his gear. He’s fairly certain he could attach them to the weak points identified in the ROV’s earlier scan. When detonated, they should compromise the structural integrity of the alien material causing the rift above to sink down and bury it, along with the research station.

Naturally, on recovering the charges it will be found that the remote detonator option has been reduced. Due to interference from the alien object, the range on the detonator is severely limited. One would have to stay aboard the station. Or more likely, the detonator will have to be wired into the station so that someone has to stay on it. The severely wounded survivor volunteers to take the role of manual detonation. Frank gives them the detonator. He says he’ll set the charges and look for Ev in The Source. If he’s not back before a certain time, evacuate in the sub and blow the charges without him.

With everyone having a job to do, Frank gets ready for his dive, strapping Luke's old knife & sheath to his arm and grabbing a couple of flares. The suits are all shredded, so he’ll have to cold shirt it. He puts on an oxygen tank and mask, with a spare air brought along in reserve. He descends down into the opening and places the charges in the correct spots. A sort of time limit – Frank’s oxygen shouldn’t run out this quick, but he’s without a suit so there is a concern of hypothermia.

Once the charges are set, Frank makes his way down to the glowing membrane. When he reaches out to touch it, it parts, sucking him down with the inrushing seawater. It seals behind him.

The Reckoning

Frank lands in a strange bio-organic nightmare landscape. Pulsing organs on the walls, a suggestion of blood, or some other fluid, being circulated through ought the landscape. There is also a very man-made addition: a generator. Frank follows the power string for the work lights and comes to another sphincter like portal. Touching it causes it to open and allow him past. A vague sensation of dampness. The area is dry and has air, but the fact it is underwater shouldn’t be lost on anyone.

Frank is confronted by Ben Isaacs who is still alive, but crazy as cat-shit. He confesses to being the one who sabotaged the research lab’s comm systems, attacking Frank when he tried to repair them, and even killing Hector to cover his tracks when he was found disabling the sub. He was doing it all to make sure his mentor/idol didn’t fail. Of course, Ben also has something of a crush on the old man, so seeing Runciter pour his attention on curing Ev has Isaacs a bit out of sorts. Ben even explains about trying to drive Runciter and Ev apart. Ben spied on Frank and Ev’s conversations and blew them out of proportion, suggesting they were still having an affair and that Ev brought him aboard because she couldn’t bare to be away from him.

The plan somewhat backfired, because while Runciter DID snap as a result, his anger was turned toward Frank (as evidenced by the set-up that got Frank locked up in the first place) instead of Ev.

Ben decides the last thing he can do for Runciter is to kill Frank. Ben swings a wrench/some dangerous metal object around. Despite Frank being armed with his own dive knife, the player’s objective is to give ground until they are next to one of the work lights. They click at the right time to avoid the blow and let Ben electrocute himself.

Frank continues through another passage and finds Runciter and Evelyn.

Evelyn is suspended in a half cocoon/womb of the alien material with an eerie light pulsing around her. Runciter is stripped down and kowtowing to the spectacle, begging and pleading for his god to save his wife.

Frank is able to get his attention by shaking him.

Runciter briefly regains some of his normal mental function. He describes the way the alien life form crashed to earth eons ago, how the fragments and spores it threw off were responsible for the evolution of human life. How it sunk into the core and grew, waiting to be discovered. How it changes everything it comes in contact with, takes them over, improves them or destroys them, how it spreads. He then poses the question to Frank, “What, but God, could do such wonderful and terrible things?”

Frank’s reply is “It doesn’t sound like a God to me, it sounds like a virus, or a cancer.”

“My god, you’re right. How could I have been so blinded? How could I have…” he spasms and falls. Frank catches him, “Its too late for me,” Runciter says, spasming again. He stands up and it is revealed the something pulses within his body, “I’m already infected. Please, you have to help Evelyn. If you’ve ever loved her, please take her away from here.”

Runciter backs away, tearing at his chest as his skin bubbles. He splits apart, changes form.

Frank uses his dive knife to cut open the protective sac around Ev, a kind of birth analogy as he pulls her from its center. Despite being suspending in a fluid, she regains consciousness, coughing the go out of her body. She looks at the mess that used to be her husband and accepts Frank’s arm. Supporting her weight, he heads back the way he came.

As they are about to leave, the Runciter mess, having regained some cohesion, sloshes its way after them. In order to destroy it, Frank uses his dive knife to puncture the gas tank on the generator (show some other ones near it, get the idea they were properly supplied for this).

The player waits as the Runciter mess approaches. Let it get into the growing gasoline spill before using a flare from the inventory to ignite it. With the Runciter mess and the interior membrane burning up, there isn’t much time. Water starts to pour in as the membrane burns through. Frank has to abandon the tank and just buddy breathe with Ev on the spare air. He shows off some superior swimming skills by taking her back to the station.

The survivors help pull Frank and Ev out of the moon pool. Tori has the sub ready, they were just about to leave. It seems like everything is winding down nicely, which is when mutated and very not dead Hansen attacks. If Amy is alive at this point, she doesn’t stay that way for very long. If not, then a surviving non wounded member is killed in this order (Doc, Goines, Tori). A non Frank or Ev survivor blasts away at Hansen, having recovered Luke’s sidearm at some point.

Either Frank or Tori must pilot the mini-sub.
If Tori is alive, but there is no one wounded to stay with the detonator, Frank has to stay.

Optimum ending party would be Frank, Ev, Doc, and Tori with wounded Goines staying behind to bring the whole rift down. (I had Miles Dyson from T2 in my head when I thought the character up, so that part of the end kinda wrote itself).

Some tear jerker opportunity here. If Frank is staying behind, Ev wants to argue about it, that she should stay since she got him involved, that she is already dying of terminal cancer. He’ll tell her that she should make it out to be with her daughter while she can. He’ll also drop the bomb that he WAS responsible for what happened with Kern-McHale, despite every account he gave to the contrary, and that he can’t ask anyone else to die for him again, especially not her. Ev will confess that it is Frank’s and her daughter, that she left because she was pregnant and scared. After taking a moment, Frank says he would rather his daughter keep one parent she knows than have some stranger thrown into her life. The doctor (if alive) helpfully sedates Ev and helps her into the sub.

Cut to

A nice composite shot of the charges going off, the rift sinking down to bury the object and crush the station as the sub continues to rise, almost angelically toward salvation.

When the sub surfaces, they are surrounded by zodiac boats full of armed men in contamination gear. A large ship with a helicopter in the background. The Genesys Biotech company logo proudly on display.

Cut to someone in charge on the deck of the ship, ordering that the survivors should be in placed in full quarantine, and that samples of their blood and tissue need to be treated as Omega Level Biohazards.

A shot of the survivors being pulled from the sub. The camera pans down as they are being herded along. Pans down, all the way to the wreckage and rubble on the ocean floor (quick cut).

A beam of the strangely colored light breaks out of a chink in the rubble.

Cue self congratulating credits sequence.

Afterward, show the deck of the ship from the prologue. A few crewmen are carrying a stretcher. Pull in close on the man on the stretcher. Luke Stephens, looking perfectly human again... and smiling.


MrChearlie
Ambiguous State of Time

Prologue

We all have our past, present and future, but when we try to remember things, or create dreams they looks closer than they really are. Memories are in in the middle of the past and present, and dreams are in the middle of present and future. This is known as The Ambiguous State of Time, A state that can only be reach by our mind, but is not a defined time. Despite we can enter to this realm using our brain we cannot see that this is a world known as Decura. An infinite ocean, with no bottom neither top. A giagiantic aquarium where no one has ever seen the crystal walls. Here is were all our memories and dreams of all the universes are found.

How This World Works?

1) Each memory or dream is a tiny lights that when touched becomes a tiny soundless hologram showing what it is. If it is sad, it would be color blue, if it is happy it would be yellow, if it is anger it would be red etc. They receive the name of Decurés and they try to stick alone with the decures of the person who carry them forming a giant shiny aquatic creature (a.k.a Light Creatures). The more deeper in the creature the more vivid the memories are, and the memories who are forgotten get lost in the ocean.
2) The habitants of this world, are aquatic humans that fish those lights. They are after the ones that are forgotten and lonely, wich there are a lot. The light creature are too agresive so just a few dare to fish decurés of this big animals. They use a strange vaccum jar to trap this little fishes like if there were fireflies. Sounds easy, but it is more hard than you think.
3) They don't eat the lights. The habitants of this world feed their submarines with the form and behavior of the fish of the other worlds. These are ships that work with help of high tech and maelas. Maelas are amorphic creatures made my strange muscles with many mouths and assholes. They are the principal fountain of energy that makes the machine works. It is gross for us but the excrement of this creatures is the aliment of the habitants. The taste of the Maela product depends on the kind of memories or dream, how vivid it is, How you mix them etc. Also, the more vivid the memories and dreams (and most of the happy ones too) gave the maelas more energy.

Things you should know

1) The habitants are made of light. They appeareance is identical to us but when they die, they become decurés of what they have live. In other words they don't forget unless they are dead.
2) When the person that carries a light creature die, all the memories get lost and forgotten, so death in our world is a great news for them.
3) They find their way with radar and underwater buoys, with hologram signs.
4) The water is so soft that there is gravity very similar to the one in our world. So if someone fall from one submarine they fall into a infinite abysm
5) There exist real aquatic creatures beside the submarines and light creatures, they are envolved Maelas who have taken form, so they still eat lights (the dangerous ones kill people and eat their lights). Their skin is always poisionous if eaten, and they don't transform into lights when death so they are used as material. Some are pets.

Characters

Varet Dulstan: The main characters, against of almost everyone, since he lived in a enslaved city and when his family tried to escape his parents die because of the pirates who wanted their memories and dreams. He looks for justice and revenge most part of his time. Rude with the persons he doesn't know or like, but friendly with the ones who he appreciate. He is the captain the his anti-pirate crew.
Kirto Dulstan: Varet youngest and only brother. He wants to make the things well no matter what. Politician in the Rima city with the intention to make the city an utopia. Gently with everyone, he always want to see the best of everyone. He has an strange relation with his brother, where both love each other but no one is agree with the other.
Melanie Amsel: A woman withouth memories, the only thing she remember is that she comes from a land named Germany. She is outgoing, and sympathetic, but she hides all his sorrow to herself and suffer because of that.
Laralai Felsa: The ex-queen of a big pirate city. The responsable of Dulstan orphans. She is a serious woman that regrets his past. A great leader, she will do anything to acomplish the promise she has made.
Jera: The new queen of the pirates big city, Extremely confindent of herself, she won't enter in any war if she know she won't win.
Fin Temp: He stole once the ship of Varet, they give it back if he let him join his crew and do a travel to a phantom submarine. Extremely outgoing, he is normally laugthing. He can do anything unless he is scared, but he is scared almost all the time.
Blari Temp: Sister of Fin, extremely shy and intelligent.
Uyo Balber: An old man that knows the nature of Melanie and the reason of being there.
Reld: ex-subordinate of Laralai the one who give the order to kill Dulstan parents. A devasted man that lose the control in his life becoming mad and careless. Full of desesperation, he works for Welder.
Welder Fleuslar: An extavagant person, President of Rima, hypocrite is a word to short for him.
Daremy: The main bodyguard of Welder. A serious scary and macabre person.

Storyline

The city of Rima governed by Welder accepts the plan of Kirto, An utopia. Meanwhile Varet castaway in an ancient whale submarine swearing vengance to his crew that let him there, and the ones who killed his parents and almost everyone. He finds Melanie there, He try to fix the old floating junk and it is Melanie that somehow turn on the ship. They get a crew and go after vengance, they found Reld, he manage to escape, and that's when they notice something is wrong in Rima. They investigate and the found that there is going to be a secret massacre, they try to save everyone but Kirto is the only one that could be saved despite he didn't believe there would be a massacre. They found out that all the people deads was to create enough decurés to make a machine work, a machine that could change the memories and dreams of people making them more valuable and later make another massacre and win more energy.

That's when in order to find 4 submarines (one results to be the whale) they got involved in an adventure through giant, small, haunted, modern, ancient aquatic ships with form of aquatic animals, stranges floating, caves, reefs, mines, giant corals, giant monsters. They got sometimes the help of Laralai, one of the many persons that Varet hate, they also meet Jera, also hated by Varet, And Fin and Blari, also hated by Varet. When they finally got the chance to save what is left of Rima, They find Uyo that is only able to tell that Melanie is the clue of all this, then Reld kill him and he gets killed by Varet.

After that Welder is killed by Daremy, they chase him with through the infinite ocean, but Jera betrays them and attack their ships, Laralai, kill her with sorrow since she appreciate her a lot. They finally find Daremy, they have an epic battle and his last words were "You fools, this machine is not only going to change the memories of the people of a train (the massacre was on a eel submarine very similar to a train) this machine is so powerful that will make impact on all the light creatures making everyone memories and dreams happier, and no one will ever know what is sorrow, or sadness, or anger, or even fear" Varet laughts about him and tells him he couln'd be serious and throw a corny speech about the importance of the sadness and fear.

After that they hurry up to turn off the machine. With a compass that Uyo gave Melanie (that only works when the four submarines and the machine are close enough) they go after the light creature that correspond to her memories. After they find it, the light creatures talk to Melanie,and everyone enter to his memories and dreams, inside of an aquatic Berlin city. Everyone is amazed with this new beautiful world, that seems full of demons. After Melanie realize that she was a bad person, she feels better since her dreams already became true in the the ambiguous state of time, she was someone important, after that, a demon appears, the demon that is inside the machine. A demon that lends it hand to Melanie, in order to turn off the machine Melanie needs to die. Varet, Kirto and his friends denies and attack the creature. FINAL BOSS they almost kill the strange obscure beast with form of an strange aquatic human form but melanie stops his friends, she accept the consequence and give herself. Varet shouts of desesperation but he isn't able to do anything. The dark creature starts to shine like a sun sudenlly all that world dissapear and they are in Daremy's ship and they see that the machine start loosing color.

Everyone tries to make his life, but no one was able to see Varet after that.

Epilogue

Kirto: I never saw my brother again, that makes me wonder more. Dead people are not even in this state of time that combines the future and past of the other worlds, how many other worlds would exist? How many states of time? Somehow I feel Varet is trying to reach Melanie. A love between two worlds on a different states of time. Things that no matter how much I try to understand I will never do, I just hope Melanie could reach this world, as we could reach other worlds by touching lights. I hope she feel proud of all of us. I hope she is fine in that other world that she is now...


Muninn
Beyond Familiar Shores
Setting: With the world on the brink of an industrial revolution, the discovery of the new continent of Mandroll has resulted in a scramble between the kingdoms and empires of the Old World to establish their own colonies there, so that they may gain the upper hand in acquiring the vast amounts of resources speculated to exist there. Prior to the arrival of Old World settlers, Mandroll had only a sparse population of natives who lived in small tribes, with the establishment of large civilizations there being rare. The current relations between natives and settlers varies between peaceful coexistence and animosity, varying with region and time period.

Story: Almost three decades after the discovery of Mandroll, the coast of the new continent has now developed a decent number of permanent settlements and the infrastructure to support them. The Old World nations are eager for new settlers to set out for the New World so that their settlements will expand, and have extensively extolled the benefits of settlement on the new continent to their populations. The propaganda has started to take hold, and the population growth of Mandroll is rising at even faster rates due to the people who set out for it seeking opportunity.

Elsus is one such person, a man just recently entering his third decade of life. Just one year prior, he made the voyage to Mandroll, accompanied by his young sister, Faris. Setting up residence in the small village of Comgall, where their uncle had already lived for the past several years, Elsus found work as a courier, delivering letters and goods between settlements. While this lifestyle was my no means luxurious, Elsus was able to establish better financial security for Faris and himself than they had had prior to emmigrating.

Unfortunately, this comfortable life was not to continue without interruption. After setting out one day on a routine trip to the port town Halanna, Elsus failed to return to Comgall at the expected time. Even after allowing an additional week for unexpected delays, there had still been no sight of him. Worried about the fate of her brother, Faris set out for the nearby town of Camrus in hopes of discovering where he may have gone. After verifying in Camrus that Elsus had picked up his cargo and left for Halanna on schedule, Faris hired the services of a frontiersman, Perist, to guide her to Halanna so that she could continue her search.

The journey to Halanna occurred without major event, but the pair were met with surprise upon arrival. According to the townspeople, no travelers had come from the Camrus trail in over a month, as a tribe of natives who lived in the region had recently turned hostile and begun to attack every traveler they could find. Travel had instead been routed along the longer Coast Road. The Halanna Courier Post had confirmed that Elsus had not arrived in the town, and that even with the longer transit time associated with the Coast Road he should have made it by then. Even so, Faris and Perist set back toward Camrus along the Coast Road in hopes of discovering Elsus's fate. This journey was longer and more dangerous, as parts of the road along the coastal bluffs sometimes collapse or wash out, necessitating detours through the less-safe forest trails.

The two eventually arrived back in Camrus with no sign of Elsus. The Camrus Courier Post verified that they had been unaware of the native attacks at the time that Elsus had set out, and that he would have taken Camrus Road. Faris and Perist set out once again along that road, in hopes that they might discover some clue as to Elsus's whereabouts. Their search lead them to the Felinardan natives that had been attacking travelers. During an encounter with a Felinardan hunting party, Faris identified an earring worn by one of the natives as one that had belonged to her brother.

Believing that the Felinardan had killed Elsus, Faris and Perist (who had already harbored a dislike for the natives of Mandroll) waged war on the natives. Their feud lead them to infiltrate the Felinardan camp in hopes of finding the native who wore Elsus's earring as a trophy. Once they had found him, defeated him, and made their cause known, they learned that the native attacks on travelers had been carried out because the Felinardan camp had been suffering from disease in the past month, and they had sent out their healthy warriors to prevent travelers who had entered Felinardan lands from leaving and spreading the disease elsewhere. Elsus had been intercepted by a hunting party and directed away, and had left the earring as a sign of gratitude.

The Felinardan wish to have Faris and Perist put to death for what they did to the tribe, but they manage to escape, aided by the native Invicca. Invicca reveals himself as the brother of Inika, who wore Elsus's earring, and aids them as gratitude for the two of them listening to his brother's explanation, even though they believed him to have murdered Faris's brother.

Lacking any other leads, the three of them return to Halanna, as Elsus had planned on traveling there along the Coast Road. While there, they witness a scene in which a sailor is hauled before the magistrate for attempting to pawn goods that belonged to the Courier Service. The sailor is let off lightly after it is verified that he found the goods floating in the sea near Seven Reef.

Some information gathering informs the group that Seven Reef is an area off the coast that is widely considered by sailors to be cursed, with odd tales such as ships falling straight through the water as though it weren't there, and strange fish that crawl up onto the deck of a ship and drag sailors back into the ocean. Invicca adds that the Felinardan have long known that there is a dark power that lies within the ocean, and that they have long tried to avoid it. As his gratitude to them is great, though, he offers to aid their search with a Felinardan charm that allows one to breath water as though it were air. After returning to the region where it is believed that Elsus's wagon had fallen into the sea, the three of them begin their underwater adventure to discover what became of Elsus.

The trio journeys along the ocean floor to Seven Reef, where they find additional evidence that Elsus's wagon was swept into the sea, but no confirmation that Elsus was with it at the time, although Perist admits that it is most likely that he was. They also find a crystal that glows with a strange light, which Invicca claims can be used by him to extend the depth at which his charm will work, allowing them to venture deeper than before.

Before going further, they return to Halanna to find the sailor that initially found the goods, hoping to question him about where exactly he found them. They find him, but he tells them that he can only give them a general area in which to look, because currents make it impossible to precisely locate the area. Upon learning that they can travel beneath the water, he offers to join them, as he believes that they can recover additional treasure in the process. Thus, the sailor Dinius “Merlin” joins the group for their next journey underwater.

On their second journey, the group explores the kelp forest. Despite a thorough search of the area, they still find no more sign of Elsus. The exploration eventually leads them to the undersea cliffs at the edge of the kelp forest. Faris worries that her brother's body may be at the bottom of those cliffs and that they may never find him, even more so when Invicca informs her that his charm isn't strong enough to allow them to reach the bottom of the cliffs. Regardless, they explore the cliffs to the best extent possible.

As the group is reaching the limit of their ability to search, Merlin notices a glint of light further down the cliffside. He goes after it, despite Invicca's warning that they can't go any deeper, and returns with a ring belonging to the Courier Service. Believing that her brother's body may be nearby, Faris insists on pushing past their limits, eventually leading to them finding the air-filled cavern in which Elsus managed to find refuge. They rescue him and go to leave the cave, but Faris notices a young girl watching them from the shadows of the cavern. Though Faris wants to get the girl as well, the girl runs off into the depths of the cave, and they are prevented from following by the need to get Elsus to a healer.

The group returns to Halanna to await Elsus's recovery. Once he is well again, he explains that after his wagon fell into the sea, a strange current pulled him away from the shore and into the deep waters, where he survived by finding the cave, but was unable to return due to injuries that he had sustained. The girl, Lyndel, was somebody he was escorting to Halanna, and he expresses a desire to return to the cave once he recovers so that she can be saved as well. He attempts to get Perist to escort Faris back to Comgall while he does this, but is unable to convince Faris to leave him again, and Invicca manages to get him to abandon his efforts to leave Faris behind by asserting that his debt is to her, but he has no obligation to aid Elsus with his charm if Faris is not with him.

Once Elsus has recovered, the group sets out to fulfil his request. Despite a full exploration of the cave in which Elsus, was found, they do not find any sign of the Lyndel. Instead, after Merlin informs them that the region around the cliffs is a more gentle slope, they set out to explore there. During their explorations, they find a sunken temple containing another crystal, allowing them to explore deeper. The temple is filled with engravings depicting strange creatures, and Invicca begins to express a desire to drop the expeditions entirely, now believing that they are borrowing the power of the deep-sea inhabitants in order to travel safely, and that no good can come from it. Elsus is also shaken by the experience in the temple, claiming that there had been an uneasy feeling about the place.

With another crystal in posession, the group now explores deeper caves on the cliffside. Through he accompanies them, Invicca remains against further exploration, and he fills their travels with tales of the creatures that live beneath the waves, and of the dark gods and rituals that they have. They encounter Lyndel surrounded by several of the creatures depicted in the sunken temple. Most of these creatures flee upon the party's arrival, but a few stay and fight. After defeating them, they recover Lyndel and escort her back to Halanna.

One night while in Halanna, Lyndel makes an attempt to escape. Faris and Elsus chase after her. Upon catching her, Elsus attempts to kill Lyndel, claiming that the deep-sea creatures want her for some ritual. Faris defends her long enough to buy time for her to escape, and tries to calm Elsus down, believing him to be driven mad due to his ordeal underwater, combined with the exploration of the undersea temple and Invicca's stories. She is unsuccessful in calming her brother, and he runs off into the night. Faris gathers the others and begins a search in hopes of finding either Elsus or Lyndel. They find Lyndel at the docks, once again under assault by creatures from the deep. Despite their best efforts, they are unable to prevent Lyndel from being dragged back into the sea by the creatures.

Holding a meeting amongst themselves, the group agrees that while there is concern for Elsus, he is in less immediate danger than Lyndel. Using a crystal that had been in Lyndel's possession, they descend to the bottom of the undersea cliffs, to the ocean floor. A short period of exploration leads them to the sunken city.

While in the city, the group finds themselves beset with a feeling of unease. This effect is most severe for Invicca, who is at times rendered incapable of going any further, necessitating frequent rests. Their progress is hindered by the automated defenses of the city, as well as odd manifestations of shadow that attempt to stop them.

Despite the hindrances, the group eventually reaches the inner city. They make their way into a large room, where an exceptionally powerful manifestation that had dogged them throughout their journey waits for them. They battle the shadow and defeat it, only to discover that the shadow had been Elsus, his mind twisted and corrupted by the power of the deep ones that had been wearing away at his mind since the visit to the sunken temple. Elsus regains sanity enough to warn the group that Lyndel is being used as part of a ritual to awaken the deep-creature's god. He lets the group through the door that leads deeper into the Sanctum, and tells Faris how to lock the door behind them so that he won't be able to follow them any further. As they head into the Sanctum, the party can hear Elsus attempting to break down the door behind them.

Within the Sanctum, the party battles the High Priest that was attempting to conduct the ritual, his attendants, and Elsus, who breaks into the room during the fight. They defeat their enemies and rescue Lyndel, but the partially gathered energies of the Dark God begin to manifest, injuring Perist and Merlin. The party begins to make their escape, fighting the manifestations along the way. The manifestations prove to be too overpowering, and both Perist and Merlin eventually fall. As the harmful dark energies fill the sunken city, Invicca places as strong a protective charm on Faris and Lyndel as he can manage, then uses a curse to destroy the wall behind them and expel the two of them from the city.

Faris awakens with Lyndel held protectively in her arms. She regains her bearings, noting that the two of them are on a beach somewhere. As Faris looks over the ocean, the wisps of dark energy rising through the waters from the sunken city gradually thin out and stop.


Jpratt
SETTING: Highly evolved, distant galaxy which has a extremely high water content compared to other galaxies, resulting in most celestial bodies being covered in
oceans or nearly entirely comprised of water.


PROTAGONISTS:

Captain Cisco

Commander Herring

Medic Dr. Atka

Engineer Pyke

Tactical Officer Sord

Scientist Dr. Schell - Dr. Schell is unique to the other members of the crew as he is not from their world but instead from Turtra, a planet the Aquaris (main race)
conquered only a decade ago.

Mandala - A Lumini who befriends Dr. Atka.

ANTAGONISTS:

Anglers (Deep Sea Dwellers)- Militarized colony seeking to obtain the spaceship technology. Ruthless and delighted to extinguish any possible opposing forces.

Agnatha - Angler informer (primitive bottom feeder, long/brown/scaleless/sucker instead of jaws).

Lumini (Shallow Sea Dwellers)- Tribal, linguistically divided; Antagonists by default.

Toadis (Land Dwellers) - The Toadis reside on forested dry land.

_________________________________________________

(THIS STORY IS WRITTEN FROM A GAME DEVELOPER PERSPECTIVE AND IS RELATIVELY INCOMPLETE AS A WRITTEN STORY)


Begins with an aquatic alien race (Aquaris) in a space vessel orbiting an ocean world believed to be inhabited by "pre-historic" life-forms. Brief introduction of Captain Cisco and Commander Herring as Herring explains to the Captain, who was just waken from his chambers, what the crew has discovered about the planet they are now orbiting. Their interest is limited as the planet contains few deep trenches, shallow oceans and land (useless to a completely aquatic empire.) Captain orders a standard scan of the planet for signs of intelligent life. With little expectation of finding any he returns to his chambers. Commander Herring orders Tactical to do the scan. Tactical Officer Sord acknowledges.



Sord, "Commander, scans are nearly complete." Herring comlinks Engineering to prepare for short-burst travel to the next planet. While in mid-sentence something shakes the ship intensely and power is lost. The lights are out and everyone sits in submerged darkness for a few seconds before axillary power kicks back on. "What just happened?" Herring shouts to no one in particular on the bridge. Tactical officer Sord reports, "Something just hit us sir, no casualties reported and no damage to the hull. Main power is out." "Why weren't shields raised?" Sord, "We didn't see it coming sir, it must have been a short range attack." Herring, "Are there any ships in the area?" Sord, "I'm checking... it looks like it was a high intensity magnetic distortion. It came from the planet sir." Herring, "Raise shields, we can't take another hit like that." Sord, "Yes sir." Bridge crew member, "Commander, I'm doing a sensor sweep for magnetic distortions. There are two more comi..." The ship is hit again, shaking violently. Captain has just entered the bridge, "Commander, what's going..." Sord, "Commander, it went strait through our shields." Herring, "Evasive action!" The ship is hit again and axillary power is knocked out. The ship's thrusters terminate and their orbit begins to decay at a rapid pace. Everyone looks at the bridge display which now appears simply as a window. They see the planet closing in at incredible speed. Captain, "Abandon ship."



Just before the life pod bay a door slams shut between Herring and the Captain. It sticks but they can hear each other through the door. The Captain says he will find another way and instructs Herring to have the life pods regroup at coordinates 452,1248, the location the ship will most likely crash. Herring boards the life pod



Herring's life pod is struck with a magnetic distortion strong enough to break off pieces of the hull. Navigation lost, shuttle thrown off coarse. Shuttle pod crashes, everyone in pod dies except for the Herring.

The Medical Officer, Dr. Atka, is woken up by a strange creature, dark skinned with a glowing luminescence The creature holds a spear to her chest. The dim light off the creature shines through the water just enough to show several others standing behind it, all dark skinned but none letting off a light. The creature says something, the language is unrecognized. Medical Officer notices she can breathe in the alien depths but finds that the pressure is lighter then what she is used too. She tries to move, the spear is pressed against her. She tries to talk to the creature but it doesn't understand what she says, again she tries to move, this time he pierces the spear into her tail. She screams out in agony as she watches her blood spill into the water. The creature pulls out the spear and steps back. Two other, smaller creatures, red in color and with exoskeletons swim up with what appears to be one of the life pods medical kits. They proceed to tend the fresh wound in her tail, and manage to stop the bleeding. She is confused. The creature that speared her now puts out his hin (a fin with arm and hand like qualities). She takes it with her own and he helps her up. Then with a subtle nod of his head he directs her which way to go. She complies, and though she doesn't look back, she can sense the tip of a spear only inches away.



Herring finds Engineer Pyke and wakes him. They discuss both pods being hit by a magnetic force. Begin trek to ship. Cut to Dr. Atka.

Dr. Atka imprisoned by Lumini who fail to understand her pleas. A young Lumini, Mandara, seems different somehow. Cut to Sord.

Sord also survived his crash in another life pod He woke up sometime after and it appears that other crew members may have already left the scene.



Sord finds Schell and asks why he left him. Schell replies that he thought everyone else had died. They dislike and distrust each other. Schell's world had been conquered by the Aquaris feople only a decade prior and tensions were still high between their races. Schell had taken the position on the crew as the soul Turtarian because of his love of finding knowledge and truth through discovery and facts. He disposed his crew however, even though none personally took part in the invasion of his world. Sord insists on Schell coming with him immediately.

Dr. Atka forms bond with Mandara through sign language. They share names, asks Mandara to get her medical kit.

Though they do not understand each others language, they seem to be communicating well.

Sord captured, Schell escapes.

Herring and Pyke reach the ship, Captain no where to be found. Once Herring is at the bridge he finds minimal power back up, thanks to Pyke, and Pyke has assessed the damage and, through comlink, informs the Commander that one of the engines fell off in the decent. He also noted that the oxygen converter dislodged. Herring asks if there is any good news. Sensors are working, however only one life pod shows a beacon. Pyke also discovers the source of the magnetic distortion field, and there is a large concentration of Oxygen right in the middle of it.


Agnatha discovers ship, begins return to Anglers to report.


Dr. Atka convinces Mandara to help her escape.

Herring orders Pyke to stay with the ship, begin repairs and instructs any returning crew to remain with the ship. Herring makes way to the beacon. Pyke begins work. (You do not know what Herring goes for: Engine, oxygen converter or life pod)

Anglers interrogating Sord when Agnatha arrives to tell them of the ships location. Angler's decide they no longer need Sord, Agnatha urges them on excitedly to kill him.

He is a scientist, not a fighter, and much slower then the Cray. Suddenly something spooks the Cray, and their attention is diverted. A battle ensues briefly before they disperse. Having cowarded in terror, Dr. Schell now lifts his head up to see Herring swimming triumphantly over him.

Pyke hears strange sounds coming from the hull of the ship. He feels he is not alone,

Atka begins treating the wound immediately, they lock eyes and about to kiss when suddenly Atka stops and says, "What are you doing here?"

[CUTSCENE}
Angler leader instructs Anglers to find and kill Sord. He then instructs Agnatha to return to the ship and sabotage any efforts that might help it take off.


His efforts work but on inspection of the remaining fuel coil, he discovers its fused to the generator system and is now damaged beyond repair.

Suddenly someone grabs him from behind and pulls him back into some shadows. His mouth is covered so he can't scream, and he becomes suddenly still as he sees a small light float past him. It passes so close that he can see the massive shadow following it. Once it moves some distance away the hin removes itself from Sord's face. He turns to see his could be attacker. "Captain?"


"We were coming for your life pod beacon." Herring replies to Atka, "It looks like you started making your way to the ship already. What are you doing with the Primitive?" he asks, nodding to the injured Lumini. "His name is Mandala." Atka replies, "Commander, he saved my life; twice." Herring looks him over, noticing the wound in his shoulder, and says nothing. "Is there anyone else with the life pod?" Dr. Schell asks. Atka looks at them with a sad dryness in her eyes, "All dead." Herring takes command again, "Then we should get back to the ship. Atka, lose the Primitive." "What?! No, Commander!" Atka screams. "You know the protocol; he belongs with his own people," Herring emotionless responds. Akta desperate, "He abandoned his people, turned on them, for me!" Herring, "If he turned on his own people what makes you think he won't turn on you?" Atka is silenced in shock, unable to comprehend the cruel disposition of her Commanding Officer. After a moment of silence Schell intervenes, "He's right you know. Mandala doesn't even speak the same language, how can we be sure of his intent?" Atka realizes her emotional attachment but is unable to detach herself, after all, he saved her life and risked his own, twice for her. What reason would he have to turn on her? It wasn't fair. "Is that your order Commander, abandon my rescuer?" Herring stood silent, his back to her. "Very well," Atka is a small, defeated voice turns to Mandala, "Go." He doesn't move. "Go on, get out of here," she says a little louder. He flinches at her frantically waving hins but does not waver. Suddenly Mandala lunges backwards, tail flipping frantically, he moves veraciously as he attempts to cover his head. His squinting eyes open dry with despair, he looks at Atka one last time before turning and swimming away as fast as anything she'd ever seen. She doesn't understand, her mouth hangs open for a moment. Then she turns around quickly to discover Herring holding up his Sonigun. Herring, "It was on the lowest setting."


"Captain Cisco, is that you?" It was hard for Sord to see in the extreme darkness but he thought he could see golden scales running down the sides of this mans face. "It is I," Cisco replies. "What are you doing here?" Sord is surprised yet worried the ship may have been taken by the Anglers. "After the crash I discovered the oxygen converter had been dislodged in the decent. We can't take off without it, even with a skeleton crew we'd be out of air within a week," the Captain explained. "And it landed here?" "No, but when I discovered its location the Angler's were already there. I followed them back here to retrieve it." Sord inquires, "Sir, where is it now?" "Can't you taste it?" Sord thought about it for a minute, then realized a lighter water was drifting in the darkness. "It's North of here," Sord concluded. "Right, so we'll have to follow our gills. It's too damn dark down here to do anything else." We retrieve the converter and return to the ship. Hopefully by then most of the crew has returned and have the repairs mostly completed. How many were there when you left?" Sord hesitantly replied, "Sir, I never made it back to the ship. I thought everyone in my life pod died. The Captain sympathetic, placing a hin on his shoulder, "Sord... I'm sorry you had to see that." Sord, "I've seen worse, sir." "I'm sure you have, but these were your crewmen." Cisco straitens his posture and clears his gills, "You said you 'thought' everyone in your life pod died? Alright, so how did you end up here?" Sord, "I found Schell, he had survived the impact. We started back for the ship but were ambushed by the Angler's. I told Schell to swim, he took off while I attempted to fight them off." Sord looks down shamefully, "Sir," looking back into his eyes, "They took my gun. I was brought back to this base." Cisco, "Don't be so hard on yourself soldier, it looks like you were able to escape none-the-less." "Aye, Captain." "Let's find that converter."



After defeating the giant Angler, Cisco and Sord retrieve the Oxygen Converter and discuss making their way back to the ship.

Schell dislikes his companions, Herring doesn't trust Schell and Atka is very upset with Herring, making for an emotionally destabilized group. Arguments ensue along the way, even in battles. Eventually Schell sees his opportunity while Herring has his back turned and is becoming increasingly arrogant towards Atka. Schell stabs Herring in the back, effectively killing him. Atka is shocked and dismayed by Schell's action. Schell insists it had to be done, that Herring was out-of-control and Schell was afraid Herring was going to hurt Atka. Atka wearyingly accepts Schell's explanation, but now isn't sure if she should trust him.



Cisco and Sord return to the ship and meet up with Pyke, who has made great strides with the repairs. They have brought the Oxygen converter and hoped that they would be able to take off. Pyke informs them they are dead in the water with the fusion coil fried. Cisco and Sord decide they need to retrieve the other fusion coil. Sord and Cisco make their way to the bridge where they attempt to locate the missing fusion coil. While there they find the system begins malfunctioning. Sord determines that something is sabotaging the ship. They discover that it is in the main computer room. Cisco informs Pyke to meet them in the computer room.

After defeating Agnatha, Cisco orders Pyke to remain and repair the damage that Agnatha caused. He then orders Sord to stay with the ship and get defensive systems up to avoid any further attacks, while he obtains the fusion coil. Pyke informs the Captain that he was able to get a shuttle in working order after getting systems up, he figured it would speed up the retrieval of the coil. The shuttle only has thrusters so it won't be able to leave to ocean.

Cisco is disappointed to find that the fusion coil crashed into land. He comlinks back to the ship to inform Sord. Sord informs the Captain that Schell and Atka just returned to the ship. Schell is a Turtarian and they can move through water and on land. The Captain informs Sord that he will return to pick up Schell. Sord then informs the Captain that Herring was killed in a shark attack on his return, according to Schell's report. Cisco greatly disappointed.

Cisco gets back to the ship with Pyke, Sord, Atka and Schell, the only surviving crew. Pyke is still repairing systems and Sord now has basic weapons online. Atka is in medical attempting to restore its condition. Cisco obtains Schell and they embark for the coil.

Schell and Cisco arrive at the shallow sea beside the land.

Schell defeats the creature and screen fades.

On the return Cisco discovers Herring floating in the water with a knife in his back. As he is thinking about what he's seeing, Schell attempts to attack the Captain, forcing the shuttle to crash. The Captain is knocked unconscious. When he wakes, Schell and the fusion coil are gone. He notices the shuttle navigation is ripped out and his sonigun is missing.

Cisco finds Schell and manages to knock the sonigun from him.

On return to the bridge Cisco finds Sord at Tactical. Cisco, "Pyke is repairing the engine now and has informed me that's all we need to take off." Sord, "We might need some luck too sir. We have incoming." The Anglers have reached the ship with an invasion force. No shields are up.

Captain urges Pyke to hurry with repairs. Cut to Atka - intruders have made their way into medical.

Cut to Cisco who is still on the bridge with Sord. Cisco has just taken out several would-be intruders and Sord informs him there are a lot more bogies incoming... it's the Lumini, and there are a lot of them. The Anglers stop their attack to deal with the new threat, the Anglers and Lumini begin a huge battle. Pyke comlinks the Captain to inform him engines are as good as they are going to get, "Let's get the hell out of here!"

The four fish crew begin launching the ship and as it lifts off the ocean floor the shield matrix is able to engage. Mandala slips through the shield barrier just before it closes. Cisco comlinks Atka to ask her to join them on the bridge as they are short handed. Atka complies. As Atka slips through the door to the bridge she says, "Captain..." Cisco turns to her, but her words stopped in her mouth. Then he sees blood floating out from behind her. Her body is moved aside to reveal Mandala, who has just taken his revenge on Atka's betrayal. Cisco shoots Mandala dead and finds himself leading a three fish crew against an assault by two armies. Cisco returns to the helm. Sord, "Captain, the Anglers appear to be overwhelming the others. We need to get out of here now." Cisco, "I couldn't agree more."

The ship pulls up out of the ocean and all the open passages drain of water, pulling out the remaining intruders and dropping them back into the ocean. The ship goes into short-burst travel while in atmosphere causing a massive ocean crater wake behind them and a sonic boom that surely send the Toadis running with their earholes covered.

Once out of the woods Cisco puts the ship on autopilot and rushes to Atka. She's still alive but barely, and all she can say is, "Why?" Before her eyes roll back inside her head and her scales appear more dull. Pyke on comlink, "Captain, how far did we get? The jump killed the coil." Cisco, dryness in his yes, turns his head to Sord, "Well?"

Sord, "Captain, you're not going to like this."



THE END


The13thSecret
“Can mismatched vigilantes save a drowning city?”

Four of varying backgrounds, pushed together by circumstance, try to solve their own interests against a backdrop of politics. The city-state Pacific has been recently revived from its sunken state, albeit still underwater, and in the meantime became popular for tourism. However, the citizens of Pacific are now divided by the great question: is it best for the people to remain or leave?...and some people are more forceful about saying it than others. What will be the fate of these individuals when the problems of the city-state are added onto their own?


First are some important terms and names you may want to read (or not):

Terms summarized here for convenience instead of in the main summary:
Pacific: A large and magnificent warlike city-state that sank but mysteriously revived and still underwater, it is now a popular place for tourists as its natives continue returning. Recently has seen rising crimes and has recently put to vote the highly-controversial Propositon SEA, a move to evacuate and close the city-state. In the end, Proposition SEA ultimately failed, but sides are still divisive. For reference, the age of this world is best described as on the verge of an industrial revolution, and magic being seen as an accepted and everyday occurrence.

SEA: Sea Evacuation Association, it wants to close Pacific. Claims that the City Bubble is having trouble with maintenance, due to the weakening of the magic enforcing it for an unknown reason, and it is slowly struggling to keep water and pressure out. Has seen rising popularity due to confirmation from several independent groups that the City Bubble is weakening, be it naturally or with "help". SEA is strongly opposed by those not interested in having a second Diaspora, along with representatives from nearby countries not wanting to deal with a mass influx of new immigrants, among others.

Hidden Library: Looking for secrets, records, and other contraband? This place is not so much a library as it is storage for information not fit for public consumption by internal resistance groups during Pacific’s existence before sinking.


Characters summarized here for convenience instead of in the main summary:
Clothar (age 26): Pale skin, tangled brown hair, his body has hair everywhere. He wears a large, black tunic. Well-built rough-and-tough guy, someone you don’t mess with. A person who likes things rough-and-tough on the streets, he doesn’t like the pettiness of politics, but acknowledges how it can still be useful. Is in Pacific as a drifter, trying to see what’s going on.

Darius (age 20): Feeble, small, dark-skinned, bald, and sickly-looking, here’s someone who looks like a solid punch could break him despite being in his teens, and is younger than he looks. Dressed in a long, white school gown, he’s the kind of guy to see everything in the perspective of a courtier, like every encounter as a piece of diplomacy, which helps negotiate his way out of that solid punch to the face. He is in Pacific to help his professor, Hyginus, on research.

Hyginus (age 35): Tall, dark-skinned, black dreadlocks to the shoulder, wears glasses, and in the uniform of a long, white, school gown. Here is a smart and cautious, albeit somewhat arrogant man. A professor working at the university Darius is in, here at Pacific looking for the Hidden Library to advance his personal knowledge on issues like history and magic…

Naida (age 18): Pale, freckled skin, long brown hair, and with a face that helps out her charm, she’s a native to Pacific. Wearing a nice, loose, blue velvet dress, “thief” is not the first thing that comes to mind, especially once that person encounters her cheerful personality and her way with words that rivals Darius. Of course, don’t mention SEA…


Time for the main summary! I took the liberty of splitting this story into 3 Acts for convenience.

Act I
Chlothar, along with a group, attempt to enter the underwater country Pacific via an illegal corridor from the surface to the city-state. However, the Pacific Guard manages to find them, and he, decides to fight back. After defeating them, his group is attacked by a gang of hiding SEA thugs who say that outsiders like him pollute the city-state. Chlothar fights them off again, and remarks how the country has always been known as warlike. More guards enter the area having heard the commotion, but Chlothar defeats them as well. His group splits and flees.
He decides to hide in a bakery, a large, famous, and popular hangout. At the counter, Chlothar finds two bald dark-skinned individuals: a weakly-looking teenager in fancy attire and someone middle-aged in what looked like school robes discussing local politics. Chlothar barges into the discussion to learn the local politics and words on the street. The pair look annoyed and surprised because Chlothar isn’t dressed up like the local culture, and then bewildered when they hear rumors about a sudden illegal group entering the borders. Finding a foreign-looking thug like Chlothar to fit the profile, the pair wants to turn Chlothar in for questioning as he struggles to find the words to defend himself. However, a worried-looking girl in her teens suddenly runs up to the counter, and in and asks to join the conversation (or at least look busy). Her eloquent words convince the pair to not turn in Chlothar or herself, at least, not yet. They introduce themselves: Chlothar, a burly, middle-aged hothead who’s just “looking around”; Naida, a girl who says she has to look she’s in the middle of something; Darius, a sickly-looking but well-dressed boy aiming to be the professor’s aid; and the middle-aged Hyginus, a professor at the university which Darius attends, looking for some information rumored to be hidden in the city-state, like in the Hidden Library. Naida grins and mentions that she can help.

One of them glances outside to see two separate groups of guards converging together, many of whom are gesturing towards the bakery. Chlothar and Naida head to a corner in order to avoid drawing attention. The guards walk inside and declare that they would like to inspect everyone, much to the displeasure of everyone. Darius sees the opportunity and explains that given the recent political situation of Proposition SEA’s failure and its tensions, they’d be better just surrounding the place and setting up roadblocks, with one or two patrolling around if they like. Chlothar (obscured from the police by other people) starts shouting obscenities and for the police to go away, and the crowd follows suit.

The guards decide to act on it and leave, but keep several on patrol. Chlothar and Naida return. Naida gives thanks, Chlothar grunts. She asks what to do next since the guards are still around. Darius demands explanations for what they want before doing anything else. Chlothar mentions that he wants to stick around to check out the city-state and Naida mentions that she wants to leave the city-state via an unsuspicious tour group, if they get out of the bakery. Hyginus accepts the proposition but would still like an explanation from Naida, since he doesn’t want others creating unnecessary trouble. Naida relents and explains that she had stolen some aurichalcum--a special rare metal with magical strengthening properties—from somewhere, along with some clothes at a nearby shop. Noting that something like this makes her suspicious, she pleads that if they already helped her this much, they could go all the way and help now. Darius is about to voice his objection when an annoyed Chlothar interrupts, saying he’ll cause trouble if they don’t accept--he just wants to contradict snobbish-looking people like Darius. In the end, the terms are acceptable, and Hyginus uses magic that makes their group look like they blend in with the surroundings. They all successfully leave.

Chlothar and Darius begin arguing again, and Hyginus threatens to just cancel the spell. Chlothar nearly attacks Darius, so Hyginus begins to cancel the spell, but Naida pleads for them to all stop, everyone almost out of the county. They stop fighting for now, but some guards noticed the commotion (the magic only works if everyone is trying to be inconspicuous). The group overhears from guards about how water has been pouring through a hole in the Bubble of the city by vandals, possibly as a result of Proposition SEA’s failure, and that they’re irritated from having to deal with things like illegal visitors or thieves right now. One of the guards notices some sort of cloaking magic, and dispels it. Chlothar screams how his group will kill them all, and thus forces the group to fight alongside him. Resigned, Hyginus tells Darius that if they do not fight and kill them all, then Darius risks losing reputation as an outstanding up-and-coming noble. In the end becomes a concerted group fight. Darius and Naida provide support in the back for Chlothar and Hyginus, and in the end, the group manages to get away before anyone else shows up to figure out what happened. Chlothar and Naida continue to stick around with the reasoning that they’re now not interested in travelling alone for obvious reasons. Hyginus begins leading the group towards the Hidden Library he had planned on visiting with Naida’s help.

Act II
The group soon runs into a gang damaging the City Bubble. They shout their anger of Proposition SEA failing, so they’re protesting by trying to drown the city in a concerted attack and that there is nothing any of them can do. Naida yells at them for trying to harm the city. The gang responds by moving to attack. Chlothar counterattacks. Deciding that it’s best to just “take out the trash”, Darius and Hyginus join in. The group defeats the gang and at Naida’s insistence, Hyginus patches that part of the City Bubble before moving on.

Nearing the Library, Naida becomes more nervous. Pontios appears and introduces himself, wanting to know what business the group has on SEA territory. He also asks Naida what a thief like her is thinking to return here. She begins apologizing and saying that it wasn’t her idea, that she just wanted to help someone find something. Pontios mentions that he normally would kill her, but would grant clemency if they were to hang over Chlothar on the grounds of being an instigator of killing SEA-allied men. Chlothar makes a surprise attack on the group to stun them, and runs away, to the chuckling of Pontios. Hyginus casts a spell that allows the group to escape, and they head into a safe tavern. Naida mentions that Pontios was a de-facto leader of a radical section of SEA, but is unable to confirm why the party managed to gain large support. Darius mentions that her explanations are slanted anti-SEA, and he has an argument with Naida over why something like SEA could exist.

Hyginus mentions that he still wants to go into the library to Naida’s horror. She replies that Pontios won’t allow them back in without good reason and that if he and his men already approached them, the Hidden Library is definitely in SEA territory. However, Hyginus threatens to turn her in to whomever, seeing how everyone wants her, and Naida reluctantly agrees to try again.

Upon returning, Pontios greets them again with several underlings, and prepares to kill the group. However, the group is victorious. Upon victory, an unknown water mage shows up, using water magic to kill Pontios while remarking on how SEA is now useless anyway, that a failure like him deserves death. Of course, this scares the group. Fortunately, the mage mentions that he only wants access to the Hidden Library as well, having been searching for it a while, and responds to the group’s further questions with silence.

Before they can move on, however, they find anti-SEA forces calling for surrender, finding the group to be potential SEA allies. The group engages them, wondering why they've been found so quickly, but the water mage laughs and offers his services. The group wins and kills them all again, and finally reaches the Hidden Library

The water mage starts taking an interest into Hyginus and on a gesture, Darius and Naida goes outside for fresh air as he notes the pair becoming fascinated with each other. At least, Darius leaves. Naida hides to eavesdrop, Darius not caring what happens. Hyginus then leaves for Darius as the water mage engages Naida, to her surprise. He says that she and Darius now can’t leave alive because of how weak and useless they ultimately are now, and begins using water magic to restrain and drown her.

Hyginus approaches Darius, who asks what’s going on. Hyginus begins saying that the water mage is a genius, someone who understands how important the search for power is. Unnerved, Darius tries to press into the nature of that comment. He soon hears a scream from inside, and asks what is going on. On that comment, Hyginus attacks Darius, but Chlothar suddenly appears and interferes with the attack. Chlothar explains that he just wants to get back at SEA, and while he doesn’t like Darius, finds Hyginus to be an even worse snob for attacking his own comrade. Chlothar, together with Darius, team up and manage to quickly weaken Hyginus long enough that they can go help Naida, whom Darius says Chlothar owes for not being in trouble or worse. Inside, they disrupt and attack the water mage, which lets Naida regroup, but Hyginus soon regroups and joins the water mage. When Darius asks Hyginus why such the betrayal, Hyginus claims that Darius was only good for a reference to rise in power; it makes Darius unnecessary. Darius remains composed but expresses disappointment of looking up to trash like Hyginus.

Chlothar, Darius, and Naida nearly die. The water mage believes they’re actually dead, though, and just tosses the bodies outside before Hyginus and Darius lock themselves inside. The group soon wakes up and wonders how they’re still breathing. Naida thinks it’s the aurichalcum she had from earlier, its special property of strengthening its holder and those nearby. Darius mentions that he feels particularly stronger and demonstrates amazing proof. Naida wonders if he’s more able to strengthen himself with it than others. Darius also now learns that the aurichalcum mines were still in operation, which makes him eager to visit. They note the ground around them completely covered in water, and there are a lot of holes with water pouring in. They peer through the window of the library, which is surprisingly dry, with Hyginus engrossed in several books.

They return to the main part of town, now in a state of panic. Upon asking someone, the group learns that the water mage has started trying to drown everyone, along with a few comments of how SEA was the good guy all along. Chlothar decides that the best solution is to kill the water mage, and the other two concur.

Darius suggests going to the aurichalcum mines, and the group does so. It turns out the mines are quickly filling with water, making it risky. They start asking themselves why try this: Chlothar thinks a bastard like the water mage deserves to die, Naida wants to save her country, Darius wants to become stronger and learn the truth behind what’s going on. They eventually manage to get inside, though not without failing a sneak attempt and ending up chased inside. The guards decided not to pursue since the mines are dangerous, filling with water

After making their way through the mines, they find and engage the water mage at the deepest part. After a surprisingly easy victory, the water mage goes to another room, which is a storehouse of aurichalcum. He makes a speech claiming to be the Pacific’s long-lost eternal nameless founder, and sank with it into ocean upon his defeat in a great war, but now has plans to rebuild it. The leaders behind SEA had come to learn of his continued existence, and agreed to keep everyone away while his power was returning in exchange for a seat of power. A little while longer, and his full glory would return. Of course, SEA has failed him: Pacific was supposed to remain a small hideout, but word got around and the place is populated past his comfort, possibly including many other powerful mages; not to mention that everything’s begun revolving around politics and a seated hatred of SEA in half the city-state, which is bad for unity. In the end, the water mage decided to drown this city-state by destroying the City Bubble and start over elsewhere. The group is angry, particularly Naida.

Hyginus appears and is obviously pleased; claiming that he got what he came for, but now wants even more. The water mage gauges everyone’s reaction and offers to give them seats of power for coming this far, that they could all be useful. In the end, Clothar rejects and wants to kill the water mage; Darius rejects and thinks a dangerous person like the water mage must die, Naida accepts if she can use it to at least save the citizens from drowning, and Hyginus accepts if it means the continued use of the library. Darius makes a sudden dash for the aurichalcum, and the groups break out into a fight.

Act III
The player may choose to side with either group: those accepting or those rejecting the offer of the water mage, the ending changing depending on the chosen side.

In the “Accept” ending, Chlothar and Darius die. The water mage congratulates Naida and Hyginus, and then uses magic to whisk them out of the mines, where the strongest troops are waiting to engage the water mage. The water mage’s group engages and after a series of grueling battles, wins and is able to escape. Naida convinces the water mage to stop drowning the country and everyone in it, so he inducts her into SEA and gives permission to become a figurehead to use her skill with words to propagate the idea that the City Bubble is unstable while Hyginus can use his smarts to provide the proof. The water mage would transform into someone else and save the citizens, and then create a more stable country which he could rule under. Once the new city-state Arctic finished construction, the water mage arranged for Naida’s assassination and took over leadership, with Hyginus serving at his as the new minister, leading the country to increasing strength, and slowly becoming a threat to world peace with its mad lust for power…

In the “Decline” ending, Darius and Chlothar manage to defeat and kill Hyginus and the water mage. They spare Naida, thinking that his and her skill with words would be a valuable resource, and so keep her alive with aurichalcum. Darius uses his new-found power to escape the now-collapsing mines, and acknowledges Chlothar as a good, intimidating bodyguard, great at enforcing order. Along with Naida, he and Darius convince the troops they were trying to stop the water mage, saying that he is now gone, and that they must act quickly to repair the country. Darius, with his now-vast aurichalcum-powered skills, begins doing so, sends Naida to spread the word, and tells Chlothar to keep the order around the place, taking care that nobody kills Naida. In the end, Darius becomes a hero and rises through Pacific’s political world, and alongside Naiad and Chlothar as his favored diplomat and enforcer, goes on to lead the country into greatness.


Two Circles
Plot Overview:

A fish named Pinwheel sets out on the adventure of a lifetime after a mysterious sea creature appears to him in the night. The sea creature warns Pinwheel of a terrible omen creeping upon the ocean floor. Pinwheel must travel to the bottom of the ocean, in order to save the only world he has ever known.

Main Characters:

Pinwheel (Moorish Idol): A young inhabitant of the ocean with a heart of gold.

Vester (Stingray): Vester was born without any family or friends; he constantly wanders throughout the ocean hoping to find his destiny.

Mute (Bioluminescent Starfish): A bright shining starfish that is incapable of speech.

Introduction:

In the very beginning of the story a scene is shown with Pinwheel and his mother traveling with a small school of fish. The tropical reef that Pinwheel and his mother once inhabited had become overpopulated with too much competition for food. During the course of their travels Pinwheel’s mother becomes stricken with an unexpected illness. The illness turns out to be too much for Pinwheel’s mother to handle; and she sadly passes away. An overwhelming depression causes Pinwheel to fall far behind the school and become lost. All alone and nowhere to go, Pinwheel soon succumbs to the night and falls into a deep sleep. While Pinwheel is sleeping, a mysterious sea creature appears to Pinwheel waking him up in the process. The sea creature reveals that the death of Pinwheel’s mother was no accident. The sea creature warns that the death of Pinwheel’s mother was the first of many. The only way to save the ocean and its inhabitants is for Pinwheel to travel to the very bottom of the ocean and confront the evil that seeks to destroy the only world Pinwheel has ever known. Pinwheel decides he must do whatever he can to save the ocean; and so he begins his journey in the dead of night.

Sunlight:

Pinwheel began his long journey towards the bottom of the ocean in the sunlight zone. Pinwheel had never left the sunlight zone before, and felt nervous as he headed deeper and deeper. Pinwheel continued to travel through several coral reefs and the sandy bottom of the sunlit ocean. As Pinwheel was nearing the edge of the sunlight zone he discovered he was being followed. At first Pinwheel took no notice to his followers; however, he soon found out that he was being preyed upon! A small group of barracudas began chasing after Pinwheel. A terrified Pinwheel began to swim for his dear life, hoping his stamina would not let him down. As Pinwheel was swimming as fast as he could he could see that he was getting close to the edge of the sunlight zone. The barracudas were getting closer and closer to Pinwheel. Out of nowhere, a stingray appeared with an angry atmosphere about him. As the stingray glared at the halted barracudas, a battle ensued between them. Just barely avoiding a grim fate, the stingray and Pinwheel had conquered the barracudas who decided retreating was much more pleasant than battle with a stingray. Pinwheel was ecstatic that the stingray had come to help, but was puzzled as to why the stingray had risked his life to save him. The stingray (who revealed that his name was Vester) simply replied he hated unfair fights. Vester asked Pinwheel what he was doing traveling without a school. Pinwheel told Vester everything that had happened up until that point, and that it was up to him to prevent a terrible future. Vester was astonished to hear everything that had happened to Pinwheel. Pinwheel and Vester came to the realization that both of them were all alone. Vester decided that Pinwheel needed some strength if he was going to save the ocean; and decided to travel along with Pinwheel. Pinwheel was more than happy to have some company along to help him in his quest. After Pinwheel and Vester decided to travel together, they hurriedly made their way into the twilight zone.

Twilight:

As Pinwheel and Vester continue traveling through the twilight zone, they encounter a strange underwater forest. Pinwheel and Vester notice that the forest is made entirely of seaweed. The seaweed towers around Pinwheel and Vester as they make their way deeper into the forest. Pinwheel and Vester soon notice that they are not alone when they see a school of sea serpents headed their way. Pinwheel finally comes to the realization that the forest of seaweed was their nesting ground. Pinwheel and Vester start to panic and realize that they have to fight off the sea serpents or their deadly poison will surely be the end of them. Pinwheel and Vester barely defeat the sea serpent, but not without Vester becoming severely injured by their poison. Pinwheel quickly carries Vester out of the seaweed forest before reinforcements arrive. Once Pinwheel and Vester are safe outside the forest, Pinwheel fears that Vester may lose his life if they do not find help soon. Pinwheel becomes panicky and begins to lose hope as Vester becomes unconscious. As Pinwheel is about to give up hope, he witnesses a blue whale descend from the sunlight zone. The blue whale mysteriously points to a sunken shrine at the bottom of the twilight zone. Pinwheel senses that the blue whale is trying to help him and so he sets off for the sunken shrine. As Pinwheel enters the shrine with an unconscious Vester, he notices that the shrine is completely abandoned. Pinwheel travels through the shrine making his way to the end. When Pinwheel finally reaches the end of the shrine, he notices a room filled with oddly colored bubbles floating around the room. Pinwheel decides to enter the room filled with bubbles. At first nothing out of the ordinary happens; but all of the sudden Pinwheel and Vester begin to glow. Pinwheel believes that the bubbles must have had some sort of divine healing powers; because Vester had been healed of the poison. Vester realizes that he is alive because of Pinwheel and tells Pinwheel he could not ask for a better friend. Pinwheel and Vester move towards the back of the room and onto a balcony overlooking a cliff. Pinwheel and Vester look at each other astonished at the depth of the underwater valley. Both Pinwheel and Vester hesitantly descend into the pitch black of the Midnight Zone.

Midnight:

Soon Pinwheel and Vester are surrounded by darkness; luckily they are surrounded by dozens of bioluminescent fish which provide enough light to see fairly well. Pinwheel and Vester are hastily making their way deeper into the midnight zone, getting closer to their goal of saving the ocean’s creatures. All of the sudden the dozens of fish that were providing light for Pinwheel and Vester scatter. Soon Pinwheel and Vester are confused and enveloped in complete darkness. Suddenly Vester spots a small light quickly approaching him and Pinwheel. The light turns out to be a bioluminescent starfish frantically running from a predator. Pinwheel and Vester look confused until they see an incredibly large sea serpent looking for revenge for his fallen comrades. Pinwheel, Vester and the bioluminescent starfish begin to battle with large sea serpent. Just narrowly escaping death Pinwheel and friends prove victorious over the large sea serpent. The bioluminescent starfish expresses his gratitude by frantically swimming in circles around Pinwheel and Vester. Pinwheel and Vester discover that the starfish is incapable of speech and so they name him Mute. Mute decides to join Pinwheel and Vester on their adventure by providing the light that they so desperately need in the darkness. Pinwheel, Vester and Mute hesitantly continue their journey into the abyss.

The Abyss:

Pinwheel and friends continue their journey through the abyss getting closer and closer to the bottom of the ocean. Pinwheel and Vester begin to become nervous for the evil that lies ahead, but Mute looks as cheerful as ever. With only the light from Mute to guide their way, they finally make it to the bottom of the abyss. Pinwheel and friends look around in amazement as they see thousands of bioluminescent plants lighting up the ocean floor. Pinwheel realizes that he, Vester and Mute may be some of the only sea creatures to ever make it down to the very bottom of the abyss. With the light from the plants Pinwheel and friends make their way to the entrance of an eerie cave/trench that connects to the deepest part of the ocean. Pinwheel senses that the evil they have been traveling towards is at the end of the cave. Pinwheel, Vester and Mute descend into the cave to confront the greatest evil they have ever known. Pinwheel and Vester use the light from Mute to make it through the cave. After hours of swimming downward, the group finally makes it to the end of the cave. When Pinwheel and friends reach the bottom of the cave, they become puzzled when they do not see any evil sea creature or ominous presence. Pinwheel confusedly looks around the cave and cannot understand where they went wrong. Pinwheel had done everything the mysterious sea creature had told him to do; he had survived the attack of barracudas and sea serpents, made his way to the bottom of the ocean, and even made two invaluable friends. Suddenly a sharp pain entered Pinwheel as he screamed in horror. Pinwheel had never felt a pain as agonizing or terrifying as the pain he was feeling in the pitch black cave. Pinwheel slowly began to lose consciousness as his friends watched in horror.

Open Blue:

Pinwheel awoke in a wide open sunlit ocean. Pinwheel was confused and did not remember anything except blacking out. Pinwheel looked all around as he swam frantically trying to find anyone who could tell him where he was or what happened. Pinwheel realized that there was no surface or bottom to this wide open body of water, and stood motionless in fear. All of the sudden the mysterious sea creature who had sent Pinwheel on his journey appeared from out of nowhere. Pinwheel swam towards the mysterious sea creature hoping to find the answers that he sought. As Pinwheel inched closer and closer towards the sea creature, he realized that it was changing form. The mysterious sea creature was slowly turning into a demonic being of such that Pinwheel had never witnessed. The sea creature had fully transformed into a terrifying beast of huge proportions. Pinwheel stood still attempting to comprehend the situation. The beast slowly turned towards Pinwheel saying “I am the evil you seek.” Pinwheel had never been more confused in his life; the only thing he knew was that he needed to destroy the beast to save his world. Pinwheel was small and frail; and the beast was giant and strong. The fight began as Pinwheel moved as fast as he could to quickly dodge the attacks of the beast. The battle raged on for hours with no end in sight; as both Pinwheel and the beast fought to the best of their abilities. Pinwheel took a raging fin to the left side of his body and began to descend into defeat. Thoughts of Pinwheel’s mother raced through his mind as he slowly descended into nothingness. Pinwheel finally realized where he was. Pinwheel was inside of his own mind; and he had created the beast subconsciously because he was unable to cope with the death of his mother. Pinwheel had created the journey, the mysterious sea creature and the evil within his own mind. Pinwheel suddenly felt a strong rage and sadness as he stopped himself from descending. As Pinwheel charged at the demonic beast for the final attack, he knew that it was all or nothing. As Pinwheel rammed the beast with a force stronger than a thousand sea horses, a shining light imploded the beast and overtook the entire open blue. Pinwheel’s memories of his journey and his friends flashed through his mind as he slowly faded into unconsciousness once again.

The Abyss:

Pinwheel awoke to a screaming Vester begging him to survive. Pinwheel slowly opened his eyes as Vester and Mute both rejoiced when they discovered that their friend was alright. Pinwheel told his friends what had happened while he was unconscious. He told them that there never was an evil plotting to destroy the ocean; and that it was only his fear and sadness that created a beast within him because of his mother’s death. Vester and Mute were astonished to hear what Pinwheel had revealed, but understood his plight and forgave him. Pinwheel rejoiced with Vester and Mute, ecstatic that their long journey had finally come to an end. Promising to remain friends forever, Pinwheel, Vester and Mute headed for sunlight.

The End


Ivory Jones
Plot overview:
Because of the worsen pollution, humans are forced to live either underwater or space. While the rich and famous get to live above, the peasants, sadly, lives below. Lucky for the students, schools haven’t been build yet so summer vacation has been extended.

You play as Phineas, the bored highschooler who just wanna have fun before summer vacation ends.

Act 1:

Ferb, Phineas’ stepbrother, is the DJ of the party while Phineas does the limbo. Phineas was so drunk that he fell at neck length, which doesn’t make sense since he only had one drink in hand. The next day, he woke up half-naked with scribbles on his face. He WAS the life of the party (or at least he thinks he is) but for some reason, he felt so depressed that he decided to find Ferb and have a pep talk.

Act 2:

You can control Phineas at this point now. Your objective is to go to your house.

Along the way, instead of YOU talking to the NPCs, THEY are the one who bombarbs you with small talks. Also because you look fucking retarded with those scribbles still on your face.

Guide Phineas on a mini-game to avoid the NPCs. Bonus points for not touching anyone.

After what felt like 30 minutes in hell, you finally reached Ferb’s place.

Act 3:

You enter Ferb’s room and suddenly it turned into an Oprah Winfrey show. You tell him about your problems and the scene turns into a flashback - of the days when you two were a badass. The scene shows you and Ferb, building a roller-coaster. In their BACKYARD.

”What happened to those glorious days?”, Phineas asks.

Then suddenly, the game shows you another flashback. A flashback of how you and Ferb failed to intercept Dr Doofenschmirtz (the town’s supervillian’s) plan, which was to use the Pollution-inator 6000 to pollute the world; which you indirectly sped up the pollution and caused all of your neighbours to move undersea.

“Oh yeah! THAT!”, exclaimed Ferb (even though we have no idea how he saw through that flashback).

So it’s finally decided. Phineas talks to Ferb about his plans to make a machine that can suck all of the pollution and teleports it to space (teehee), and to restore both of their honors.

Act 4:

Ferb joins you in your party. You can now control Phineas at this point.

You walk around the neighbourhood, recruiting people in your past: Baljeet, your Indian neighbour and friend, Isabella, the girl who still has a crush on you, the “Fireside Girls”, a group of ten girl-scout-like girls led by Isabella and Buford, the school’s bully.

All goes well and all of them sing a song and dance like they were possessed or something. Even weird is that they sang the same song and danced in harmony as if they’ve already rehearsed for it. But RPG stories don’t make sense so who cares?

Act 5:

The band of shenanigans gathers around and help Phineas and Ferb build the machine. After trials and tribulations, the Suck-inator 6000 is successfully invented! W00t!

The team celebrates the success at your house, and then a creepy music starts to play. Wait a minute… is that… Candice!? What is your sister doing in there?

“Muahahaha! MUAHAHAHAHA!! Wait till mom sees this. They are SO busted!”


What will happen to our group of heroes? Find out in the next chapter!


thatbennyguy

In the dystopian future, Earth has completely flooded due to global warming. From the lowest valley to the highest mountain, all of it is submerged in water, a vast ocean covering all countries and civilizations. Vast metropoli abandoned under the waves, scores of people, all drowned, their bodies rising to the surface.
Of course, some survived. A mass of earth held aloft by quantum locking, prepared in advance for this apocalyptic tragedy, which houses a growing population of millions. The entire system is powered by solar energy, farms are being built already, the land being extended via a strenuous process of building from the edges of existing loam. There is tough work to be done in expanding the city, but the people are coping.
Meanwhile, a young boy, Sewale, raised by his single father, works for the dairy delivery business, waking up in the early hours of the morning to deliver milk to the nearby districts. He reads books, many books, fables about underwater societies and “creeper jeepers” that are rumoured to exist below the water. The stories say that “creeper jeepers” were experiments in a mutation facility, by scientists who had foreseen the future of global warming, and decided to breed sea-humans who could survive underwater for long periods of time.
This fable, is of course true. But Sewale hops on his bike in the dark of dawn, continually reminding himself that these beasts aren’t real, that they are only figments of his clever yet dark imagination. He goes to school, only to be taught that the Underwater Civilization does not exist. His only friend at school is a female Afro-Chinese whose name is Malay, and she does not speak a single word. She is as beautiful and calm as a red rose. He despised the world he lives in, and wishes that he could elope with Malay to an underwater dream world, where they could live and grow up together without the pestering of their annoying parents, or the propaganda of their bothersome teachers, those who think they know everything.
One day, the Iterii invade Earth. The Iterii are alien war-mongers, who have no interest in peace. They are slightly more advanced in technology than human beings, but they only want to control and have power. As the Iterii raid Edge Elementary School, the whole of the seventh grade class duck under their desks. Sewale is prepared, though. He takes Malay’s hand, who does not hesitate, and they make their way to The Edge.
The Edge is a dangerous place, a cove of sorts, past the wire fence that borders the west end of the school. Sewale and Malay jump the fence, overlooking the vast gap between them and the ocean below. It is about 1000 feet below, Sewale estimates, maybe more. But if they are going to die, they might as well die with dignity, rather than by the hand of the vile Iterii. They kiss, and jump into the depths below. The few seconds of flying before they hit the water are agonizing. Sewale immediately regrets his decision; they should have just stayed on the Edge, they should have just stayed to be captured by the Iterii, not... this. Sewale loses consciousness as he hits the surface of the water.
The underwater people are called the Dwellers. They are not “creeper jeepers”, and they are not monsters. They are people with gills, modified mutants of humans who have chosen to live their lives underground. Sewale wakes up to find himself being treated by these people. He has a kind of underwater suit and breathing device to help him breathe underwater.
“Where is Malay?” he cries out. “Where is she? What have you done to her?”
He starts to freak out and a girl with large slender fingers and big eyes holds him down.
“It’s alright,” they say, pointing Sewale to his girl. She is sitting on the bench beside him, with that cheeky grin on her face. She is clearly fine. Sewale breathes a sigh of relief.


Sewale’s Submersion is a single-player roleplaying game where the player control a party of friends, whose mission is to destroy the opposing forces that threaten their underwater world. This race of aliens, called the Iterii, are no unformidable bunch. Meanwhile, laboratories before the great climate change adapted humanoids to live underwater, and our protagonist is thrusted into their world, determined to save it. The player explores environments, fights baddies, and gains experience until they are ready to face the final boss, Ashqua, the alien’s chief commander. Ultimately, Sewale our protagonist, and his group of friends persuade the chieftain that this planet is not worth destroying, so they leave. Sewale’s quest is completed on his dying breath.


Voting has Begun
Ends Sunday, the 17th
Marrend
Guardian of the Description Thread
21781
Write something in two weeks, huh? Maybe. Depends on the theme, and how my muse is inspired by it.
Welp, there goes another two or more hours of sleep for the next two weeks. I'm in for this here writing-do-da.
Sure, I'll enter.

We'll see if I can even make it past the brainstorming stage. :x
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
Yeah, I'd like to give this a go.
Can you give us a sample of what's to be expected format-wise? Are we to be writing skeletal outlines or detailed novels?
Yeah I want to know the format of this. Is it a story outline or a complete script? And if it is a complete script exactly how complete is it supposed to be? If there's a village should the script include all the NPC dialogue? Or just plot-relevant dialogue? Text descriptions in the game?
Blobofgoo
Legs are a burden. Return to snek.
2751
Think of it this way:

If there was a game, this would be like it's summary. In this event your basically doing that backwards, writing the summary before the production of anything. It should contain any details crucial to the story line. In other terms; a beefed up outline. Does that clear things up?
That actually does clear things up.
I can work with that.

Second Question : Are gameplay elements going to be a consideration? Like having a good story while maintaining a theoretically balanced playing experience?

An example would comparing a careless plot that gives the player four sword users because the story says so, as opposed to steady introduction of balanced, gameplay-relevant party members (fighter, white mage, black mage, unique guy).

Third Question : What's our final delivery medium to the judges? Will it be a single RTF filr, or a zipped folder with all of our brainstorm items (glossaries, maps, etc)?
Blobofgoo
Legs are a burden. Return to snek.
2751
author=Dyhalto
I can work with that.

Second Question : Are gameplay elements going to be a consideration? Like having a good story while maintaining a theoretically balanced playing experience?

An example would comparing a careless plot that gives the player four sword users because the story says so, as opposed to steady introduction of balanced, gameplay-relevant party members (fighter, white mage, black mage, unique guy).

Third Question : What's our final delivery medium to the judges? Will it be a single RTF filr, or a zipped folder with all of our brainstorm items (glossaries, maps, etc)?


Q2: No. The point of the event is to make a story line. At the end of the event I'm probably going to release all of the stories to the rest of the community to actually use for games. It's unnecessary to put in this kind of thing. Other people could make that stuff their self. Example: In your example the initial designer of the game could make each sword user different. There are a lot of different types of swords and sword techniques.

Q3: It'll just be the actual document. Anything else will be disregarded to put every writer on the same playing field.
Marrend
Guardian of the Description Thread
21781
author=Blobofgoo
Think of it this way:

If there was a game, this would be like it's summary. In this event your basically doing that backwards, writing the summary before the production of anything. It should contain any details crucial to the story line. In other terms; a beefed up outline. Does that clear things up?

I was seriously thinking we'd be making short stories for this. I'm glad to hear we don't have to go that far. Though this "beefed up outline" concept is something I'm somewhat confused by.
-Joe's party goes to the Cave of Slime and finds the Magic Styck.
-With the Styck in hand, Joe's party travels south to Wutstown to revive the ailing king. Before entering the castle, Lord Badd arrives, defeats Joe's party, and steals the Styck. The king falls to his illness and dies.
-Vowing revenge, Joe's party sets out to Lava Volcano to confront Lord Badd.
-As they pass through the Treefilled Forest, Hank, the party black-mage, betrays them and they fall into a trap.
*Tom leaves party*

I'm thinking it's along those lines. Maybe a little bit better formatted though.
This is why I want a sample.
Blobofgoo
Legs are a burden. Return to snek.
2751
author=Dyhalto
-Joe's party goes to the Cave of Slime and finds the Magic Styck.
-With the Styck in hand, Joe's party travels south to Wutstown to revive the ailing king. Before entering the castle, Lord Badd arrives, defeats Joe's party, and steals the Styck. The king falls to his illness and dies.
-Vowing revenge, Joe's party sets out to Lava Volcano to confront Lord Badd.
-As they pass through the Treefilled Forest, Hank, the party black-mage, betrays them and they fall into a trap.
*Tom leaves party*

I'm thinking it's along those lines. Maybe a little bit better formatted though.
This is why I want a sample.

I was thinking a little more narrative then that. More accurately it would be a beefed up outline in narrative form. As in paragraphs. First you would start with your intro, providing all of the background info that a story need to know. Unless you go for a more suspenseful approach, where at first, less is given and it later grows as more facts and background info are revealed. I'm not sure how to give you a sample because it would have to be really long to be any use.
I found this lying around.

<removed by request>

Obviously I just grabbed a mid-point section so there's no proper introductions, but how is it as far as a general idea of what you expect? Still need more?
Blobofgoo
Legs are a burden. Return to snek.
2751
author=Dyhalto
I found this lying around.

<Removed by request>

Obviously I just grabbed a mid-point section so there's no proper introductions, but how is it as far as a general idea of what you expect? Still need more?

A little more detail and it would be good. However, those facts that are "missing" are probably in the rest of whatever you took it from. It would be easier if it was in narrative form though because the judges will have to read all of them and narrative form is simpler. I think it looks more appealing too. Maybe it would work if first you made an outline, and then elaborated on the outline to make it narrative?
Alright, can we keep headings in there as well? For example:

"Story Title"

Intro
1. Yada yada paragraph stuff, introducing characters.
2. Plot point!
Act I
1. Plot stuff with paragraph details!
2. Plot stuff!
Act II
1. etc.
Ending
1. Ending paragraph stuff!
Blobofgoo
Legs are a burden. Return to snek.
2751
Sure. It will probably be to my advantage because I'll be able to organize and critique the story(ies) better.