5: A Rat Is A Rat

terminal 0

unfinished

_____________________________________________________________________ This is Lieutenant Carver again. General Ford re-promoted me and the rest of the crew to their original positions, and had Admiral Terrance arrested, as well as some of his supporters. Interesting, but unimportant. Nobody liked that dick anyway. Listen up, though. I've got a story to tell from my findings: the renegade S'pht'Kr here have mastered a cloning system that is far more advanced than anything we've ever seen before, to the point where the copy is stronger than the original. The Pfhor you fought back up in the jump pad room were clones that the renegades produced. The renegades have many cloning centers both here and off-world. However, they're all powered by a metal that is mined deep underground. We're going to have you go through the sewer system and use the system's flushing devices send you into the mine's incinerator. We think you'll survive it, but it'll be tricky. _____________________________________________________________________

_____________________________________________________________________ Currently, the sewer system uses a physical pumping system to, at intervals, pump a ton of sludge into a large intake pond north of your current position. Currently installed is also a less secure teleportation system, which teleports sludge in and out of the sewers. This teleportation system is not yet active. Activating it is as simple as locating the pump method chamber and toggling the system switch, which will deactivate the physical pumps and activate the teleports. However, getting there is difficult. The area is highly secure - you will need to pass through four security checkpoint systems. These systems work by having a technician activate the controls for someone to pass through the next checkpoint from the previous one - for instance, access controls into checkpoint two are stationed in checkpoint one, and so on. Since no technicians are going to help you, you'll need to do it yourself. Here's the intel that Anderson found out. _____________________________________________________________________

<checkpoint 0>

__________________________________________ Alright. Sorry about the quality of the maps, but it's the best we could get. This is checkpoint one, accessed at the southern end of the sewers. You can't reach the marked region without first flooding the chamber, whose controls are in the structure immediately north of it. So, toggle both switches here, at checkpoint one. This will toggle two things: an elevator at the northern end of the region which brings you back into the main sewer area, and the door granting entry

<checkpoint 2>

__________________________________________ Alright. Sorry about the quality of the maps, but it's the best we could get. This is checkpoint one, accessed at the southern end of the sewers. You can't reach the marked region without first flooding the chamber, whose controls are in the structure immediately north of it. So, toggle both switches here, at checkpoint one. This will toggle two things: an elevator at the northern end of the region which brings you back into the main sewer area, and the door granting entry here, at checkpoint two. The fastest way to get to the door here is to pass back through

<checkpoint 1>

__________________________________________ Alright. Sorry about the quality of the maps, but it's the best we could get. This is checkpoint one, accessed at the southern end of the sewers. You can't reach the marked region without first flooding the chamber, whose controls are in the structure immediately north of it. So, toggle both switches here, at checkpoint one. This will toggle two things: an elevator at the northern end of the region which brings you back into the main sewer area, and the door granting entry here, at checkpoint two. The fastest way to get to the door here is to pass back through this building, which is where you are now. Take the drainage stream west as far as you can, then south and west again to checkpoint two. You have about thirty seconds to get there.

<checkpoint 3>

This will toggle two things: an elevator at the northern end of the region which brings you back into the main sewer area, and the door granting entry here, at checkpoint two. The fastest way to get to the door here is to pass back through this building, which is where you are now. Take the drainage stream west as far as you can, then south and west again to checkpoint two. You have about thirty seconds to get there. From there, head north at your first opportunity and cross this drainage ditch into a service corridor. If you hurry, the elevator controls at the back end should be functional, but you gotta be quick or else you have to start all over. Sorry, but it's the best we can do. __________________________________________

_____________________________________________________________________ That's the last of the maps I have, though. From that elevator shaft, the path should be obvious. A quick series of switches should lead you to a chamber before security checkpoint four, which is a self-contained area. When you've toggled the pump system switch, you'll need to go to the opposite end of the sewers and find the flow control switch on the far side of the intake pond. This interface will allow you to change how the sewer sub-AI handles sludge with the teleporter - either teleporting in, to be drained, or teleporting out to be incinerated. Change it so it goes to the incinerator. Note that you must toggle this switch only after you've activated the new pump system. One last bit of advice: many areas in this facility are blocked off and require a security pass in order to gain access. These sorts of areas include storage lockers and bypasses to the checkpoint system. I don't know where you can find one of these security passes, but if you can, your life will become much easier. Anderson out. _____________________________________________________________________ END TRANSMISSION

success

_____________________________________________________________________ Well, great job with the button-pressing part of your objectives. But now you have to actually enter the intake pond to be teleported out with the rest of the sewers. Duhhhhh. Follow the sewer tunnel north. It should drop off into the intake pond. Let yourself settle down to the bottom of the pond, and then you'll be beamed into the incinerator. I would recommend entering with full shields, lest you melt. _____________________________________________________________________ END TRANSMISSION

terminal 1

unfinished

Whoa, you found the secret terminal for Chapter Two of the Dark Star series. In this terminal, I talk about the naming for all the levels you've played so far, and the names I plan on using for the three maps of Chapter Three.

CHAPTER ONE Isolation: This being the introduction level, it's obvious. You start isolated from the rest of the Bobs, on the other side of the window. Lone Way of the Samurai: The name was inspired from the movie The Last Samurai. Although the movie itself was pretty mediocre, the name reflects on how Cruise is the last samurai, and thus anything he does is "alone," in the same vein as you, the player, are "alone" in your own shuttle, and the other Bobs are in a different shuttle. Cannon Fodder: I was just digging for names here, to be honest. I wanted something that had to do with cannons (cause that's what you're shutting down, a cannon), and nothing came up. Except for that. Truth and Reconciliation: The level name is stolen from the game Halo. Although the game is also medicore (like Last Samurai), the Covenant are pretty similar to the Pfhor (think Hunters) and my idea of the J'Kima jived pretty well with the Covenant flagship, the Truth and Reconciliation. Dumb name, but whatever.

CHAPTER TWO: Allies and Enemies: Stolen from the back of the StarCraft CD case ("Your only allies are enemies,") it refers to how the S'pht'Kr, who are your allies, are enemies in this level (and scenario, really). A Rat is a Rat: To be honest, this level was originally called Fuck Sewers because I couldn't get the level done right (this is the fourth draft of this map). When I was originally writing the terminal text, Carver made some remark about a "Rat Race," and although you are not a sewer rat, a rat is a rat. I took that bit out, but kept the name (because Fuck Sewers doesn't sound very nice). Mining Games: The level takes place in a mine. For those of you that watch Strong Bad's E-Mail, he makes a reference to a Scandanavian mining family's traditional "mining games, like mining... and... coal?" Although the episode wasn't that funny, the phrase stuck, and made a pretty good name for a map.

CHAPTER THREE TENTATIVE TITLES: When I make my maps, I usually draw a little picture in a notebook of how I want the general layout to be like. The three maps here are no exception. Six Six Six: In this one, there are six energy pylons that you have to disconnect. Each pylon is a large hexagon, and arranged in a larger hexagon shape. Catch the three sixes? The Number Of The Beast: Six strikes back in this one, as there are six uplink chips that you need to put into slots around the map. It's also thematically accurate with the previous level. The Iron Maiden: Iron Maiden, some seventies/eighties metal group, made the song "The Number Of The Beast." Guess what it was about. At any rate, it keeps the theme going.

That's it for this terminal. Enjoy the Rocket Launcher, and keep fragging!

terminal 2

unfinished

***JS'PHT'A>ENGLISH TRANSLATOR ACTIVE*** ***SECURITY SYSTEM UPDATE*** * Due to the intrusion of single armed cyborg, all Security Level-6 * passes are to be brought to your superior officer for safe-keeping. * This is to ensure that armed cyborg intruder is unable to reach * weapons stores and high-security areas. Upon the removal of alert * status, Security Level-6 passes will be returned. ***MAINTENANCE REQUEST*** * All equipment removed from storage lockers in this vicinity are to * be returned when no longer needed. This is to ensure that gear does * not get lost, misplaced, damaged, stolen, or used by intruders. * Security levels on storage lockers has been increased to Security * Level-6. If you do not have a Security Level-6 pass but need one, * talk to a superior officer and you will have one issued promptly.

terminal 3

unfinished

***JS'PHT'A>ENGLISH TRANSLATOR ACTIVE*** ***WEAPONS MANIFEST SYSTEM*** Rendered accurate as of: < 12 Hours Ago * Inventory for STORAGE LOCKER A Energy/Heat Handheld fusion generation device x 2 Maintenance blowtorch x 2 Pfhor Enforcer-class rifle x 4 * Inventory for STORAGE LOCKER B Heavy Munitions Single-handed heavy combat firearm x 3 Anti-tank explosive launcher x 2 Amphibious assault submachine gun x 2

(cont'd) * Inventory for STORAGE LOCKER C Defensive Modules Active Camoflauge unit x 2 Overshield unit x 2 Oxygen tank x 2 Night/gloomvision unit x 1 Restock at earliest convenience * Inventory for STORAGE LOCKER D Standard Munitions Combat-issued assault rifle x 2 Human crew standard-issue firearm x 2 * Units requisitioning equipment from the storage lockers must report * use of equipment to a superior officer or storage/supply specialist * to ensure proper inventory counts. All unused materials removed * from storage lockers must be returned at earliest convenience. * Thank you and have a nice day.

terminal 4

unfinished

***JS'PHT'A>ENGLISH TRANSLATOR ACTIVE*** ***SECURITY NOTIFICATION*** * Single armed carbon-based cyborg intruder has reached highly secure * areas of sewage facility D6G. All available units are ordered to * engage hostile enemy, with a reward of three months paid leave to * the unit who brings the head of the intruder to command. * In light of actions taken by intruder, offending unit is believed * to be attempting to reach Fraxium mines. Intruder must not reach * the mines. What he will do if he arrives is unknown, but must be * prevented at all costs. * Furthermore, all available bio-synthesized units are ordered to * gather [en-masse?] at gathering points BBG, BXG, GBX and BGB, with * the intention of engaging and destroying cyborg intruder.

terminal 5

unfinished

_____________________________________________________________________ At this point, I imagine your old friend Durandal would have made some sarcastic remark about enjoying a nice jog to get the veins pumping. But I fancy myself somewhat saner than him. Anyway, to your left is security checkpoint four, which doubles as a waste repository - a pond of alien shit, basically. We haven't found any cleaning/shower units on the J'kima yet, so PLEASE don't fall in. The good news is, this area is not part of the rest of the security network, so failing to reach the next switchbank should only result in a minor setback. Things are looking up here as well. General Ford has seized control of the ship with the incarceration of Admiral Terrance. However, he doesn't want to panic the crew, or put them into another extended battle, so he hasn't informed them of our little mission here. He does know, though, so you should expect an increase in munitions - he, at least, has access to the weapons hold. Anyway, get moving. Carver out. _____________________________________________________________________ END TRANSMISSION