ANWICK: A ruined little village with a massive, dead dragon skewered in the center of it. The goal is to protect her young in a nearby cave. The terrain is treacherous, the wyrmlings are squirmy and unhelpful, and the townsfolk are furious. But for good reason -- it seems dragons have been plaguing them for decades. Even the simulation’s enemies are programmed to say as much, and will do their best to convince you to their side.
CHANTES: Chantes, Audentes' first mission, is a typical medieval town cloaked in darkness and surrounded by a winding forest. It comes in two default flavors and difficulty settings.
Fairies are the easier enemy; the objective is to collect three jars of unpleasant, glowing sap from their nests without getting your eyes poked out. The fairy goop can also cause disturbances with magical powers, unwanted levitation, and unfortunate cosmetic effects.
Demons are the more difficult setting. The task is to clear ominous runes off of various town structures, but when approached, each one releases a red, misty spirit. It will fight tooth and nail to protect its ‘home,’ but is largely invulnerable short of destroying its rune. To prevent this, it may resort to spells, violence, and possessing someone else in the simulation -- consider this a lesson in PvP. (
NOTE: You’re also welcome to use anything from the previous
events from Chantes as well.)
OSKA TRAINING: The goal in this simulation is simple: outlast the timer. It’s exactly the same castle, but after it’s been pelted by a firestorm, architecture ruined to rubble and ash. Navigating the half-destroyed castle is hard enough, and the earthquakes and fireballs raining from the sky will continue until characters survive for a certain amount of time (from an hour to a day) or find a full bushel’s worth of food. And just to rub salt in the wound, all the dirt, grime, and mud in this simulation will last outside of it, so you might need a shower after.
NALAWI: An island nation populated by diminutive deer people. The first setting is a mini version of the
Gilligan's Island event -- it's less action-packed and more focused on survival. Marooned on the drowned island of Dakal, it's up to you to figure out where to find food and shelter. You might also want to avoid the hungry sea creatures that have made their way up on the island, too.
The second setting involves
lava monsters erupting out of Nalalona, the largest volcano on the Nalawi islands. Lava imps will do their best to hypnotize recruits into following them back into the volcano, and can be defeated the normal way
or non-violently lured into the water. Next comes the fire golems, hulking but fast. Their weak spot is their glowing core, but it will require some cleverness to reach. (
NOTE: You're welcome to use any scenarios based on other Nalawi events as well!)
ZETA-12: Oh boy, a whole
planet to explore! The objective here is simple: protect your
delicate goo baby at all costs. Luckily for you, the simulation has seen fit to skip over the frozen wastes! Your first challenge is crossing the
deep forest: carnivorous plants try to get a bite out of you, but that isn't the worst part. Eventually, you come to a deep chasm, and have to choose between forcing your wailing, distressed squidge across, or soothing it for several hours until it's willing to go with you.
Scenario two is a
thick bog inhabited by an aggressive plant monster. It spits a crippling neurotoxin, so anyone attempting to fight it should be wary. Outsmarting or avoiding it would be best for the squidges' well-being, but some people are too hot-blooded for that. What will you do?
Finally, there's the
desert; it's picturesque, but only if you can ignore the dehydration and punishing heat. There's a cave network for you to seek shelter in, but make no mistake: pretty soon a freak meteor shower causes a cave-in and leaves you trapped inside with an increasingly aggressive squidge. Are you out there dodging meteors or navigating caverns?
PERDITION'S REST: This is a mining colony on a planet known only as Q-65, populated solely by an alien race who have come to mine the planet for argecite, a mineral required for their survival. Members of the fundamentalist group called the Deemers have been outed as
Taraxa, slug-like brain parasites who belong to ALASTAIR's rival group, Zymandis. The parasites infect unwilling hosts and leave them a husk.
The first scenario brings you to
Boneyard Junction, an abandoned town at the end of the rail line that is half-sunken into the desert, surrounded by Deemers. The goal is to incapacitate your foes without killing the host body; if a Deemer is killed, a loud buzzer goes off. Use whatever tactics you need to, just keep them alive.
The second scenario takes you
inside the mine, where several workers are trapped. The objective is to find them and bring them back to the surface, which is made a little more difficult by the large, hungry sand worms slithering in the depths. You'll need to get rid of them to save the miners, but be mindful of the fracking equipment, please!
WOODHURST: A sprawling suburb in an alternate Earth circa 1993, Woodhurst is besieged by the Bristol Virus, an infection that is spread by fluid contact. In addition to physical symptoms, its sufferers show heightened irritability and hunger in the later stages of the infection, including cannibalistic tendencies. Because of Woodhurst's "mundane" state, all recruits will be cloaked to appear human so as not to startle the native population.
This is considered an advanced training scenario!In the first scenario,
you must find clues in the hospital as to the origin of the virus and who is responsible. The hospital workers will bar the way for any civilians merely strolling in, so you'll either need to go unseen or be very good at lying and disguises.
The second scenario is set during the
final stage of Woodhurst, in which a large portion of the population is infected. Your task here is to ensure the safety of civilians while injecting any infected you encounter with a cure. (For the purposes of this exercise, your cure syringes are automatically set to limitless, but you may adjust the module to make it more challenging.) You will gain points for how many deaths you prevent and infected you cure, and you will lose points for killing infected or allowing civilians to die.
LERAMZEN: A futuristic, luxurious city located on the planet Perun, Leramzen is nestled at the foot of a mountain and is currently undergoing its dark winter with nights lasting eighteen hours. Luckily, nightlife in Leramzen is particularly lively, with many clubs, restaurants, and theaters to visit. Of particular note is the Lyushny Theatre, which hosts the galaxy-famous Lyushny Ballet, and the State History Museum -- which holds a giant diamond on display.
The name of the game in this scenario is
diamond heist, where you attend a fancy gala (complete with holographic fancy outfit) and must move through the museum without being noticed by gala attendees or guards. Positions available include Distraction, Infiltration, Hacker, and Lookout. If you're a jack-of-all-trades, try Support and fill whatever role is needed. Each simulation begins with 100 points, with points being subtracted for each time you arouse suspicion. A game over will result if your points reach 0.
anwick
"they'll kill us," someone tells him. "that's what they do. that's all they know."
"we didn't start this," another adds.
(a simulation, he knows, is all this is; but he wonders how much ALASTAIR really knows about all of them, their worlds. is this coincidence, or something else?
"we've been at war since we landed," he once said. "we did what we had to do." "we didn't start anything; they did.")
he's nursing a small burn on one hand from approaching the wyrmlings already, but he doesn't blame them for that; they're small, they're scared, and they don't know better. and he knows for a fact that, simulation or real life, he has no intention of letting anything happen to them. ]
We're going to help the wyrmlings, [ he corrects firmly. ] So if you have a plan, now would be a good time to share.
no subject
[ He wasn't expecting that answer, but he's glad to hear he wouldn't be facing this alone. Bellamy looks as human as Clark does on the outside, but Clark won't assume that's all he is. This team has been an unusual hodgepodge from day one, but Clark's not used to that. His world has been him and then ordinary humans. And then, very few people are invulnerable as he is. He glances at the burn.
(Bellamy has made his choice.)
Clark looks down at the townspeople. ]
How long do you think you can stall them? I can get the wyrmlings out of here pretty fast, but we need to distract the townspeople.
no subject
(all he knows of magic are the old, old stories: gods walking among men, achilles dipped in the river styx, the finest of humans immortalized in the stars or mount olympus.)
he nods at clark's assessment, brow furrowing. ]
There's two ways we can do this. I can distract them, but the wyrmlings'll be easier to carry with two. Are you sure you can get them away fast enough on your own?
[ he sounds thoughtful, not doubtful. if clark says yes, he won't push the point. ]
no subject
I'm fast enough.
[ He doesn't know his maximum speed. But Clark has broken the sound barrier before. ]
How long can you keep them talking?
no subject
powers, though, seem to him firmly in the realm of the fantastical -- no matter how explainable the source.
bellamy looks back towards the town, assessing. it's evening in the simulation, meaning a lot of townspeople are inside, leaving only a few sentries. if there's a time to act, it's now. ]
I can get you five minutes. More if we're lucky, but I wouldn't count on that.
no subject
Clark counts the wrymlings. He can carry them where necessary, but they might get scared or agitated. The temporary discomfort is worth their safety. ]
I'll get it done. Go.
Good luck.
no subject
You too.
[ and he heads for those sentries, out of earshot. clark can probably get the gist of his plan; bellamy stops to talk to them with some urgency, waving them in a direction away from the secure campsite. something to the effect of i saw them going this way -- which is an old trick, maybe, but effective enough.
(what he'll do when there aren't any wyrmlings to be found is something he'll worry about later.)
it's enough of an opening for clark, he hopes. ]
no subject
He takes as many of the wrymlings as he can and runs at a speed just under the sound barrier. He can't attract attention by breaking it.
Bellamy buys him more than five minutes. Although Clark's clothes are singed, he's not hurt. He's still carrying one wyrmling when he notices the sentries voices are in heated argument with Bellamy, and he comes towards him in case he needs backup. ]
no subject
"look," bellamy's saying, "i'm on your side. no one wants any more bloodshed after everything that's happened here."
"if that were true, you'd be helping us."
he starts to protest that he is, that hurting baby creatures isn't going to help anyone, when another sentry notices clark's approach.
"there's one!"
bellamy swears under his breath, moving to position himself between the sentries and clark. he turns around just long enough to bark: ]
What the hell are you doing? Get moving!
no subject
Clark does move. He makes sure the wyrmling is securely tucked in one arm. Then, he's a blur.
When he's visible to the human eye again, he's standing beside Bellamy. The sentries' weapons clatter to the ground behind him.
He meets the sentries' eyes calmly. ]
That's enough. We're leaving.
no subject
he's acutely aware of his holstered gun -- a gift of the simulation; oska's left him weaponless for the time being and it makes him feel almost as off-balance as being there in the first place -- but doesn't reach for it. not yet. hopefully, thanks to clark, it won't be necessary at all; because he doesn't want it to come to that. ]
We'll be out of your hair, [ bellamy promises, placating. ] You won't have to see us again.
[ trust me, he almost says. but why should they? ]
no subject
He looks at Bellamy. ]
Shall we go?
no subject
he's afraid of reprisals from behind, so he keeps his eye on those sentries as they leave -- but no attacks come, and eventually he relaxes. sort of. ]
That's the last one?
[ he asks of the final wyrmling clark had been holding. ]
no subject
He looks behind him once to see the sentries deep in conversation. None of them have picked up their weapons. ]
I found a cave far away from the town. They should be safe there.
no subject
no subject
Agreed. [ They're finally out of sight of the sentries. ] Thanks.
[ This was a lot easier with Bellamy's help. ]