Project Alpha 2
Page 15
Lillian tilts her head, an expression of mild disdain on her face. “Oh, really? I’ve heard no less than six offers to buy out his contract from other corporations, including a very generous one from the Arschloch Corporation offering him a spot on their elite dungeon-clearing team.” I hadn’t heard about the offer from Auden’s family company, but I school my face to hide my surprise. Lillian then casually adds, “Speaking of the Arschloch Corporation, how’s the mail room these days? I heard you got transferred there because of the Dolton fiasco.”
The mention of Auden’s most recent embarrassment and fall from grace makes the man turn a particularly ugly shade of purple. Auden’s best friend and right-hand man Jeremy Dolton was revealed to be behind several User murders and was the one who had been threatening my family, even going so far as to burn down our home. The System’s version of the CIA has been on his trail ever since he escaped the final fight we had at the end of the System Games, which coincidentally ruined Auden’s chances of winning.
“Look, you got lucky. If Dolton hadn’t been so incompetent, we would have wiped the floor with you. As it is, I only wish he’d done a better job burning the trash before he disappeared.”
The blatantly stated wish that Dolton would have succeeded in murdering my family is too much for me, and I take a step forward, ready to unleash a can of whoop-ass on Auden. I see Auden’s hands glow green, but before the two of us can come to blows, there’s a flash of light, and a man appears in between the two of us. Rothfus Bobblemaster, owner and operator of the location we’re in, stands there wearing his trademark purple velvet suit and top hat. His eyes glow white for a moment before he looks disappointedly at both Auden and myself.
“Boys. Boys. Please, no fighting at my party.” Then a Cheshire grin appears on his face. “At least, not without an audience.” The dance music is suddenly replaced with trumpets, and large display screens appear on the walls as Rothfus turns and addresses his guests. “Ladies and gentlemen, please allow me to announce a new twist to this year’s Halloween party. I have created a special dungeon that will test any System User’s problem-solving ability.” On the screens behind him, images appear of several serene looking locations: a forest, a quiet city neighborhood, the desert, suburban tract housing, a toy store. “A team of four Users will be placed in one of these randomly chosen locations and will have to figure out how to work together to solve the chosen objectives.” So far, the watching audience doesn’t seem particularly impressed, and who can blame them? I mean, puzzle solving? That’s the big challenge?
“Oh, don’t think it will be an easy task, though. For, in keeping with the holiday, I have added suitable challenges.” The screens flash, and the imposing figures of Hollywood horror monsters appear on the screen: a hulking man wearing a hockey mask and wielding a chainsaw, an alien creature dripping pink acidic saliva, a tall man wearing a striped shirt and wielding a machete, and a creepy looking doll holding scissors and laughing maniacally. “In this game, one additional User will play a monster whose job is to stop the players from completing their mission by any means they can, including killing them.” An excited murmur runs through the crowd. “Don’t worry, folks. Your death in this dungeon won’t cause any XP loss; it’s all for fun and games. However, I will be handing out prizes to the players that do the best.” Turning to myself and Auden, Rothfus gestures at us. “And here are two Users that seem like they’d be happy to be our first players of this game. What do you say, boys?”
Auden eats up the attention given him by Rothfus and loudly declares, “I’d be happy to wipe the floor with this noob! I’ll prove to everyone, once and for all, who is the better man.”
I consider not playing for a moment, but after one look at Auden’s smug face, I feel my heart racing with anger. “I accept the challenge!”
A cheer is raised by the watching crowd, and a look at Lillian’s expression tells me that I’ve acted again without thinking and wonder what exactly I’ve signed myself up for.
Chapter 17
Entering the game set up by Rothfus Bobblemaster is as easy as opening one of five doors that he summons. Auden eagerly goes through the closest door to him, giving me the finger as he steps through. While several groups are still discussing whether or not they will participate, I step through one of the doors, and the world instantly winks out of existence.
The darkness that surrounds me starts to give me a feeling of panic until five spotlights turn on somewhere above me, illuminating a group of five mannequins. Each dummy is wearing a unique outfit and holding a different object. The mannequin to the far left has a menacing aura around it, is shrouded in shadow and is carrying a weapon in each hand. The next one to the right is wearing yellow shorts with white trim and a matching polo shirt and is holding a set of keys. The next is wearing jeans, a t-shirt, and a Letterman jacket. The next is dressed in oil-stained overalls and is holding a wrench. Lastly, the final one is wearing a cheerleader’s outfit, complete with pompoms and colorful skirt.
While I’m sure that these displays are part of the game, I’m not sure what they’re supposed to be until I walk toward the mannequin farthest to the left. Before I can reach it, the spotlight over it turns off, and a notification pops up in front of me.
The class Monster has been selected by a player. Please choose another class.
Then it hits me: this is character creation, and Auden must have already chosen the role of the monster. Wondering what the other choices are, I quickly walk up to each mannequin and get summaries of each class in the game.
Monster: Unlocks different powers based on the people he kills. Acquires new skills upon leveling up. Physical attribute is high but movement speed is initially low. Upgrades include: speed boosts, stun moves, special kill moves. Can also unlock new outfits and weapons.
Counselor: The core of any group, a Counselor is more than a listening ear in times of trouble. A problem solver capable of enhancing everyone's experience. Roles: Support and scout. Has low damage potential.
Jock: The envy of all, Jocks run fast and hit hard with just about anything they can lay their hands on. Roles: Fighter, scout, high damage potential.
Mechanic: While often not seen by others, it is the mechanic that keeps everything running. They’re good with their hands and able to whip up some interesting objects if given enough time. Roles: Crafter, bait. Has low damage potential.
Cheerleader: Able to attract the attention of most individuals, cheerleaders encourage their allies and dishearten their opponents. Roles: Support, scout, and bait. Has medium damage potential.
Reading the descriptions of each class, I start to wonder what each is supposed to do. I mean, there are obvious references to the normal group roles, but there are also hints that this isn’t your normal game where you’re supposed to just beat the boss and walk away. Otherwise, why not give more damage class options? These have been chosen for a reason, and I just can’t figure out what that reason is.
Before I can consider it further, the light above the Jock mannequin goes out. When I step toward it, I get another notification.
The class Jock has been selected by a player. Please choose another class.
So, each class can only be chosen by one player? The thought sends a jolt of worry though me along with the need to pick one of the other classes quickly. I berate myself for taking so long to choose, but before I can do anything else, the Mechanic option goes dark, leaving only Cheerleader and Counselor. I run to the Counselor, having no interest in wearing a skirt or using pom poms. Not sure what to do now, I grab the mannequin and get another notification.
Do you wish to select Counselor as your class?
I yell, “Yes!” and all the mannequins fade away. A new notification appears.
Congratulations on choosing your class. Please distribute free points to increase your stats and purchase abilities and perks.
Counselor
Level 1
Health: 5/5
Free Points: 15
/> Each characteristic can be upgraded multiple times for increasing costs.
Physical: Low >> Medium
Speed: Medium >> High
Social: High >> Very High
Crafting: Very Low >> Low
Starter items are unique to each class. Each cost: 5 points
Whistle - Can be used to alert area of danger, as a signal to gather, or just to be annoying.
Janitor’s Keys - Player starts off with a set of keys that may be used to access locked rooms.
Sneakers - Increases speed by one level.
Clipboard - A list of the names of counselors and other NPCs with notes about them.
Mechanical Pencil - Close range weapon that has a chance of giving lead poisoning.
Abilities: 5 points each
Chatty Patty - Increases social stat by one level while lowering physical stat by one level
Sprinter - For short burst increases speed by two levels. Long cool down.
Nosy - Gives hints during conversations
Finders Keepers - Increases chance to find lost or hidden items
Bruiser - Increase Physical at the cost of lowering social stat by one level
The choices available to me are not optimal. Ideally, if I’m going to beat Auden as the monster, I would have chosen the Jock who was spec’d as a damage dealer. Unfortunately, that’s not my class role. After playing around with the class’s attributes, it would take me all 15 points to even raise Physical to high, and that would leave me without any of the starter items or abilities, which I’m sure I’ll need in the game. Instead, I decide to play to the class’s strengths and min-max those. My two highest characteristics are currently Social at high and Speed at medium. I like the idea of being able to run away by increasing my speed, and although I’m really tempted by the Sprinter ability, I don’t like the idea of having the ability on cooldown. So, I purchase the smaller speed bonus with Sneakers. Chatty Patty brings my Social characteristic to very high, but it drops Physical to very low. Finally, I choose the Janitor’s Keys. After all, who wouldn’t want to be able to get into locked areas? The fact that it’s even there means that there are going to be hidden areas and locked doors that we’ll need to get through.
My choices made, I tap the finalize button at the bottom of the screen, and the dark world around me flashes, making me blink. When my vision clears, I find myself standing on the sidewalk in the middle of a city. The sounds of large groups of people talking and car doors opening and closing are suddenly all around me, and I’m startled as I turn around and see that the street is filled with minivans and long yellow buses. Teens and young adults are stepping out of the vehicles with luggage, parents are kissing their kids goodbye, and there are people in yellow shirts like mine directing people to one of two four-story red brick buildings. Stung up between the buildings is a large banner that reads: Welcome to the Inner-City Summer Enrichment and Education Center. The banner is so long that it almost doesn’t fit on the front of the buildings.
I’m not sure what to do next until a quest notification pops up.
Welcome to the Survival Horror Game. The game is based on a conglomeration of 1980s horror movies in which you and the other players must either escape or defeat the monster hunting you. You have been randomly placed in the Camp-City map. Two four-story buildings serve as an inner-city summer camp with classes in technology, programming, and cooking. In addition, they also host tours of the city and musical events.
Time compression is active in the dungeon so that players will have a chance to explore and plan. Once the introductory period is over, the Monster will enter, and players will be given a series of objectives. Until then, feel free to explore and talk. You may also want to find the other players. Be aware that cooperative play is optional and not mandatory. Also, all active User skills and abilities aside from Inspect have been deactivated. Enjoy your game.
I stare at the notification for a moment and find myself smiling widely. This is one of the most unique dungeons that I’ve ever been in, and I wonder if Lillian will be able to make something as cool with the dungeon at Monster Squasher’s Inc. one day. I think it is pretty cool that the playing field has been leveled by disabling skills and abilities. Otherwise, it would be too easy for higher level Users to win against low-level ones.
I decide to explore the two buildings and find that there is a variety of rooms dedicated to various activities. There is one with ancient-looking green-screened computers, one for wood and metal working, and even one for working with electronics. There’s also a cafeteria, an auditorium, and the boys’ and girls’ dorms, which are in different buildings.
As I walk around, weaving between the walking campers and counselors, and I catch a glimpse of my reflection in one of the glass doors. I can’t help but laugh out loud as I stop and stare at what I see. I’m wearing yellow short-shorts that leave most of my legs exposed, a form-fitting yellow polo shirt, and I have aviator glasses on my head. My hair has been changed too. It’s cut short on the sides with long curly locks on top. I actually don’t mind the look and consider keeping it after I win this game. Looking around, I see that all the adults have similar 80s themed hair and clothing styles. Women have crimps, ponytails pulled to the side, feathered Farrah Fawcett hair, and even one or two poofy hairstyles I have no name for. Men have mullets, fringes, flat tops, and perms. While everyone is wearing the same yellow uniform, the clothes seem to be more form fitting on the counselors, revealing shapely legs and sexy curves on the women and muscular physiques on the men. The teen campers walking around are all bland copies of each other, and when I use Inspect on them, they’re just named things like Male Camper 12 or Female Camper 32.
I’m a little confused about why there’s a difference between the two groups, and then I remember that the game is based on 1980s horror movies. I chuckle, recalling that it was always the frisky counselors that got killed first. It’s amusing to watch all the flirting between the counselors while they ignore the campers who are essentially background pieces.
I walk up to the group of counselors and introduce myself, and each happily responds in kind. I use Inspect on them as they talk since it is the only active skill that’s working.
Sandra D. - Cute and perky, this British transfer student is spending her first summer in the U.S. at the Inner-City Summer Enrichment and Education Center.
Carrie Anne - A little prone to emotional outbursts, Carrie had a terrible school year and a troubling prom. She is happy to be at the center to relax and make new friends.
Norman B. - New to town, his mother suggested that Norman get a summer job as a counselor, but all he really wants to do is help run the family motel business.
Ash W. - Ash works as a hardware clerk during the rest of the year but enjoys the attention he gets as the best-looking counselor each summer.
Patrick B. - Called ‘The Banker,’ this is Patrick’s last summer as a counselor before he starts his internship as a Wall Street investor.
Each counselor has an interesting personality,
Norman is the quietest. His eyes follow a blonde camper as she walks by, and his hand reaches for something at his waist that isn’t there.
Carrie Anne catches Norman watching the camper, and her red hair flairs slightly, though there is no wind. She asks him, “Norman, who are you looking at?”
“No one, moth...uh...Carrie.” Norman responds, looking guilty, but his quick smile seems to calm Carrie Anne down. She hooks her arm around Norman’s and pulls him close to her.
Patrick and Ash snigger at the two and Ash slicks back his hair with his right hand, then says, “You’ll never catch me letting a woman tell me what to do.”
“As if any sane woman would ever date you Ash,” Carrie Anne shoots back.
“Who said I wanted to date her?” Ash says with a big grin.
It takes Carrie Ann a second to get it, but when she does she turns bright red, which makes Patrick and Ash laugh. Norman just looks between the three not quit
e getting what is going on.
I recognize several of their names from various horror movies, though Ash is the one that seems the most obvious look alike. With a jutting cleft chin, winning smile, and long hair, the guy is a ringer for a young Bruce Campbell. This Ash is more of a caricature, however, since his physical features are exaggerated a bit, and he has blonde hair. It’s interesting to see how the game has pulled together and modified so many horror movie references.
“Hello, I’m Anthony, a new counselor here.” I say, walking up to the four. Their laughter dies down as they look at me. Patrick and Norman look at me with odd predatory looks. Like they’re not sure whether I fit into food or friend category. Carrie and Ash, however, are friendly and hold out their hands, which I shake.
“Hi, I’m Carrie Anne. This is Patrick, Ash, and my boyfriend, Norman.”
Her introduction seems to break the tension and Norman and Patrick each hold out hands and smile. However, something about their expressions seem off and their smiles don’t quite reach their eyes. Still, I try to be friendly and ask about each of them, how long they’ve been working at the camp, and any interesting things they’ve heard about the place.