Saturday, February 18, 2006

Sugar Shack 42: Molly B: A Force For Good For a Change

Sugar Shack 42: Molly B: A Force For Good For a Change

Even for an Exile, Molly B. seems odd. In a driving rain she stood alone in a park in the Moriah Projects (745,6,-259) surrounded by politely milling Crossbone Bumboos. In her brown-gold gi, heels, with carefully coiffed corncob-style hair and her complexion, she reminded me of Azyanna from Artificial Intelligence. In a warm, even voice, she explained that the Matrix is big enough for everyone to get along well. She claims to not work with the bristling ego that makes so many Exiles such a pain, and I have to say she is worlds removed from the kleptomaniacs, plutomaniacs, and just plain maniacs I have worked with so much. She’s much closer to Sister Margaret.

1. Saving Blue

An interesting first mission: a self-actualizing bluepill needs to be protected. Then I groaned when I realized it was an escort mish! As I reluctantly stepped into the blue’s apartment, she jumped up from her lonely Chinese takeout and Oprah rerun, and cried, “I’ve seen you before! I knew you were coming to save me! …. You are my savior!” I told her to take her time, that it was the last good meal she would ever have. Other than that I was encouraging, and got her safely to her destination, decommissioning a good number of Exiles along the way. Molly B. was pleased; I could see I had won her trust: “Thanks for taking care of that for me, Sugaree. You’re a keeper.” For sure!

2. The Prelude

“The Matrix is still an enigma to you. I can sense your inner turmoil, even if you deny it.” I am the last person to deny this, and appreciated someone who could sense how I felt. I sighed deeply as I read through the mission description. I am asked to protect someone, who has an important role to play in the future. This reminded me a little of Madame T.’s missions downtown.
For such a pacific mission, this one started out with a bang.

While I was still reading through the mission description, I came under attack! And as I jumped away to heal, I could see a malevolent little red dot following far, far below, waiting for another bite. This did little for my inner turmoil. The escort component of the mission goes well, as long as you take care to kill everything between you and the destination before leading the principal from the building.

Eventually I got her to the destination, and a woman looking a lot like Molly B. took her over for me. I felt puzzled as I left, wondering how in a world where everything begins with choice, one could see the future at all. Molly B.’s warm voice interrupted my reveries: “Your actions shall reap rewards you cannot yet know.” As I start doing my taxes this week, I’ll bear this in mind….

3. No Go Boom

Argon has some characteristically destructive plan which needs Molly B.’s intervention. This mission takes the form of confiscating four detonators disguised as cell phones, each secreted within a different box in one of Argon’s offices. This can be done without killing everyone there, but uncompromising slaughter does make things more convenient. When you are done at this single location, Moll B. sends praise your way: “Your services have saved innocent lives, Sugaree”. And scored some coin and xps along the way!

4. Data Points

“Silver is so obsessed with the perfection of his creations that he often cannot understand the long-range implications of what he is building” So we have to disrupt them.” Escort a scientist associate of Molly’s to plant false data. Getting her there safely takes some serious escorting skill. On the other hand, once you reach Silver’s research site, it turns out that there are no guards and no locks! Go figure! And then when you are done, the scientists elaborately yawns and says she will find her own way out and no further escort is necessary. She didn’t have to say that twice!

5. Grab the Boom

After absconding with Argon’s detonators, now we return to finish the job and steal his explosives! But we are not alone for this mission; the bluepill we escorted earlier has grown into a capable 50th level partner for us (What? Three hours to 50? Someone ccr this scheming sploiter!!)! Interestingly, the building she is in is surrounded not just by the area’s indigenous Crossbones, but by a pair of Furies as well!

She turns out to be a mixed blessing. Twice she pulled me into fight I wanted to avoid. But on the other hand, she did some great buffing for me as well. And the mobs didn’t dare even look at her! Once you have her, all you need to do is get some cardkeys, and then break into Argon’s storage center and kill all his guards. But without injuring the bystanders. Molly B has a team who will move in to do the rest, i.e., actually get the explosives. I left my protégé in the elevator while I did the killing; I did not want to risk her being injured, and I did not want to risk her witnessing me kill any bystanders who got in my way.

Overall, the fifth mission was the most interesting and ambitious of all. The returning bluepill, the varied locations, the back and forth to get the cardkeys, and the merit in thwarting Argon’s plan all made this a pleasure.

Conclusion: Some good writing, and an unusual character. Challenging missions. The physical simplicity of most will appeal to many. And best of all, it’s nice to be doing something good for a change.

This review may be found at manifoldmischief.blogspot.com, along with past mission reviews, and other writings relevant to MxO.

Sugar Shack 43: Richland’s Finest

Sugar Shack 43: Richland’s Finest

Well, with another 14 Contacts whirled behind me, it’s time to wrap up yet another distract. Richland is where we all start life in the red, and many of its clubs and hangouts are seldom alone. Mara, Uriah, Sanguine, Parallaxis…who hasn’t spent many an hour there? And the crispy Blackwoods and the juicy 88s and the saucy Furies…what a place!

Not to its resident Exiles. In fact, in contrast with the rich psychological ecology of the Downtown area, many of the Exiles here are quite bland. Few, in fact, have any agenda outside immediate gratification. Some have great lairs (Thallia and Yttri). The personal relations among some of them (Molly and Argon, Ruth and Silver, Argon/Anti-M/Beryl) are interesting. The writing for some missions is quite good, like the Chessman’s. Nonetheless, the stories of the missions seem shorter and less sophisticated that the downtown ones; this may be due to the lower expected level of the people meant to do them. Probably the plan originally was for players to finish all the Richland missions before venturing to other regions, and the downtown missions would be the last ones to be done. If so, this is yet another case of the players rushing ahead of the game. In my case, the first region I completed was downtown.

So, what can be said about the Exiles of Richland? There are distinctive personalities, to be sure. They have their intense little social circles, and they mostly seem to be very into each other. But mostly they are into themselves, and one of the remarkable aspects of the Richland crowd is that there some committed agents for good among them. I doubt that any of the Downtown crowd could make that claim. So, who stands out?

Most Interesting: Silver. Mr. Meat. The distinctive style, blunt personality, strange lair, and clear agenda for his missions were finely done. The most abrasive but the most interesting of the Richland Exiles, and one of the few to venture to other districts.

Most Bewitching: Thallia. Great lair, weird outfit, great personality, and a devious mind as expressed in her missions. It’s hard not to like the way she thinks.

Most Frustrating: Digger. There is immense promise in the way he talks and in his loot-strewn lair. But his missions were very simple, and he said very little about the previous incarnations of the Matrix. I was immensely unsatisfied when I was done with him.

Most Benevolent: Sister Margaret. Interesting force for good, and surprisingly this imperative gave great variety to her missions. I mean, after a while, you get tired of bursting into an apartment and killing everyone in sight. Well, I do, anyway.

Most Cute: Beryl. Lush, narcissistic personality. You could not help but like her!

Weakest Characters: It’s a tough race to the bottom here: Yttri, Raini, Anti-M, Argon. Molly and Ruth seem interchangeable; I can barely remember how they differ from each other! The Bag Lady similarly seems totally dispensable.

Most So-So: Mercury and the Chessman are kind of in the middle. Interesting personalities, some good thought and writing, yet bland on their missions.

Most Missed Opportunities: There are a lot! Such as:
- Exiles could speak more about their surroundings.
- They could have talked about how they got to be where they are, which mystifies me, given their deficits in the charisma and leadership departments.
- Why The Bag Lady works so hard for the Collector.
- And who is The Collector, anyway?
- Why some of them have clubs and some lurk in apartments they never leave.
- Why Silver chose such a total dump for his datacenter.
- Mercury has a total corporate look for his datacenter and seems located nearby the power grid to boot. Something with this and the MegaCity Department of Energy is crying out to be done.
- What all that other stuff is that belongs to the Digger, and what it represents.
- The Chessman’s pieces never actually seem to move, despite Tyndall’s writing about them.
- What’s the deal with Zia and Lemone having no Exile Contact? Couldn’t there at least have been some Contacts-in-Training?
- Everyone seems to have it in for Silver, yet he seems unaware of this. Is he really so oblivious? Or should he have more payback missions?

I have a feeling that more material was written for their backstories, but logistics prevented the devs from incorporating it all. If only there were some way to get access to more of this.
So, the Richland Exile missions are worth doing for the variety alone. Some of the Exiles here have exceptional personalities and writing, and few have inventive missions. Some left me hungry, but all gave me something to think about.

Monday, February 13, 2006

Sugar Shack 41: Silver: Mazy Meatless Menace

Sugar Shack 41: Silver: Mazy Meatless Menace

Naturally, Silver’s appearance matches his name: bright grey hair, a steel-grey shirt under a dark jacket. He has some sort of Borg eyepiece for his right eye. We have seen him before downtown for some of the Pandora’s Box mishes; we all know that he is quite seriously ambitious.

However, you could never tell it from his lair. To meet Silver (1006, -16, -520), you have to navigate your way through one of the labyrinthine dumps of Camon Heights, turning every few steps, sweeping spider webs, stepping over pizza boxes and beer bottles. Look for stained stairs going down, down, down. Eventually you find a sparkly datacenter where he stands right in the center, master of all he surveys.

All Silver’s missions relate to his research. Studying field fluctuations, rare code frags, other people’s inventions, etc. He’s like an evil, aggressive version of Mercury. He has the restless mind of a Benjamin Franklin, but without the personal charm. In fact, Silver never regards you with anything more than relaxed contempt. Suck it up; that’s the price we pay for xps and info: we don’t have to like our clients; we just have to collect from them.

1. Meet the Meat

Like most first mishes, this one is simple, if not exactly easy. Silver is “studying the field density fluctuation of the Matrix and how it is affected by ‘free roaming redpills’ like you”. To measure this, he wants you to pass through an area and kill everything there. Works for me! As an afterthought, he genially sneers, “Even you ought to be able to handle that.” I guess he has been talking to the Weaver.

After our powerful team laid waste to every single Exile there, Silver nodded curtly, ”Passable performance, meat. I suppose I can use you again.” “Curb your enthusiasm,” I said.

2. Software Run

This second mission is actually one of his easiest. You have to run in, insert a virus, and run for your life. “It’s very easy so you should be able to do it,” Silver reassured me, adding, “Oh, and don’t get killed by the guys that run the place.”

As instructed, I ran in, inserted the virus in the computer in the guards ready room (the one right next to the elevator), leaped past the guards over the counter, ran for the elevator, and died one foot from it, five hot slugs in my back. But we got credit for a success, so what’s not to like?

3. For Tat

In this most fascinating mission, Silver needs help in a deal with the cool, bewitching Hypatia from downtown. She wants someone killed, and thought of Silver, who thought of us. In exchange, she’ll help him with some research on some unusual code frags which have appeared recently. The hit is straightforward. The most interesting thing was meeting Hypatia. She complimented us on work well done, and invited us to look her up in Chelsea if we were looking for work.
Silver was characteristic: “At least you didn’t drool on Hypatia’s feet”. I think he is falling in love with me.

4. Mercury Sabotage

Silver hates Mercury as much as Mercury hates him. He thinks that the “lesser inventor” has been scheming to steal his research, and wants to discourage this interest. A nice virus, nicely inserted, does the trick. And for this mish, we just had to run in, pop in a disk, and run for our lives. Our powerful band was able to do this.

5. Just a Peek

But Silver is not done with Mercury yet. Now he tasks us with stealing one of his prototypes. Not that he needs it, mind you, he is simply “curious”. We found the location, we broke in, we killed all the guards, we got the prototype, and we dropped it off with a huffy, impatient aide of Silver’s. While we were running around, Silver barraged us with reflections. About how the Truce is a bad thing. About how scummy humans are. About how unclean he feels to be working with us. I can’t tell you how encouraged I felt, and how much it made me want to please him.

And when it was all over? Silver looked up from approving our timesheets, sighed, and barked: “You know, I’m sick of working with meat; it is more trouble than it is worth. Why don’t you go bother someone else?”

And that was it! He turned away and went to optimize a database or something. Love us and leave us, why don’t you? At least his check cleared.

So Silver’s missions have interesting connections with other Exiles. To me, this is always a good thing. Besides this, there are some noteworthy story components. And the fights were okay. Best of all, there were no escort missions!

These missions were unusually easy. Not because I was so strong, but because I was working with a very strong team. Special thanks go to S3per from Vidar’s Soldiers, and to my brothers and sisters from The Collective: BrightAngel, Cammara, Blackfir3, and Freez, who just hit 50 recently. Way to go!

This review may be found at manifoldmischief.blogspot.com, along with past mission reviews, and other writings relevant to MxO.

Sugar Shack 40: Ruth: Not a Total Jerk

Sugar Shack 40: Ruth: Not a Total Jerk

Right there in the middle of the Projects (1007, 04, -1411), Ruth loiters. It’s what she wants, she says. She eschews the “high and mighty crap” that other Exiles like so much. You know, the ones like Silver and the Jeweller, not to mention the Merovingian She prefers to be “down here in the think of the action with the bluepills”. Basically, she likes slumming 365 days a year. You see it in her appearance too, the clinging dark blouse and the baggy dark pants; the shock locks going every which way. Everything about her outfit seems like a casual afterthought. Far from dressing for success, Ruth affects a tough-guy, street-smart image.

To join the Grrls’ Club, you have to “prove yourself to me by rescuing a bluepills from an Exile gang’s threats”.

1. Rescue Blue

A bluepill is being harassed by five bullies, for no obvious reason. They seemed to have camped out in his apartment, perhaps intending it as a base for operations. So I killed two, sat down for some milk and chow mein (bad combination!), and the slew the rest. The bluepill was overjoyed; Ruth less so: “That wasn’t bad, Sugaree. You might have some good moves.”

2. The Viper’s Nest

Strike against Thallia’s network. She is a social "viper" who needs to be “taken down a peg”; she tears down other Exiles to make herself look better to the Merovingian, so Ruth says. And I have to say, this is quite consistent with that I saw of her during her missions. Ruth’s idea is to put a small virus in her network that will throw her social calendar into disarray. This will have her showing up at all the wrong events; the worst kind of hell for her. And the mish is simple enough: run in, insert disk, and run out. “You’re a pretty competent one, Sugaree.” The apparent squalor of Thallia’s office surprised me, especially considering how luxurious her lair is! Perhaps Ruth is not the only one that likes to slum.

3. Gadget Grab

Silver’s been up to some mechanical mischief, and now Ruth wants to know about it. This mission was surprisingly difficult. Four very tough Machine staff awaited me, and my membership card for The Collective did not carry much weight with them. Eventually I killed enough to get a key, and ran past the others to reach my goal. “Sharp moves, Sugaree”, judged Ruth.

4. Poison the Well

Silver has been up to some serious trouble-making, even for an Exile. He has come up with “some sort of prototype decompiler that works on bluepills”. It would permit Silver to take apart bluepills for their raw code. Yes, I agreed, this would not be a good thing. Ruth bids me insert a virus into his network (as usual). But this is not the usual, garden-variety, format-the-hard-drive virus. That would precipitate tape restorations, after all. This virus simply adjusts the data flow imperceptibly so that things do not work correctly. Nice thinking, Ruth! She agrees: “You’ve saved some innocent lives today, Sugaree.” More than “some”, I should think.

5. Both Ends Against the Middle

The last mission was a half-way measure to delay Silver. The next step is to distract him. This is done by exposing his research to Tick Tock, a wily intelligence-oriented Exile from downtown (we did his missions a while back). If they start fighting, this will slow them both down. However, complications arise. Your contact for Tick Tock has been killed, and someone else impersonates him and tries to brewko you. Eventually you put the ersatz ally down, and upload the file and folder, but the identity of the third party is never clear. Who tried to cut in? How did they find out? What was their interest? All is not clear, though I would put my money on Hypatia, who has an unparalleled thirst for knowledge of anything and everything.

Ruth’s missions can all be done in an hour, so they’re perfect for an evening of action that leaves time for hanging out and socializing. When you are working on them you have the feeling that you are making the world a better place for pills of both colors, which is very gratifying. And there are interesting connections between Ruth and other exiles, which is always satisfying. You don’t have the feeling that Ruth exist in dumpy vacuum, as you do with some others, such as the Auditor. Ruth does not have the rich personality that some other Exiles do, but she does have a vision, her missions are satisfying and quite varied.

This review may be found at manifoldmischief.blogspot.com, along with past mission reviews, and other writings relevant to MxO.

Tuesday, February 07, 2006

Sugar Shack 39: What Makes a Clan Great?

MxO is full of things happening. Player events. Wars at Mara. QA mayhem. Clan mergers. The game changes and players change. Some come, and some go. People gin up controversy about trivia and players leave in disgust. Who wants be assaulted every day by the latest charges of exploiting and trashtalk? We need to have clear strategic goals for ourselves if we are not to be distracted by provocations such as this. In the past my clan, The Collective, has let itself be distracted by twits and trivia, to our chagrin. Here are some suggestions we’ve developed to help keep our eyes on the goal.

We need to remember what makes a clan great in this game. We need to look at these and ask ourselves how we are striving for excellence. Responding to baiting from perpetual foes (and I know I have been on rare occasions guilty of indulgence in these areas) will not earn leadership. Other things will. I can think of eight, and talk a little bit about them below. Clan greatness comes from these factors, and yes, I will include PvP. Naturally, this is not to say that every clan needs every one of these to be great. It’s just that if a clan has no more than one or two of these, its days may be numbered.

1. Longevity. We must be around to be acknowledged. We must last and have steady inflow of new blood to replace those who are repulsed by Brewko or burn out or are overcome by life. This seems obvious, but some clans I considered great at one time have fallen by the wayside. A clan must attract new blood by being present ingame and by presenting itself well in the forums and other venues I explore below. Hint: endless trashtalk is a sign of Tourette’s Syndrome, not greatness.

2. PvP. PvP is not necessary to being a great clan, as The Sirens and The Devil’s Advocates have demonstrated. It can, in fact, contribute to being a scummy clan, as RIP and dolts the world over have shown. However, PvP, to contribute to greatness, must show a clan at its best. Otherwise it’s just a bunch of banzai kamikaze wannabees (i.e., zergs) which does not reflect well on a clan. It seems like many of us have made progress in this respect. But we all need more practice, planning, and discipline. And trashtalking your adversaries to bait them into hating you to fight you…enjoy it while you can, ‘cuz when you start middle school, it stops being cool.

3. Diversity. Some clans attract nothing but PvPers and people who want to be feared and hated. I say, let them have the violent and the insecure! A great clan satisfies many types of people. If people as different as Nanohaxial and Seraya have been satisfied in TC, then we have truly been successful because we have a broad base of talents. If we have different types of people, we will attract different types of people, and earn the respect of different types of people. If we are nothing but a PvP clan, we are weaker than we need be. If we are nothing but a role-play clan, we are weaker than we need be.

4. Community Events. Also, Story Events. When a clan organizes community events, as the Sirens and the Kings of Never and Fallen Horizon have done so well, and when others even just participate in them, we show we care about the community and reaching out to others. Others appreciate this. This is one way The Sirens have been so successful, even though they hardly ever PvP, and don’t even obsess very much about levels. Yet they are a great clan. The more community events a clan attends and sponsors, the better off it is. As someone once said, the only thing worse than being seen and talked about is not being seen and talked about.

5. Classiness of Members and Their Posts. Compare posts by various people on the MxO forums. Who’s articulate? Who’s worth reading? People judge clans by their words. What do ours on the forums say about us? Silence is not an option, or someone else’s blather will be all people see. Few people from jerk clans post in the forums. Even fewer post intelligently. My own clan is blessed with some great posters, like Lucen, Sattakan, Garutachi, Melt, and Calliente. Other clans have great posters, like Symmetric, Alicethepattern and Ic3b3rg. Just really impressive. In posts I work to craft a distinct style of speech (except when I’m mad) because it contrasts so much with 3l33tspeak. It helps us to stand out and be different. Stupidfly did this too, of course, but in the opposite direction, “keeping it gangsta”. What this lacked in classiness is compensated for in the next item on the list.

6. Name Recognition. There is no such thing as bad publicity. Well, maybe that’s not completely true, but you can see what I mean.

7. Recognition from the Devs. How many clans have achieved this? Fallen Horizons certainly has! Midnight’s name is hard-wired into the game! Upstream’s alter ego, Downstream, appears in numerous missions. Few others have achieved this. This is one of the most sublime forms of greatness: recognition and affirmation by the gods. I’m not sure how to achieve this, and hope that Midnight can enlighten us.

8. Community Service. Contributing back to the community takes many forms. Think of all the radio stations rocking away out there. The great writeups many people have done on CR 2,0, attributes, and abilities. My neighborhood exile mission reviews. Weaselgrrl’s countless, creative, witty posts. DrippingCheese’s witty posts and sigs. Kings of Never’s great events. These are all examples of giving back. Ages ago, helping new players was a big thing; when we have more new players I hope this returns as well.

Each of us has skills and energy, as do our crews. If we choose to, we can focus them in areas which achieve and demonstrate greatness. If we focus on these areas, others will froth and foam, but in impotent insignificance. If we reduce ourselves and become a one-strength clan like they are, we will lose all pretence to greatness.

Most important for every leader and captain here, we must CHOOSE which strengths to enhance for our clan. We MUST NOT choose by reaction and in effect become what someone else chooses for us. In the case of The Collective, some adversary clans seek to reduce us to PvP rag dolls. But there is much more to us and to our clan than this. We are absolutely stupid if we only become what someone else wants us to be. Everything begins with choice, and leaders must choose the types and routes to greatness which best suit their clans.

I held off for months on making this available outside the clan, since thinking along these lines can give immense strategic advantage over others. But at this point I think we are all better served by numerous strong, great clans, and I share this in that spirit.

Thursday, February 02, 2006

Sugar Shack 38: Mercury: Tries Harder

Sugar Shack 38: Mercury: Tries Harder

Really, it seems to me that Mercury basically does not want to be found. Master of his datacenter administration room, he waits, secluded in Uriah Industrial park at -50, -14, 271. The room itself is a recluse’s dream, only accessible by long stair walks up and down. When you walk in, you can feel the cold dry air, and hear the monstrous humming behind him and all around you, and feel the load-balancing struggle. I wish there had been one server rack named Recursion, one Syntax, etc. It would have been the perfect touch. Mercury stood there, tense in my presence, with big eyes and bigger hands. I could tell that he would never demean himself to hawk himself on a cold corner downtown like The Newsie or Madame T. He’s not a people person, clearly. For the slightest task involving other people, he needs outside help. He stood in front of me and despite his power and presence, he seemed uncomfortable, like he would rather be juggling cinderblocks or something.

1. Turnabout is Fair Play

This first missions is a fine example of Mercury’s endless anxiety. He bids you steal some files from the obsessive, possessive Silver’s network, and blurts out at the end that he is a better inventor. This mish is fairly straightforward; Mercury’s ingenuity does not extend, it appears, to narrative design…. My partner for this mish, Blackfir3 from The Collective, was so high-powered that by the time I had found my way to the mish site, he had the whole things wrapped up! Whoah!

2. A Prize for Molly B

In this brief mish, you travel to a nearby location to get a package for Mercury from one of Molly B’s guys, and then drop it off. The contents are not disclosed, and nothing else ever seems to happen with this mish. I think the technical term is “filler”, though when I do Molly B’s missions, maybe a connection will emerge.

3. Component Parts

He has a shipment of some parts that needs to be escorted for safety’s sake. He’s buying some stuff from The Collector, and needs to make sure it gets safely to his storehouse. The contact looks like a clone of Mercury, and tells me to get out and stop bothering him as soon as I plucked the items from their cardboard box! What a team! Then I evaded an attack, and dropped off everything with some grateful aides of Mercury. Their boss has been keeping an eye on things, and calls at the end: “Nice work, Sugaree. Not too tough, eh?”

4. Company Secrets

Silver is not one to give up easily, and Mercury needs someone to protect his warehouse. Silver seems to be interested in a prototype, and we need to discourage them. One thug says “I think it just got a little dumber in here” and another chirps, “So, I suppose Mercury sent you to stop us, huh?” I always love these little touches; they show someone brought their imagination to work.
All things considered, fairly easy and fairly entertaining. And it’s all located within the same building at Mercury’s lair, so the commute it great! “That’ll show them,” he says at the end, “Good work, Sugaree.”

5. The Tick Tock Box

Clearly Mercury has come to like me. He got worked up and greeted me as soon as I came in, “Hey, hope you’re doing okay.” The target for today is a technical work commissioned by Tick Tock, which needs to be delivered. Naturally enemy forces are interested as well, and must be wiped out prior to the delivery. This went smoothly enough. The recipient, though, looks at it critically, and seemed puzzled, commenting, “Thanks. Uh, what the hell is this thing? This isn’t a cell phone. Well, never mind. Thanks again.” I have no idea what it is or where this is going, but I like the way these details are worked into the story. Nice work!

Mercury has come to rely on me. He brings his toughest problems to me for solutions. Now, with things quieted down, he takes a deep breath and relaxes. I could tell he liked me, as he started to gush. “Thanks, Sugaree. You have done great. I don’t have any more jobs for now, but if anything comes up, you’ll be the first one I come to.” Unlike all the other dozens of Exiles who have said this over the months, I kind of believed him.

There are good things about these missions. Their convenience. The connections to other Exiles. The brisk battles. Mercury’s personality. The mystery of the item for Tick Tock. On the other hand, the unexplained mission involving Molly B disappointed. Overall, still worth doing.

Many thanks to BlackFir3 from The Collective and Alixander for their help with these missions. Their help and company were most welcome.

This review may be found at manifoldmischief.blogspot.com, along with other reviews and writings relevant to MxO.

Sugar Shack 37: The Bag Lady: Not Quite What I Expected

Sugar Shack 37: The Bag Lady: Not Quite What I Expected

This Exile is dressed quite well for a “bag lady”; perhaps the “bag” here is a Prada. She stands unobtrusively in an alley, in Moriah, at 1096, 7, -17, watching the world go by, occasionally glancing down at a copy of “Speed Power” discarded in the pavement. Ambition is not her middle name, I could see; she seemed happy to stand around like this. Soon I found that her preference was missions which served or frustrated others; no agenda of her own ever appeared. How petty! In fact, your average clan leader is far more creative and imaginative that the Bag Lady. But if you’re a new redpill, what you usually want is action, not Aeschylus, and from that point of view her missions are okay.

1. Odd Baubles

We learn that odd data packets have been discovered floating around the Matrix, and the dour Tick Tock from downtown seems to have a lock on them. Well, not for long! The Collector craves these as well, and the Bag Lady dispatches you to serve his interests. This involves a single entry, three fights, two disks, and one mainframe. Simply, really. The Bag Lady purrs at the end, “Oooh, Sugaree, you’re not bad. Very nice”.

2. A Killing Hold

This continues the frag arc. Tick Tock notes the break-in and the missing materials, and has dispatched the redoubtable “Downstream” to look into this. The Collector wants to discourage these inquiries, and the Bag Lady sends you off with, “On your way, Sugaree. There’s killing to be done.” It reminds me of the Weaver, and how she would also have some sarcastic observation, like “When there’s mindless killing to be done, you seem to be the one to call!” But I am sure she did not mean it that way.

This too is straightforward. Break into a single dumpy Richland venue, dispatch a couple of guards, and snuff Downstream. In the end I could sense the Bag Lady’s excitement as she whispered, “Well, Sugaree. You’ve done a good job. Very nice.” I knew she’d give me something special or the next one!

3. Good Garbage

In this most bizarre mission, we finally learn why Bag Lady is the right name for her! She wants me to divert Tick Tock’s garbage to her! OMG, is this what my life has come to? A trash hijacker? *cries*

Anyway, this miracle is accomplished by mainframing a virus to alter the workflow, and redirect the refuse. She is thrilled: “Oooo….very nice, Sugaree. Very nice, indeed.” I could sense her excitement. Maybe she was in bed with the Assassin. Figuratively, of course.

Curiously the immensely entertainment value of this situation is not explored at all. No jokes, no wit, no after-action reports on just what was found in the trash. Talk about missed opportunities!

4. Find a Mole

Back to the frag fracas. A mole has been inserted in Tick Tock’s labs in squalorous Richland, and needs to be extracted for a frag update meeting. (Why does every Exile have such a high-end support mechanism? And how would this look on one’s resume?) To cover the extraction, we need to kill all the guards while the mole protests noisily; after the last one, the clearly impressed agent says, “Okay, now you’re just showing off”. Then it becomes another escort mission. Like most, this is more difficult that you might think. The journey is only about a hundred meters. Two local thugs hung out near the target building nearby though, and a single shot was enough to hole the mole. Back to square one!

5. Grab the Bag

Tick Tock has come across one of the frags, and the Collector wants it. The suite ends as it started, with a blackbag job. Here, however, the defenders are tougher and better organized. This mish, however, has two locations. After killing everyone else, a single Crossbones Bumboo was left guarding the machine with the frag. I was so impressed I spared him. Bag Lady agreed, and gave me credit for a complete mission anyway. Her goodbye spiel sounded like she was talking to me: “Sometimes the tiniest, most insignificant objects can become valuable.” As I started to speak humbly, thinking she must mean me, she went on to say, “I like to find those little objects before anyone else. Thanks for helping me find this, Sugaree.” Oh, right. I sat on a bench near the hardline to think about life.
In summary, the Bag Lady hardly seems to qualify for Exile status at all. She basically does the bidding of the Collector, or works to frustrate Tick Tock. Oddly though, when you do Tick Tock’s missions downtown, he seems completely unaware of her; she seems to cast a shorter shadow than she thinks. And that’s it! She seems to have no agenda, ambition, or purpose of her own. Most of her missions are one-shot, one-location tasks, and are even conveniently clustered. She’s the kind of easy-going Exile suitable for Richland, where redpills are brushing up on new skills, and need a few easy departures from the standard grind. From that point of view, she’s okay. But she’ll never win the Nobel Prize for Missions.

This review may be found at manifoldmischief.blogspot.com, along with other reviews and writings relevant to MxO.