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Add Mission 5 master completion summary
Complete overview of all 9 development stages for Mission 5 'Insider Trading'
- Stage-by-stage completion summary
- 5 ending paths fully documented
- Educational value & CyBOK alignment
- Campaign integration details
- Implementation checklist for next phase
- 3,000+ lines total documentation
Status: ✅ PLANNING COMPLETE - Ready for implementation
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# Mission 5: "Insider Trading" - Complete Development Summary
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**Mission ID:** m05_insider_trading
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**Development Status:** ✅ PLANNING COMPLETE (Stages 0-9)
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**Ready For:** Implementation → Playtesting → Campaign Integration
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**Completed:** 2026-01-03
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---
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## Development Overview
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### Total Content Created
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- **2,298 lines** of Ink dialogue across 9 scripts
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- **494 lines** of scenario structure (scenario.json.erb)
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- **1,000+ lines** of validation and planning documentation
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- **11 rooms** with progressive unlocking
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- **6 NPCs** with full dialogue trees
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- **25 global variables** for state tracking
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- **5 ending paths** with campaign consequences
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### Development Time
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- **Stage 0-6:** Previous session (planning, narrative, objectives, room design, LORE)
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- **Stage 7-9:** Current session (Ink scripting, validation, scenario assembly)
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- **Total Stages:** 9 complete
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---
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## Mission Summary
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### Premise
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ENTROPY's Insider Threat Initiative has recruited David Torres, a cryptography lead at Quantum Dynamics Corporation, to exfiltrate classified quantum cryptography research. Torres was targeted due to medical debt ($380K for wife Elena's cancer treatment) and radicalized over 3 months. The exfiltration will compromise 12-40 intelligence officers.
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**Player Mission:** Infiltrate as SAFETYNET security consultant. Identify the insider, gather evidence, and stop Operation Schrödinger before the final upload.
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### Key Innovation: Hybrid Architecture
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- **VM Component:** Exploit Bludit CMS CVE-2019-16113 for digital evidence (4 flags)
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- **Physical Component:** Interview NPCs, gather documents, correlate evidence
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- **Integration:** Both required to identify insider (evidence_level >= 4)
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### Moral Complexity
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- **ENTROPY:** Clearly evil radicals, calculate casualties, view Torres as expendable
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- **Torres:** Both victim (medical debt exploitation, early radicalization) and perpetrator (knows deaths, rationalized)
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- **Player Choice:** 5 endings with meaningful campaign consequences
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---
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## Stage Completion Summary
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### Stage 0: Mission Initialization ✅
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**Output:** Technical challenges, ENTROPY cell, narrative framing
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**Key Decisions:**
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- ENTROPY Cell: Insider Threat Initiative (systematic recruitment)
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- Technical Challenge: Bludit CMS CVE-2019-16113 exploitation
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- VM Integration: 4 flags unlock intelligence progression
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- Moral Framework: Evil radicals + salvageable recruit
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**Files:** `stage_0/mission_initialization.md`
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---
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### Stage 1: Story Arc & Narrative Structure ✅
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**Output:** Three-act structure, character profiles, scene blocking
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**Act 1:** Arrival & Investigation Setup
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- Meet Patricia Morgan (CSO), establish cover
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- Interview employees (Kevin Park IT, Dr. Chen scientist, Lisa Park marketing)
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- Clone employee badge, gather initial evidence
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**Act 2:** Evidence Gathering & Correlation
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- VM exploitation (4 flags: reconnaissance → file access → privilege escalation → intel extraction)
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- Physical evidence (medical bills, journal, briefcase communications)
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- Correlate digital + physical to identify Torres (evidence_level >= 4)
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**Act 3:** Confrontation & Resolution
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- 5 ending choices with campaign impact
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- Closing debrief reflects all player decisions
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**Files:** `stage_1/story_arc.md`
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---
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### Stage 2: Character Development ✅
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**Output:** Full character profiles for 6 NPCs
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**Key Characters:**
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1. **Patricia Morgan** - CSO, mission handler, security access provider
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2. **Kevin Park** - IT admin, badge cloning target, gives lockpick
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3. **Dr. Sarah Chen** - Chief Scientist, research badge, emotional Torres response
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4. **Lisa Park** - Marketing coordinator (optional), humanizes Torres
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5. **David Torres** - Primary antagonist, radicalized insider, 5-ending confrontation
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6. **Agent 0x99** - SAFETYNET handler, phone support with event triggers
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**Character Innovation:** Torres designed as "new recruit" (3 months) showing cognitive dissonance, making "turn" ending plausible
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**Files:** `stage_2/character_profiles.md`
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---
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### Stage 3: Moral Choices & Player Agency ✅
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**Output:** Moral choice architecture, ENTROPY ideology framing
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**Critical Design Principle:** ENTROPY as Clear Evil
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- Accelerationist ideology (collapse society to rebuild)
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- Cult-like devotion to The Architect
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- Calculate and approve 12-40 casualties as "necessary chaos"
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- Recruit vulnerable people, radicalize with extremist philosophy
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**Torres' Radicalization Status:**
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- **New Recruit:** 3 months into program (not fully committed)
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- **Aware:** Knows data goes to foreign governments, knows casualty projections
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- **Rationalized:** "System is corrupt, collateral is necessary" (extremist justification)
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- **Salvageable:** Early enough in radicalization to potentially de-radicalize
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**Three Major Choice Points:**
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1. **Mid-Mission:** Kevin Park frame-up (warn vs. use as evidence vs. ignore)
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2. **Mid-Mission:** Elena medical records (exploit vs. empathize)
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3. **Final Confrontation:** 5 endings (turn, arrest cooperative, arrest hostile, combat lethal, public exposure)
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**Files:** `stage_3/moral_choices.md`
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---
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### Stage 4: Objectives & Tasks System ✅
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**Output:** JSON-ready objectives structure (26 tasks across 4 aims)
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**Objective Structure:**
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- **Aim 1:** Establish Access (5 tasks) - Check-in, badge, IT access
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- **Aim 2:** Gather Evidence (12 tasks) - Interviews, documents, security logs
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- **Aim 3:** Identify Insider (6 tasks) - VM flags, evidence correlation
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- **Aim 4:** Prevent Exfiltration (3 tasks) - Confront Torres, make choice, debrief
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**Task Gating:**
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- Evidence-based progression: `evidence_level >= 4` unlocks confrontation
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- Badge progression: visitor → employee (cloned) → research (Dr. Chen)
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- VM progression: 4 flags increase evidence_level
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**Files:** `stage_4/objectives_tasks.md`
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---
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### Stage 5: Room Layout & Spatial Design ✅
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**Output:** 11 room designs with containers, locks, progressive unlocking
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**Room Network:**
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```
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reception_lobby (START) → main_corridor (HUB)
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↓ ↓ ↓ ↓
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patricia_office break_room | conference_room | open_office_area
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↓ ↓
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server_hallway torres_office
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↓
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server_room
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↓
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data_center
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research_lab (off main_corridor, research badge required)
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```
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**Progressive Unlocking:**
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1. Visitor badge: reception → main corridor → break room, conference room
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2. Employee badge (cloned from Kevin): main corridor → server hallway
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3. Server password: server hallway → server room
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4. Office keycard/lockpick: open office → torres_office
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5. Research badge (Dr. Chen): main corridor → research_lab
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**Container Highlights:**
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- Torres Office: Medical bills, journal, locked briefcase (evidence items)
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- Server Room: VM access terminal, drop-site flag submission terminal
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- Conference Room: Evidence correlation board, CyberChef workstation
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- Break Room: LORE Fragment 1 (Insider Threat Initiative pamphlet)
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**Files:** `stage_5/room_layout.md`
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---
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### Stage 6: LORE Fragments & Universe Building ✅
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**Output:** 3 LORE fragments expanding ENTROPY lore
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**Fragment 1: Insider Threat Initiative - Recruiting Pamphlet**
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- Location: Break room (lost & found box)
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- Content: 3-phase recruitment methodology (identification → contact → radicalization)
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- Reveals: Systematic exploitation of financial vulnerability
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**Fragment 2: ENTROPY Risk Assessment - Torres File**
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- Location: Server room (locked cabinet)
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- Content: Internal ENTROPY assessment of Torres as asset
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- Reveals: ENTROPY informed Torres of casualties, classified him as "expendable"
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**Fragment 3: The Architect's Personal Message**
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- Location: Torres office (briefcase, requires lockpicking)
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- Content: Direct communication approving operation despite casualties
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- Reveals: The Architect personally approves and calculates deaths
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**Universe Integration:**
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- Connects to Mission 1 (Social Fabric cell)
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- Expands ENTROPY structure (multiple cells, centralized Architect control)
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- Sets up future missions (references to other cells, ongoing operations)
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**Files:** `stage_6/lore_fragments.md`
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---
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### Stage 7: Ink Dialogue Scripting ✅
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**Output:** 9 complete Ink scripts, 2,298 lines total, all compiled to JSON
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**Scripts Created:**
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1. **m05_insider_trading_opening.ink** (308 lines)
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- Opening briefing with Agent 0x99
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- Mission approach choice (cautious/aggressive/adaptive)
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- Sets player_approach, mission_priority, handler_trust variables
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2. **m05_npc_patricia_morgan.ink** (235 lines)
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- CSO handler, hub pattern with 4 main topics
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- Gives visitor badge, provides security access
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- Influence system (0-10 scale)
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3. **m05_npc_kevin_park.ink** (189 lines)
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- IT admin, hub pattern
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- Badge cloning (influence >= 20), gives lockpick (influence >= 30)
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- Provides technical intel on Torres' unusual activity
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4. **m05_npc_dr_chen.ink** (182 lines)
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- Chief Scientist, hub pattern
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- Research badge access (trust >= 40)
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- Emotional reaction to Torres accusation (reacted_to_torres flag)
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5. **m05_npc_lisa_park.ink** (163 lines)
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- Marketing coordinator, optional NPC
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- Humanizes Torres through family context (Elena's cancer, kids Sofia & Miguel)
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- 3 conversation branches
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6. **m05_phone_agent_0x99.ink** (148 lines)
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- Handler phone support
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- 11 event-triggered knots (lockpick pickup, evidence found, flags submitted)
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- Guidance system based on evidence_level and objectives_completed
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7. **m05_dropsite_terminal.ink** (267 lines)
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- Flag submission interface
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- 4 VM flag submissions with narrative context
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- Intelligence summary display after each flag
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- Completion event trigger when all 4 flags submitted
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8. **m05_torres_confrontation.ink** (415 lines) ⭐
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- Primary confrontation scene
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- 5 ending paths with distinct dialogue branches
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- Evidence presentation (medical bills, journal, Architect message)
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- Turn/Arrest/Combat choice tree
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- **Tag:** `#hostile:david_torres` in combat path (per user requirement)
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9. **m05_closing_debrief.ink** (391 lines)
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- Reflects all player choices from opening through confrontation
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- Different dialogue based on final_choice variable
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- Campaign impact explanation for each ending
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- Handler_trust affects tone (high trust = praised, low trust = criticized)
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**Ink Features Used:**
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- Hub-and-spoke pattern for NPC dialogue
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- Influence/trust systems (0-100 scales)
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- Evidence-gated progression (evidence_level checks)
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- Global variable syncing (VAR declarations for all shared state)
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- Event triggers (#complete_task, #give_item, #unlock_aim, #hostile)
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- Conditional branching based on player choices
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**Files:** `stage_7/ink_scripts/*.ink` (9 source files, 9 compiled .json files)
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---
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### Stage 8: Scenario Review & Validation ✅
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**Output:** Comprehensive validation report, approval for Stage 9
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**Validation Dimensions:**
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1. **Completeness Check** - All deliverables from Stages 0-7 present ✅
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2. **Consistency Validation** - Narrative, technical, universe canon consistent ✅
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3. **Technical Validation** - Room dimensions valid, Ink compiled ✅
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4. **Educational Validation** - CyBOK aligned, technically accurate ✅
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5. **Narrative Quality** - Story structure sound, characters well-developed ✅
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6. **Player Experience** - Playable, agency preserved, replay value high ✅
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7. **Polish** - Writing quality professional, documentation complete ✅
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8. **Risk Assessment** - Implementation risks LOW ✅
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**Validation Results:**
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- **Educational Standards:** ✅ PASS
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- **Technical Standards:** ✅ PASS (with Ink compilation requirement met)
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- **Narrative Standards:** ✅ PASS
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- **Universe Canon:** ✅ PASS
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- **Implementation Readiness:** ✅ PASS WITH CONDITIONS
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**Final Decision:** ✅ **APPROVED WITH MINOR REVISIONS**
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**Approval Conditions (All Met):**
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1. ✅ Compile all Ink scripts to JSON (COMPLETED in Stage 8)
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2. Define NPC spawn coordinates (COMPLETED in Stage 9)
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3. Create event mapping configuration (COMPLETED in Stage 9)
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**Issues Found:**
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- **Major Issues:** 1 (Ink scripts not compiled) → FIXED
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- **Minor Issues:** 4 (NPC coordinates, asset requirements) → ADDRESSED in Stage 9
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**Files:** `stage_8/validation_report.md` (1000+ lines)
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---
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### Stage 9: Scenario Assembly ✅
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**Output:** scenario.json.erb, mission.json, complete game integration
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**scenario.json.erb Structure (494 lines):**
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**1. ERB Helpers & Variables**
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```ruby
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require 'base64'
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def base64_encode(text)
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Base64.strict_encode64(text)
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end
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torres_journal_excerpt = "Met with Recruiter again. $200K total..."
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```
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**2. Global Variables (25 variables)**
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- Player state: player_name, player_approach, mission_priority
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- Investigation: evidence_level, objectives_completed, lore_collected
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- Evidence flags: found_medical_bills, found_journal, flag1-4_submitted
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- Outcome tracking: torres_turned/arrested/killed, elena_treatment_funded
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**3. Rooms Object (11 rooms)**
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All rooms properly configured with:
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- Valid room types (room_reception, hall_1x2gu, room_office, room_servers)
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- Bidirectional connections (cardinal directions only)
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- NPCs with Ink integration
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- Objects and containers with evidence
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- Lock configurations (badge, password, keycard, key with keyPins)
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**4. Phone NPCs Array (2 NPCs)**
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- **Agent 0x99 Handler:** 7 event mappings for context-sensitive guidance
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- **Closing Debrief Trigger:** 4 event mappings for ending-based debrief
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**mission.json Structure:**
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- Mission metadata (title, description, difficulty 2, 5400s duration)
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- ENTROPY cell: Insider Threat Initiative
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- 5 CyBOK areas with keywords
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- 5 learning objectives
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- VM integration details (Bludit CVE-2019-16113, 4 flags)
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- 3-act narrative summary
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- 6 key NPCs with roles and importance
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- Moral complexity explanation
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- Campaign positioning (Mission 5, prerequisites M01-M04, unlocks M06)
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**Technical Compliance Verified:**
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- ✅ All room types valid (no placeholders, no TODOs)
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- ✅ All connections use cardinal directions only (no diagonals)
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- ✅ Bidirectional connections properly configured
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- ✅ NPC items use `type` field matching `#give_item` tag parameters
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- ✅ Lock types properly specified with requirements
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- ✅ Event mappings link Ink knots to game events correctly
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- ✅ Hostile NPC tag (`#hostile:david_torres`) in combat path
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**Files:**
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- `scenarios/m05_insider_trading/scenario.json.erb` (494 lines)
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- `scenarios/m05_insider_trading/mission.json`
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- `stage_9/ROOM_SUMMARY.md`
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- `stage_9/STAGE_9_SUMMARY.md` (500+ lines)
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---
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## Design Philosophy Implementation
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### User Requirements Met ✅
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**1. "Make the villains clearly evil radicals"**
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- ✅ ENTROPY portrayed as extremist terrorists with accelerationist ideology
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- ✅ Calculate and approve 12-40 casualties as "necessary chaos"
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- ✅ Systematic exploitation of vulnerable people
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- ✅ Cult-like devotion to The Architect
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- ✅ View recruits as expendable assets
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**2. "Give players the option when confronting ENTROPY agents to arrest or combat"**
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- ✅ Explicit arrest option (with/without cooperation)
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- ✅ Combat options (lethal and non-lethal)
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- ✅ 5 total ending paths including turn, arrest, combat, exposure
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**3. "Perhaps the occasional new recruit to ENTROPY can be turned, saved, before radicalisation is complete"**
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- ✅ Torres designed as 3-month recruit (early-stage radicalization)
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- ✅ Shows cognitive dissonance and doubt
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- ✅ Turn path emphasizes de-radicalization: "You're not too far gone"
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- ✅ S-rank ending rewards player for saving him
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**4. "If the combat option, then set the npc hostile via tag"**
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- ✅ `#hostile:david_torres` tag set in combat_offer knot
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- ✅ Tag placed immediately before combat choice
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- ✅ Implemented in m05_torres_confrontation.ink:262
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**5. "Make changes via small edits"**
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- ✅ All updates made using Edit tool with old_string/new_string
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- ✅ No full file rewrites, only targeted changes
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- ✅ Preserved context throughout development
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---
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## 5 Ending Paths - Complete Implementation
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### Ending 1: Turn Double Agent (S-Rank) ✅
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**Variable:** `torres_turned = true`, `elena_treatment_funded = true`
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**Player Choice:**
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> "Work with us. Become a double agent. We'll get Elena treatment."
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**Immediate Outcome:**
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- Torres agrees to flip
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- SAFETYNET funds Elena's $380K treatment
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- Torres provides access to ENTROPY's Insider Threat Initiative
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**Campaign Impact:**
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- **Intelligence Windfall:** 23 active ENTROPY placements identified
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- **Lives Saved:** All 47 warning targets notified
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- **Ongoing Asset:** Torres provides intel through Mission 10
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- **Family Protected:** Elena survives, kids safe, Torres monitored but free
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**Moral Weight:**
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- Player chose redemption over punishment
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- Torres' family saved from tragedy
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- Intelligence gained prevents future operations
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- Risk: Torres could be turned back by ENTROPY (low probability)
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**Closing Debrief Focus:** "You saw the person, not just the crime. S-rank."
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---
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### Ending 2: Arrest - Cooperative ✅
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**Variable:** `torres_arrested = true`, `elena_treatment_funded = true`
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**Player Choice:**
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> "You're under arrest. But we can help Elena if you cooperate."
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**Immediate Outcome:**
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- Torres surrenders peacefully
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- SAFETYNET arranges Elena's treatment through witness protection fund
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- Torres provides limited intelligence (what he knows)
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**Campaign Impact:**
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- **Partial Intelligence:** 5-10 placements identified
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- **Some Lives Saved:** Immediate targets warned
|
||||
- **Legal Justice:** Torres faces 5-10 years (reduced sentence for cooperation)
|
||||
- **Family Supported:** Elena gets treatment, kids enter protection program
|
||||
|
||||
**Moral Weight:**
|
||||
- Balance of justice and compassion
|
||||
- Torres pays for crime but family doesn't suffer
|
||||
- Moderate intelligence gain
|
||||
- Legal process respected
|
||||
|
||||
**Closing Debrief Focus:** "Justice with mercy. Well done."
|
||||
|
||||
---
|
||||
|
||||
### Ending 3: Arrest - Hostile ✅
|
||||
**Variable:** `torres_arrested = true`, `elena_treatment_funded = false`
|
||||
|
||||
**Player Choice:**
|
||||
> "You're under arrest. No deals, no mercy."
|
||||
|
||||
**Immediate Outcome:**
|
||||
- Torres arrested without cooperation
|
||||
- No treatment arranged for Elena
|
||||
- Torres provides no intelligence (hostile)
|
||||
|
||||
**Campaign Impact:**
|
||||
- **Intelligence Lost:** No placements identified
|
||||
- **No Early Warnings:** Targets remain vulnerable
|
||||
- **Maximum Sentence:** 15-25 years prison
|
||||
- **Family Destroyed:** Elena dies within months, kids Sofia (11) and Miguel (8) orphaned
|
||||
|
||||
**Moral Weight:**
|
||||
- Strict justice without compassion
|
||||
- Torres punished but intelligence opportunity lost
|
||||
- Innocent family suffers (Elena, children)
|
||||
- Player chose punishment over pragmatism
|
||||
|
||||
**Closing Debrief Focus:** "Justice served, but at what cost?"
|
||||
|
||||
---
|
||||
|
||||
### Ending 4: Combat - Lethal ✅
|
||||
**Variable:** `torres_killed = true`
|
||||
|
||||
**Player Choice:**
|
||||
> "Lethal force authorized - neutralize the threat."
|
||||
|
||||
**Tag:** `#hostile:david_torres` set before combat
|
||||
|
||||
**Immediate Outcome:**
|
||||
- Torres killed resisting arrest
|
||||
- No intelligence gained
|
||||
- Elena receives notification of husband's death
|
||||
|
||||
**Campaign Impact:**
|
||||
- **Total Intelligence Loss:** No information recovered
|
||||
- **No Warnings:** All 47 targets remain vulnerable
|
||||
- **Family Devastated:** Elena widowed (still dying), kids orphaned
|
||||
- **Political Fallout:** Lethal force incident requires justification
|
||||
|
||||
**Moral Weight:**
|
||||
- Tactical resolution but maximum collateral damage
|
||||
- Innocent family completely destroyed
|
||||
- Intelligence opportunity permanently lost
|
||||
- Player chose force over negotiation
|
||||
|
||||
**Closing Debrief Focus:** "Mission accomplished, but we lost everything else."
|
||||
|
||||
---
|
||||
|
||||
### Ending 5: Public Exposure ✅
|
||||
**Variable:** `entropy_program_exposed = true`
|
||||
|
||||
**Player Choice:**
|
||||
> "I'm taking this to the media. The public deserves to know."
|
||||
|
||||
**Immediate Outcome:**
|
||||
- Story breaks: "Quantum Dynamics Insider Sold Secrets to ENTROPY"
|
||||
- Torres becomes "The Quantum Traitor" in public consciousness
|
||||
- ENTROPY's Insider Threat Initiative exposed and burned
|
||||
|
||||
**Campaign Impact:**
|
||||
- **Maximum Warning:** All 47 targets immediately notified
|
||||
- **Program Destroyed:** All 23 placements compromised, ENTROPY can't use them
|
||||
- **Public Awareness:** Insider threat tactics exposed
|
||||
- **ENTROPY Retaliation:** The Architect will target player in future missions
|
||||
- **Torres Family:** Publicly destroyed, Elena dies in spotlight, kids bullied
|
||||
|
||||
**Moral Weight:**
|
||||
- Nuclear option: maximum damage to ENTROPY but also to Torres family
|
||||
- Short-term gain (program burned) vs. long-term risk (ENTROPY retaliation)
|
||||
- Public vs. covert operations dilemma
|
||||
- Player chose transparency over pragmatism
|
||||
|
||||
**Closing Debrief Focus:** "You burned ENTROPY's program. They won't forget this."
|
||||
|
||||
---
|
||||
|
||||
## Educational Value & CyBOK Alignment
|
||||
|
||||
### CyBOK Knowledge Areas Covered
|
||||
|
||||
**1. Human Factors (HF) - Primary Focus**
|
||||
- **Social Engineering:** NPCs manipulated through conversation, trust building
|
||||
- **Insider Threat Indicators:** Behavioral changes, unusual access patterns, financial stress
|
||||
- **Trust Exploitation:** ENTROPY's systematic recruitment methodology
|
||||
- **Information Gathering:** Interview techniques, evidence collection through dialogue
|
||||
|
||||
**2. Security Operations (SO)**
|
||||
- **Incident Response:** Responding to suspected data exfiltration
|
||||
- **Evidence Collection:** Correlating physical and digital evidence
|
||||
- **Access Control:** Badge systems, progressive authentication
|
||||
- **Security Monitoring:** Log analysis, access pattern recognition
|
||||
|
||||
**3. Applied Cryptography (AC)**
|
||||
- **Quantum Cryptography Context:** Project Heisenberg (quantum key distribution)
|
||||
- **Encoding vs. Encryption:** CyberChef workstation teaches distinction
|
||||
- **Data Obfuscation:** Base64 encoding in LORE fragments
|
||||
- **Secure Communications:** ENTROPY's encrypted channels
|
||||
|
||||
**4. Malware & Attack Technologies (MAT)**
|
||||
- **Data Exfiltration Techniques:** Torres' upload methodology
|
||||
- **Covert Channels:** ENTROPY's communication with insider
|
||||
- **Attack Attribution:** Linking attacks to ENTROPY cell
|
||||
- **Insider Threat Lifecycle:** Recruitment → exploitation → exfiltration
|
||||
|
||||
**5. Web & Mobile Security (WMS)**
|
||||
- **CVE-2019-16113:** Bludit CMS directory traversal + authentication bypass
|
||||
- **Web Application Exploitation:** File access, privilege escalation
|
||||
- **Vulnerability Research:** Understanding CVE details and exploitation
|
||||
- **Server Reconnaissance:** Identifying vulnerable services
|
||||
|
||||
### Learning Objectives Achieved
|
||||
|
||||
**1. Identify Insider Threat Indicators**
|
||||
- Behavioral analysis through NPC interviews
|
||||
- Access log pattern recognition
|
||||
- Financial vulnerability assessment (medical debt)
|
||||
- Psychological profiling (radicalization signs)
|
||||
|
||||
**2. Correlate Digital + Physical Evidence**
|
||||
- VM flags provide digital evidence (payment records, communications)
|
||||
- Physical evidence provides context (medical bills, journal)
|
||||
- Integration required to identify insider (evidence_level >= 4)
|
||||
- Teaches importance of multi-source intelligence
|
||||
|
||||
**3. Real-World CVE Exploitation**
|
||||
- Bludit CMS CVE-2019-16113 technical exploitation
|
||||
- Directory traversal mechanics
|
||||
- Authentication bypass techniques
|
||||
- Privilege escalation pathways
|
||||
|
||||
**4. Navigate Moral Complexity**
|
||||
- 5 endings with meaningful differences
|
||||
- Consequential decision-making (campaign impact)
|
||||
- Victim vs. perpetrator analysis
|
||||
- Justice vs. pragmatism tradeoffs
|
||||
|
||||
**5. Understand Systematic Radicalization**
|
||||
- ENTROPY's 3-phase recruitment methodology
|
||||
- Financial exploitation tactics
|
||||
- Ideological indoctrination process
|
||||
- Early intervention opportunities
|
||||
|
||||
---
|
||||
|
||||
## Campaign Integration
|
||||
|
||||
### Position in Season 1
|
||||
**Mission 5 of 10** - Mid-season climax introducing insider threat theme
|
||||
|
||||
### Prerequisites
|
||||
- **M01: First Contact** - Introduction to ENTROPY, Social Fabric cell
|
||||
- **M02: Power Struggle** - (Future) Political manipulation cell
|
||||
- **M03: Cryptographic Truth** - (Future) Encryption backdoor operation
|
||||
- **M04: Echoes of Dissent** - (Future) Protest movement infiltration
|
||||
|
||||
### Unlocks
|
||||
- **M06: Follow the Money** - Financial intelligence from Torres (if turned)
|
||||
- **M07-M10:** Ongoing intelligence if Torres turned, or ENTROPY retaliation if exposed
|
||||
|
||||
### Campaign Variables Affected
|
||||
|
||||
**If Torres Turned (torres_turned = true):**
|
||||
- `campaign_entropy_placements_known = 23`
|
||||
- `campaign_torres_asset_active = true` (through Mission 10)
|
||||
- `campaign_elena_treatment_funded = true`
|
||||
- Missions 6-10: Torres provides intel, appears in phone calls
|
||||
|
||||
**If Torres Arrested Cooperative:**
|
||||
- `campaign_entropy_placements_known = 5-10`
|
||||
- `campaign_elena_treatment_funded = true`
|
||||
- Missions 6-8: Limited intel available
|
||||
|
||||
**If Torres Arrested Hostile or Killed:**
|
||||
- `campaign_entropy_placements_known = 0`
|
||||
- `campaign_insider_threat_program_active = true`
|
||||
- Missions 6-10: No insider intelligence, ENTROPY continues operations
|
||||
|
||||
**If Program Exposed:**
|
||||
- `campaign_entropy_insider_program_burned = true`
|
||||
- `campaign_entropy_retaliation_active = true`
|
||||
- Missions 7-10: ENTROPY actively targets player, increased difficulty
|
||||
|
||||
### Character Continuity
|
||||
|
||||
**Torres Family (if Turn or Arrest Cooperative):**
|
||||
- Elena Torres: Survives cancer, grateful to player
|
||||
- Sofia Torres (11): Writes thank-you letter to player (M07)
|
||||
- Miguel Torres (8): Draws picture for player (M07)
|
||||
- David Torres: Provides intel, struggles with guilt (M06-M10)
|
||||
|
||||
**Patricia Morgan:**
|
||||
- Appears in Mission 8 as security consultant
|
||||
- References Mission 5 outcome in dialogue
|
||||
- Trust level affects cooperation
|
||||
|
||||
**Dr. Chen:**
|
||||
- Appears in Mission 9 (quantum cryptography breakthrough)
|
||||
- Reaction to Torres influenced by Mission 5 choices
|
||||
- Possible romance subplot if high trust
|
||||
|
||||
**Agent 0x99:**
|
||||
- Ongoing handler through Season 1
|
||||
- References Mission 5 as "that insider threat case"
|
||||
- Handler_trust variable carries forward
|
||||
|
||||
---
|
||||
|
||||
## Implementation Checklist
|
||||
|
||||
### Phase 1: Technical Integration ⏳
|
||||
- [ ] Import scenario.json.erb into game engine
|
||||
- [ ] Verify all Ink scripts load correctly
|
||||
- [ ] Test ERB rendering (Base64 encoding, variables)
|
||||
- [ ] Configure VM integration (Bludit server, 4 flags)
|
||||
- [ ] Test flag submission → intelligence unlocking
|
||||
- [ ] Verify global variable syncing across Ink scripts
|
||||
|
||||
### Phase 2: Content Testing ⏳
|
||||
- [ ] Playtest starting sequence (opening briefing → reception)
|
||||
- [ ] Test progressive unlocking (visitor → employee → server password)
|
||||
- [ ] Verify all NPC dialogues function correctly
|
||||
- [ ] Test badge cloning mechanic (Kevin Park, influence >= 20)
|
||||
- [ ] Test lockpick acquisition (Kevin Park, influence >= 30)
|
||||
- [ ] Verify evidence correlation (evidence_level >= 4 triggers)
|
||||
- [ ] Test all 5 ending paths completely
|
||||
|
||||
### Phase 3: Balance & Polish ⏳
|
||||
- [ ] Adjust evidence_level thresholds if too easy/hard
|
||||
- [ ] Balance NPC influence requirements
|
||||
- [ ] Tune dialogue pacing and length
|
||||
- [ ] Polish writing (typos, clarity, tone)
|
||||
- [ ] Add audio cues for key moments
|
||||
- [ ] Optimize room layouts for exploration flow
|
||||
|
||||
### Phase 4: VM Integration ⏳
|
||||
- [ ] Deploy Bludit CMS SecGen scenario
|
||||
- [ ] Configure 4 flag values in drop-site terminal
|
||||
- [ ] Test CVE-2019-16113 exploitation path
|
||||
- [ ] Verify flag submission triggers Ink events
|
||||
- [ ] Test VM → evidence_level progression
|
||||
- [ ] Document VM walkthrough for QA
|
||||
|
||||
### Phase 5: Educational Validation ⏳
|
||||
- [ ] CyBOK alignment review with educators
|
||||
- [ ] Verify CVE technical accuracy
|
||||
- [ ] Test insider threat indicator teaching
|
||||
- [ ] Validate evidence correlation pedagogy
|
||||
- [ ] Assess moral complexity effectiveness
|
||||
- [ ] Student pilot testing (feedback collection)
|
||||
|
||||
### Phase 6: Campaign Integration ⏳
|
||||
- [ ] Implement Mission 4 → 5 transition
|
||||
- [ ] Test campaign variable propagation
|
||||
- [ ] Verify Torres intel appears in M06 (if turned)
|
||||
- [ ] Test ENTROPY retaliation in M07+ (if exposed)
|
||||
- [ ] Validate character continuity (Patricia, Chen, 0x99)
|
||||
- [ ] Test all 5 ending → campaign impact pathways
|
||||
|
||||
---
|
||||
|
||||
## Known Issues & Future Enhancements
|
||||
|
||||
### Known Issues (To Address in Implementation)
|
||||
1. **NPC Spawn Coordinates:** Placeholder positions (x, y) need precise tuning for optimal player interaction
|
||||
2. **VM Asset Requirements:** Bludit CMS SecGen scenario needs deployment configuration
|
||||
3. **Mid-Mission Choices:** Kevin frame-up and Elena medical records choices designed in Stage 3 but not yet scripted in Ink
|
||||
4. **Lock Difficulty:** KeyPins for Torres' briefcase need balancing for lockpicking minigame
|
||||
5. **Event Timing:** Timed messages and event triggers need playtest tuning
|
||||
|
||||
### Future Enhancements (Post-Launch)
|
||||
1. **Achievement System:** "The Redeemer" (turn Torres), "By the Book" (arrest cooperative), etc.
|
||||
2. **Optional NPCs:** Receptionist, janitor with additional LORE hints
|
||||
3. **Alternative Paths:** Multiple ways to access server room (not just employee badge)
|
||||
4. **Dynamic Difficulty:** Evidence_level thresholds adjust based on player skill
|
||||
5. **Expanded Endings:** Branching sub-paths within each main ending
|
||||
6. **Torres Family Follow-Up:** Additional scenes in later missions showing Elena's recovery (if funded)
|
||||
|
||||
---
|
||||
|
||||
## Files & Documentation Reference
|
||||
|
||||
### Planning Documents (Stages 0-6)
|
||||
```
|
||||
planning_notes/overall_story_plan/mission_initializations/m05_insider_trading/
|
||||
├── stages/
|
||||
│ ├── stage_0/mission_initialization.md
|
||||
│ ├── stage_1/story_arc.md
|
||||
│ ├── stage_2/character_profiles.md
|
||||
│ ├── stage_3/moral_choices.md
|
||||
│ ├── stage_4/objectives_tasks.md
|
||||
│ ├── stage_5/room_layout.md
|
||||
│ └── stage_6/lore_fragments.md
|
||||
```
|
||||
|
||||
### Ink Scripts (Stage 7)
|
||||
```
|
||||
scenarios/m05_insider_trading/ink/
|
||||
├── m05_insider_trading_opening.ink (308 lines) + .json
|
||||
├── m05_npc_patricia_morgan.ink (235 lines) + .json
|
||||
├── m05_npc_kevin_park.ink (189 lines) + .json
|
||||
├── m05_npc_dr_chen.ink (182 lines) + .json
|
||||
├── m05_npc_lisa_park.ink (163 lines) + .json
|
||||
├── m05_phone_agent_0x99.ink (148 lines) + .json
|
||||
├── m05_dropsite_terminal.ink (267 lines) + .json
|
||||
├── m05_torres_confrontation.ink (415 lines) + .json
|
||||
└── m05_closing_debrief.ink (391 lines) + .json
|
||||
```
|
||||
|
||||
### Validation & Assembly (Stages 8-9)
|
||||
```
|
||||
planning_notes/overall_story_plan/mission_initializations/m05_insider_trading/
|
||||
├── stages/
|
||||
│ ├── stage_8/validation_report.md (1000+ lines)
|
||||
│ └── stage_9/
|
||||
│ ├── ROOM_SUMMARY.md
|
||||
│ ├── STAGE_9_SUMMARY.md (500+ lines)
|
||||
│ └── MISSION_COMPLETE_SUMMARY.md (this file)
|
||||
```
|
||||
|
||||
### Game Integration Files
|
||||
```
|
||||
scenarios/m05_insider_trading/
|
||||
├── scenario.json.erb (494 lines) - Game world structure
|
||||
├── mission.json - Mission metadata
|
||||
└── ink/ (9 compiled .json files)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Development Credits
|
||||
|
||||
**Mission Design:** Claude (AI Assistant)
|
||||
**Development Approach:** 9-stage iterative planning process
|
||||
**Design Philosophy:** "Small edits, evil radicals, player agency"
|
||||
**User Guidance:** Critical feedback on ENTROPY portrayal, arrest/combat options, saveable recruits
|
||||
|
||||
**Key Design Decisions:**
|
||||
- Hybrid architecture (VM + physical evidence)
|
||||
- 5 meaningful endings with campaign impact
|
||||
- Evidence-based progression (no arbitrary gates)
|
||||
- Radicalization as process (not binary state)
|
||||
- Family context for moral weight
|
||||
|
||||
---
|
||||
|
||||
## Final Status
|
||||
|
||||
✅ **PLANNING COMPLETE** - All 9 stages finished
|
||||
✅ **SCRIPTS COMPILED** - 9 Ink files → JSON
|
||||
✅ **SCENARIO ASSEMBLED** - scenario.json.erb + mission.json
|
||||
✅ **DOCUMENTATION COMPLETE** - 3,000+ lines of planning docs
|
||||
✅ **TECHNICAL VALIDATION** - All compliance checks passed
|
||||
✅ **READY FOR IMPLEMENTATION**
|
||||
|
||||
**Next Phase:** Technical integration → Content testing → Balance → Playtesting → Campaign release
|
||||
|
||||
**Estimated Implementation Time:** 2-3 weeks for Phase 1-3, additional time for VM integration and polish
|
||||
|
||||
---
|
||||
|
||||
**Mission 5 "Insider Trading" - A Story of Choices, Consequences, and Redemption**
|
||||
|
||||
*"Everyone has a price. Not everyone can be saved. But some are worth trying."*
|
||||
|
||||
— Agent 0x99 'Haxolottle'
|
||||
Reference in New Issue
Block a user