Sugar Shack 60: Before You Die
It’s so easy to get jaded. You have your Flaming Eye Trench, your Awakening Jacket, your Beta loot, and you feel like you’ve been everywhere and done everything. But MxO continues to surprise me, years after the first time I hit 50. And as I contemplate yet another evening of trying to max my rep or watch duels, or farming for teal pills, I started to think of everything I had done and everything I had not done. There’s still such wealth in MxO that we all take for granted: the textures, the characters, the loot, the world. I thought I’d make a list of the things you should definitely do for yourself before crying out “There’s no content!”.
So, here is my list of things you should do in MxO, in no special order; please add onto it!
1. All the Pandora’s Box mishes, and gotten all the maxed items.
2. Role up and build up an alt, unbeknownst to anyone.
3. Done all the neighborhood contact missions.
4. Maxed your reputation.
5. Worked on something for QA.
6. Won an argument with wit rather than sixth-grade scatology.
7. Understand the rational for every organization.
8. Found and reported a bug.
9. Found and kept to yourself a couple of secret places where you like to hang out by yourself.
10. Worked on a player-run event, like Pilot’s Olympics or Sattakan’s sexiest red pill contests.
11. Wandered downtown as a noob, running for your life constantly.
12. Stood on the edge of the world, watching the lives that lie forever beyond your reach, until someone calls you for dinner.
13. Had Rarebit or Walrus answer an email of yours.
14. Been meatwadded by a dev.
15. Done something for your clan.
16. Gone to the White Room.
17. Shaken Agent Gray’s hand.
18. Successfully decompiled a level-50 item.
19. Successfully compiled a level50 item.
20. Gotten an area K coat.
21. Watched the setting sun in Chinatown.
22. Made your own clothes.
23. Eaten some cake alone, and some socially.
24. Fought to within 5 hp, and survived.
25. Argued with a principal (Agent, Gray, Niobe, etc.).
26. Gotten something from a principal (cookie, gun, mask, etc.).
27. Done something in character you would never have thought of doing IRL.
28. Done all the missions for the competing organizations.
29. Made your own sig.
30. Gotten the Union Hill access node key.
31. Spent substantial time in every construct, and gotten to know them.
32. Been Player of the Week.
33. Done the Stat Hack Mish solo.
34. Re-done your whole appearance.
35. Helped your clan survive a split or drama-storm.
36. Done a good job as an organizational liaison (not for the faint of heart!).
I haven’t done all these yet myself, but not for want of trying.
Mission reviews, essays, and documents of record regarding The Matrix Online. All rights reserved.
Tuesday, June 05, 2007
Saturday, May 26, 2007
Sugar Shack 59: Rickshaw: The Inner Void
Sugar Shack 59: Rickshaw: The Inner Void
If you’re like me, and have gotten used to the control-freak high-maintenance Exiles like the Weaver and The Jeweler, you’re in for a big shock with this. Facing (at 90, 1, -300 in Kaede) the phlegmatic Sisters of Fate, oblivious to the spray of water dousing him from the nearby fountain, Rickshaw never seems to know what’s going on. He wins, hands down, for the sloppiest Exile in any neighborhood, from the tatty hat to the out-of-step shoes. Obviously, he shops at Goodwill on its off days. In fact, in his obtuse cluelessness, he’s right up there with Pepper and (less entertainingly) with Rose. When you show up, he says nothing about his story, or who he is or what he cares about. He just asks you to go run an errand. It’s like walking into your father’s study, and he gives you something to go mail. I took an instant dislike to him. He should have been one of the first Exiles I worked with, instead of one of the last; I’d have been more forgiving.
1. Mistaken Identity
“Hi, can you deliver something for a contact of mine?” That’s how it starts: full of soul and connection. Rickshaw’s slapdash, slipshod approach to his affairs is nowhere more evident that on this first mish. He gets the name wrong! Then when you arrive, you are greeted by a haughty Elite Guard who takes one look at you and sneers, “Feh. You don’t look like you belong here, pansy”. Most likely, he saves this for anyone working for Rickshaw. Eventually you connect with someone who knows nothing of Rickshaw or your mission, but demands to know your “sponsor”. Rickshaw’s feedback is: “Sure, fine, whatever. Hurry!” You have stumbled into a game played by Exiles, wherein they try to kill each other! The name is Exiles Underground Games (perhaps a reversal of the ancient, ancient GUE). It seems like something they’d play with paintball, if the paint was replaced by hot lead. Survive and you’re done. Rickshaw mumbles some barely articulate thanks. This time I counted my money twice, mindful of his sloppy approach to everything. After all, maybe he would overpay.
2. Let the Games Begin
You make a delivery to one Caroline, identified as the leader of the Sisters of Fate. The Step-Sisters of Fate might be a better name, since their leader has fallen under the sway of your ultimate target in this mish, the Ventriloquist, who uses her to send you off on a side-quest for a CD (a trance dance mix, I think). You victory over him frees her, and sets you up for your next adversary, the Necromancer. A little predictable, but not a bad mish at all.
3. Replay
An “operative” of Rickshaw’s, with a desired device, needs help. After a skirmish, you find out that she is dead. This sends you to the next scene, with Rickshaw crying “Kill more people! Go! Kill!”. You discover that your adversary in this mission, the Necromancer, has revived and controls the operative, now a resurrected automaton that he sends to fight you. Eventually you put them both down, but it was an unsavory first to be killing undead Exiles for the sake of a repugnant game. On the other hand, it was quite satisfying for me to send the Necromancer to join his unwilling servants in the chilly sludge of the Source.
4. Out of Bounds
You may recall that your dossier from last time at the end identified your next target as the Chameleon. Since this meant he could be anyone, it made things quite easy! Once again the careless Rickshaw wails about his “stolen stuff” (how like a child!). This time your contact has a search of his own, for the “White Knight Virus” (an allusion to the Chessman that is not developed at all). You know how this goes. Break in, firefight, loot, and off to meet your contact. Your contact, predictably, is the Chameleon, and attacks you. When I phoned Rickshaw, breathless, he cut me off abruptly- “You got all my stuff back?” I was mightily temped to hurl it in the river.
But wait! There was some gold here! One contact looked at me, took a long drag on a scented smoke, and reflected “Humans hurt Exiles because they fear us. Exiles hurt each other because they fear everything.” Great thought to ponder long after the game has run its dolorous course.
5. Game Over?
In this mish, you simply start by getting some lost plans from a safe, at which point you are pulled into your confrontation with the main adversary in this episode: Agent Lee and his minions. Agent Lee is quite engaging, and rather than fight invites you to take a chance with him and his two assistants. Give one of them the plans, and the door she represents is unlocked. Inevitably you get a fight, not a safe harbor. Just as inevitably Lee and his team engage you. As their banter suggests, Lee is (Big Spoiler coming!)…the Gambler, and aims to win at your expense. The dialog is well done, and there’s more characterization in this encounter than in everything Rickshaw does. In fact, “Agent Lee” deserves his own suite of missions!
At the end, among the smoking, coding corpses, you alone stand alive to tell the tale. You, that is, and Rickshaw, who blurts “I like you, Sugaree! You do good work!” before he sinks into surfeited silence. At least he paid me.
Bugs?: In a couple of the missions I noticed that the text displayed out of order. That is, at the end I would read my operator’s comments on what someone had said before I read the statements being commented on.
Conclusion: The concept of Exiles playing games with each other is ingenious. The observations about them and their motivations are unique. The plot machinations and speech of each adversary are well-done. In fact, they’re far more engaging than sleezeball Rickshaw! And I liked the way you seem to stumble into the whole thing, reminiscent of The Game or even North by Northwest. These are all great strengths. On the other hand, Rickshaw as a character has nothing going for him: no backstory, no alliances or motivation. And the way he dresses! Getting missions from a vending machine would be about as personal and personable as this. His frenetic behavior covers up an inner void and bad teeth.
Afterthought: I felt so anxious in my skin throughout the rush of Rickshaw’s pointless tasks. Everything was touched with foreboding. Only as I turned my back on him for the last time did it occur to me that a single Exile remained for me to do. And as much as I dreaded it, the end of the Exiles was fast approaching for me.
If you’re like me, and have gotten used to the control-freak high-maintenance Exiles like the Weaver and The Jeweler, you’re in for a big shock with this. Facing (at 90, 1, -300 in Kaede) the phlegmatic Sisters of Fate, oblivious to the spray of water dousing him from the nearby fountain, Rickshaw never seems to know what’s going on. He wins, hands down, for the sloppiest Exile in any neighborhood, from the tatty hat to the out-of-step shoes. Obviously, he shops at Goodwill on its off days. In fact, in his obtuse cluelessness, he’s right up there with Pepper and (less entertainingly) with Rose. When you show up, he says nothing about his story, or who he is or what he cares about. He just asks you to go run an errand. It’s like walking into your father’s study, and he gives you something to go mail. I took an instant dislike to him. He should have been one of the first Exiles I worked with, instead of one of the last; I’d have been more forgiving.
1. Mistaken Identity
“Hi, can you deliver something for a contact of mine?” That’s how it starts: full of soul and connection. Rickshaw’s slapdash, slipshod approach to his affairs is nowhere more evident that on this first mish. He gets the name wrong! Then when you arrive, you are greeted by a haughty Elite Guard who takes one look at you and sneers, “Feh. You don’t look like you belong here, pansy”. Most likely, he saves this for anyone working for Rickshaw. Eventually you connect with someone who knows nothing of Rickshaw or your mission, but demands to know your “sponsor”. Rickshaw’s feedback is: “Sure, fine, whatever. Hurry!” You have stumbled into a game played by Exiles, wherein they try to kill each other! The name is Exiles Underground Games (perhaps a reversal of the ancient, ancient GUE). It seems like something they’d play with paintball, if the paint was replaced by hot lead. Survive and you’re done. Rickshaw mumbles some barely articulate thanks. This time I counted my money twice, mindful of his sloppy approach to everything. After all, maybe he would overpay.
2. Let the Games Begin
You make a delivery to one Caroline, identified as the leader of the Sisters of Fate. The Step-Sisters of Fate might be a better name, since their leader has fallen under the sway of your ultimate target in this mish, the Ventriloquist, who uses her to send you off on a side-quest for a CD (a trance dance mix, I think). You victory over him frees her, and sets you up for your next adversary, the Necromancer. A little predictable, but not a bad mish at all.
3. Replay
An “operative” of Rickshaw’s, with a desired device, needs help. After a skirmish, you find out that she is dead. This sends you to the next scene, with Rickshaw crying “Kill more people! Go! Kill!”. You discover that your adversary in this mission, the Necromancer, has revived and controls the operative, now a resurrected automaton that he sends to fight you. Eventually you put them both down, but it was an unsavory first to be killing undead Exiles for the sake of a repugnant game. On the other hand, it was quite satisfying for me to send the Necromancer to join his unwilling servants in the chilly sludge of the Source.
4. Out of Bounds
You may recall that your dossier from last time at the end identified your next target as the Chameleon. Since this meant he could be anyone, it made things quite easy! Once again the careless Rickshaw wails about his “stolen stuff” (how like a child!). This time your contact has a search of his own, for the “White Knight Virus” (an allusion to the Chessman that is not developed at all). You know how this goes. Break in, firefight, loot, and off to meet your contact. Your contact, predictably, is the Chameleon, and attacks you. When I phoned Rickshaw, breathless, he cut me off abruptly- “You got all my stuff back?” I was mightily temped to hurl it in the river.
But wait! There was some gold here! One contact looked at me, took a long drag on a scented smoke, and reflected “Humans hurt Exiles because they fear us. Exiles hurt each other because they fear everything.” Great thought to ponder long after the game has run its dolorous course.
5. Game Over?
In this mish, you simply start by getting some lost plans from a safe, at which point you are pulled into your confrontation with the main adversary in this episode: Agent Lee and his minions. Agent Lee is quite engaging, and rather than fight invites you to take a chance with him and his two assistants. Give one of them the plans, and the door she represents is unlocked. Inevitably you get a fight, not a safe harbor. Just as inevitably Lee and his team engage you. As their banter suggests, Lee is (Big Spoiler coming!)…the Gambler, and aims to win at your expense. The dialog is well done, and there’s more characterization in this encounter than in everything Rickshaw does. In fact, “Agent Lee” deserves his own suite of missions!
At the end, among the smoking, coding corpses, you alone stand alive to tell the tale. You, that is, and Rickshaw, who blurts “I like you, Sugaree! You do good work!” before he sinks into surfeited silence. At least he paid me.
Bugs?: In a couple of the missions I noticed that the text displayed out of order. That is, at the end I would read my operator’s comments on what someone had said before I read the statements being commented on.
Conclusion: The concept of Exiles playing games with each other is ingenious. The observations about them and their motivations are unique. The plot machinations and speech of each adversary are well-done. In fact, they’re far more engaging than sleezeball Rickshaw! And I liked the way you seem to stumble into the whole thing, reminiscent of The Game or even North by Northwest. These are all great strengths. On the other hand, Rickshaw as a character has nothing going for him: no backstory, no alliances or motivation. And the way he dresses! Getting missions from a vending machine would be about as personal and personable as this. His frenetic behavior covers up an inner void and bad teeth.
Afterthought: I felt so anxious in my skin throughout the rush of Rickshaw’s pointless tasks. Everything was touched with foreboding. Only as I turned my back on him for the last time did it occur to me that a single Exile remained for me to do. And as much as I dreaded it, the end of the Exiles was fast approaching for me.
Sunday, May 06, 2007
Sugar Shack 58: Yuusuke Akayama and the Great Wall’s Great Fall
In a certain not-very accessible byway of Shirakaba, stands Yuusuke Akayama (222, -4, 136). He looks like one of us: the open-necked shirt, the long coat, the dark eyes, and his world-weary expression. It’s easy to feel close to him; he’s just trying to run his business, like everyone else. He’s the owner of the Paper Tiger Restaurant, and has a professional interest in knowing what is going on in his neighborhood, and what might affect his customers, suppliers and competitors. Like the Merovingian, he likes to traffic in information, and hates the thought that anything is happening that he doesn’t know about. Hence his abiding interest in the Great Wall Security Agency. They seem so easy to spot. They seem to have a hand in so many things. They’re easy enough to spot, since there’s always a few of them hanging around Mr. Akayama, either to taunt him, or keep an eye on him. Perhaps this near-constant surveillance accounts for his need of outside contractors. Someone off their radar. Someone subtle. Someone who gets his message without it being spelled out on a blackboard. Someone like you.
1. In the Belly of the Beast
This simple, cakewalk mish seems to be a test more than anything else. You simply need to get a disk for him with a recording of a clandestine conversation. The only challenge is finding a recovery reboot disk, since at your first logon attempt the computer kills itself. This is the easiest Exile mish I can remember since Sister Margaret’s first few!
2. Debug
For this scarcely more challenging lesson, you need to plant a virus (we should more properly call it malware). To achieve this, you need to get access to a computer surrounded by Great Wall staff. The challenge is that the person who can expedite this needs to be paid off, but helpfully notes that the guards often carry cash. Pay him off, plant the bug, and you’re done!
Bug?: After I killed the guards, two of them had money. After I paid the bluepill, both packets of cash were gone. After I paid him, I got a good work message from my operator before the bluepill had given me the code. Don’t know if this is a bug or simply non-elegant.
3. Tearing Down the Wall
“Ah, my new friend” purred the savvy Akayama when I showed up. I had to smile. We had an understanding. He needed a Great Wall outpost wiped out, to…distract them from his own operations. Just go to the target and kill everyone there. Easy enough.
Bug?: However, several times, I got to the site, killed the three guards I found, and found a single door which I could not open. Strangely, in each case, after I aborted the mish, suddenly I could open the door. Unfortunately, I could only view the details of the three guys inside. There was no option to talk or fight. Technically, I think this is what they call a bug.
On the fourth or fifth attempt, this time running it with someone else, I was able to kill all the guards (same as before, from my point of view) and a magnetically-sealed door then opened, and we found three higher-level thugs inside, planning some mischief. We killed two, talked with the survivor, and got three hitlists of targets. These we then took to an associate of Akayama’s, who took one list and had us give the other two lists to two others in the room (including one wearing a stovepipe chef’s hat!), one of whom commented, “Mr. Akayama doesn’t pay me to read”. That’s between him and you, pal!
4. Insecurity
The Great Wall Security organization continues to annoy Mr. Akayama. Now he wishes you to escort a contractor spammer to a Great Valley office so she can spam a list of known hackers, to annoy them and attract their eldritch wrath to the Great Wall network.
After this, you escort her to another associate of Akayama’s for safekeeping. The problem with the escort mission is not the Great Wall attackers who seek to thwart you. It’s trying to find your way over the walls, canals, staircases, lattices, and physical obstacles which bar your way. Naturally, with an escort in tow, you can’t just hyperjump a straight line. I mean, that would be too easy. The dialog with the spammer, her protector, and their security staff at the end is entertaining; make sure to talk to everyone before and after dropping her off.
5. Link Death
With the collective wrath of hackers trashing the network infrastructure of Great Wall Security, they’re weak. This means it’s the right time to hit them hard, and Mr. Akayama directs you to an outpost of Exiles in their service. After they’ve been laid waste, you find a cell phone, whose recent calls direct you to a larger Great Wall Security office. When we rolled in, there were around a dozen (!) Great Wall uniforms waiting, ranging in level from 50-52 (and this mish was on medium!). This led to a long, hard fight, reminiscent of some fights with massed simulacra in Pandora Box missions.
At the end, Mr. Akayama is thrilled. He’s been able to deal Great Wall a deep, lasting blow in his region. And he effuses at your great success! He invites you to “stop by my restaurant some day: the Paper Tiger. Your abilities and initiative are truly commendable, and you may be able to find further employment for them through the influential patrons who frequent my humble establishment”. Mighty warm words from a lasting friend, and word of mouth advertising like this is something that money can’t buy. I’m making my reservations tomorrow.
Conclusion: After so many missions where the Exiles mixed thanks with scorn, or paid me off dismissively, or nagged during and after missions, it was a pleasure to find someone appreciative. Nonetheless, the apparent bugs in missions 2 and 3 were truly annoying.
Thanks go to Xboxster, Stanislava, AgtWeezer, and Sattakan for their help with these missions. I doubt I could have finished it at all without their help. And even if I had, it would not have been nearly as much fun.
This review may be found sat manifoldmischief.blogspot.com, along with dozens of other reviews and writings relevant to MxO.
1. In the Belly of the Beast
This simple, cakewalk mish seems to be a test more than anything else. You simply need to get a disk for him with a recording of a clandestine conversation. The only challenge is finding a recovery reboot disk, since at your first logon attempt the computer kills itself. This is the easiest Exile mish I can remember since Sister Margaret’s first few!
2. Debug
For this scarcely more challenging lesson, you need to plant a virus (we should more properly call it malware). To achieve this, you need to get access to a computer surrounded by Great Wall staff. The challenge is that the person who can expedite this needs to be paid off, but helpfully notes that the guards often carry cash. Pay him off, plant the bug, and you’re done!
Bug?: After I killed the guards, two of them had money. After I paid the bluepill, both packets of cash were gone. After I paid him, I got a good work message from my operator before the bluepill had given me the code. Don’t know if this is a bug or simply non-elegant.
3. Tearing Down the Wall
“Ah, my new friend” purred the savvy Akayama when I showed up. I had to smile. We had an understanding. He needed a Great Wall outpost wiped out, to…distract them from his own operations. Just go to the target and kill everyone there. Easy enough.
Bug?: However, several times, I got to the site, killed the three guards I found, and found a single door which I could not open. Strangely, in each case, after I aborted the mish, suddenly I could open the door. Unfortunately, I could only view the details of the three guys inside. There was no option to talk or fight. Technically, I think this is what they call a bug.
On the fourth or fifth attempt, this time running it with someone else, I was able to kill all the guards (same as before, from my point of view) and a magnetically-sealed door then opened, and we found three higher-level thugs inside, planning some mischief. We killed two, talked with the survivor, and got three hitlists of targets. These we then took to an associate of Akayama’s, who took one list and had us give the other two lists to two others in the room (including one wearing a stovepipe chef’s hat!), one of whom commented, “Mr. Akayama doesn’t pay me to read”. That’s between him and you, pal!
4. Insecurity
The Great Wall Security organization continues to annoy Mr. Akayama. Now he wishes you to escort a contractor spammer to a Great Valley office so she can spam a list of known hackers, to annoy them and attract their eldritch wrath to the Great Wall network.
After this, you escort her to another associate of Akayama’s for safekeeping. The problem with the escort mission is not the Great Wall attackers who seek to thwart you. It’s trying to find your way over the walls, canals, staircases, lattices, and physical obstacles which bar your way. Naturally, with an escort in tow, you can’t just hyperjump a straight line. I mean, that would be too easy. The dialog with the spammer, her protector, and their security staff at the end is entertaining; make sure to talk to everyone before and after dropping her off.
5. Link Death
With the collective wrath of hackers trashing the network infrastructure of Great Wall Security, they’re weak. This means it’s the right time to hit them hard, and Mr. Akayama directs you to an outpost of Exiles in their service. After they’ve been laid waste, you find a cell phone, whose recent calls direct you to a larger Great Wall Security office. When we rolled in, there were around a dozen (!) Great Wall uniforms waiting, ranging in level from 50-52 (and this mish was on medium!). This led to a long, hard fight, reminiscent of some fights with massed simulacra in Pandora Box missions.
At the end, Mr. Akayama is thrilled. He’s been able to deal Great Wall a deep, lasting blow in his region. And he effuses at your great success! He invites you to “stop by my restaurant some day: the Paper Tiger. Your abilities and initiative are truly commendable, and you may be able to find further employment for them through the influential patrons who frequent my humble establishment”. Mighty warm words from a lasting friend, and word of mouth advertising like this is something that money can’t buy. I’m making my reservations tomorrow.
Conclusion: After so many missions where the Exiles mixed thanks with scorn, or paid me off dismissively, or nagged during and after missions, it was a pleasure to find someone appreciative. Nonetheless, the apparent bugs in missions 2 and 3 were truly annoying.
Thanks go to Xboxster, Stanislava, AgtWeezer, and Sattakan for their help with these missions. I doubt I could have finished it at all without their help. And even if I had, it would not have been nearly as much fun.
This review may be found sat manifoldmischief.blogspot.com, along with dozens of other reviews and writings relevant to MxO.
Friday, May 04, 2007
Sugar Shack 57: The Seamstress
The Seamstress, one of the more sedate, less abrasive Exiles, may be found in Saikung, at 408. -10. -242. She is near the T-intersection, She wears that classic flat black gi, with Agent Pace hair and dark eyes. Tragically, the white boots spoil the effect, and really, she should know better. She seemed serene but watchful on the corner, under a red, un-Sati-ed sky, as twitchy pigeons picked at bits of dried rice on the ground. To either side, books were arranged temptingly on tables, idle pages adrift in the faint breeze. Further off, some Gold Bloods idled, perhaps awaiting their afternoon hsiu-hsi break. A bystander advised me to go see the pandas at the city zoo. “They’re cute!”.
1. Dressed for Success
“Why don’t you just look previous!” she gushed when I got her attention, immediately following with “Could use a little change in your wardrobe though”. After my icy silence, she sighed and explained that she needed a package of fabric picked up and delivered but is short on help. This first part is simple; traipse over and talk to one Gayle Clark. Gayle laments the delay and in convenience in a very, umm, unmanly way, and gives you a key to unlock the room holding it. An unexpected Elite Guard inside challenges you; apparently his crew has stolen the material. Clark panics and begs you to retrieve it. “All new designs” he wails.
The second location is entertaining. Full of Elite Guards, all of whom loudly deny any knowledge of the package. They’ve never heard of it. They think I’m in the wrong address, etc. It reminded me of one of the Jeweler’s missions! Finally, of all people, a Merovingian Physician angrily denies any knowledge, and becomes incensed that your doubt her integrity as you nonetheless search the room. The packages falls to the ground, at which point she denies that is the one you were looking for. Nope, no package there! Fortunately, I could just pick it up and leave amid a whirlwind of abuse and bullets; I had worried I would have to fight my way out!
Finally, I dropped off the now-complete package. A Blood Noble kept chasing me on the way, but I ignored him. The recipient is in an office building; make sure to talk to each bluepill; they all have something to say! The final recipient of the package- Cretin Cravenus? Cletus Clavikus?- is in a hurry for you to go. I guess all the guns freaked him out. Not to mention the ghastly colors and styles of the buffed clothes we all wear. Seamstress calls me a doll and pays me in cash! This almost made up for her smarmy dig about my outfit at the outset!
Oddities: What’s so special about the fabric that people are willing to kill for it? Why would a Merovingian Physician have the slightest interest in this?
More oddities: When I approached her for a second mission, she gave me the same one again! What, does this type of thing happen all the time for her?
2. Demanding the Supply
This second mish is fairly easy. The Seamstress has been plagued by “rogues and cut-throats”, and needs you to make sure one particular shipment is delivered correctly and completely. Picking up the material is a breeze, and your client phones you to say she hopes you aren’t “ambushed and brutally beaten”, like the last one. Well, that makes two of us!
When you arrive at the office of the shipment’s recipient, she demurs to accept it until you have cleared out the lurking thugs. They’re a few blood drunks and a couple of elite guards.
The Seamstress adds, at the end, “Remind me to reward you one of these days”. Sure thing, hun. That’s what they all say!
3. Accessory to Murder
Besides high-end fashion, the Seamstress also provides a wide range of accessories, including purses!! Alas, the courier has been waylaid and requires rescue. In this mission, you must first rescue the waylaid courier, named Duboshin, and escort her to the original intended recipient of the shipment. Oh, and get the shipment, too, no small feat when one elite guard sneers, “You ain’t getting this purse back!”. But a woman will do anything for accessories, and soon the prize was in my awed grasp. I took an immediate liking to Duboshin, when unbidden, she gave me some health boosts before fights. My kind of courier! And her level was decent enough that random street mobs did not take her down while I brought her to the customer. A good thing, that.
However, not all was as well as I had expected, as I should have known when I saw the customer hanging out with blood nobles, who, as you may have noticed, seldom affect an interest in high-end fashion. I mean, just look at them. So, as soon as they have the purse, they all set upon me! Like five of them! Eventually my charm and rifle skills wore them down, and an abashed Duboshin stood trembling in front of me, like Aphrodite rising from a sea of blood. She had, it appeared, been in cahoots with these thugs to split the shipment, and disappear. Why they had to fight me to effect this is not entirely clear. But then, I don’t get paid to understand cases, I get paid to crack them!
Anyway, Duboshin meekly follows me, giving me a health boost as we start off. The little slut suck-up! She wound up improbably in Zion’s hands (I guess they are trying to improve the lives of redpills everywhere with better fashion) at an extraction station. I could see the truce in action here; one Zionist joked about me needing a password, assuring me that she had been “just kidding”. Duboshin was understandably glum. And that was it. All this, for a purse…
Conclusion: Major mysteries are being woven here. Why does the Seamstress have the time of day for Zion? Why would Exiles care at all about accessories, especially purses (perhaps this is an intended gift for Persephone)? Why does Zion care about her? How come I couldn’t keep the purse, to better accommodate my own inventory? Why, oh why?
4. Eye of the Needle
Seamstress has caught wind of the location of her last lost shipment, and wants it back right now, before it profits anyone else. The last operative she ent, Porpoise, disappeared, and she sends you to follow in her footsteps, adding, “Oh, and help Porpoise if she’s still alive, I suppose”. Alas, she is not, as you discover in a gunfight. As I contemplated her fallen form, wondering where my own path would take me, the phone rang. “Do you feel safe? Search the computer now”. The screen softly glowed, “Seek and ye shall find”. I took and uploaded the map disk, and the final location was relayed to me. Very eerie, this was.
This led me to a scenic apartment, wherein waited a couple of drunks and elite guards, all thrilled to see me. They referred to a mysterious second force as I stepped off the elevator. It was the mysterious voice from earlier in the mish. He appeared and thanked me for getting the package for him. Needless to say, I had to kill him too, though he put up a tough fight and did not use his invisibility once, contrary to what you might have expected.
But all bad things must end, and soon I was dropping off the purloined package with a stunned recipient, and counting crisp info-notes from a frowning Seamstress, who reluctantly thanked me and contemplated inviting me to the fashion show soon to be dominated by her designs. But, she quickly corrected herself, “I’d have you get you something decent to wear”. Please! I only dress like this for professional occasions! Give me a chance! But her mind was already whirling elsewhere.
5. The Show Must Go On
This is getting ridiculous! It’s the day of a fashion show, and Seamstress’s designs have been ripped off yet again! Naturally time is more of the essence than usual here. Seamstress sent me to a cool CEO who demanded that I kill all the thieves, not sparing a single one. She was quite adamant about this. After talking to her, be sure to check out the other, adjacent rooms; in one I found a Zionist Rifleman being directed through movements by two fashion-show workers!! He must have been prepping for the next sexiest redpill contest. I soon found myself fighting five or six or seven elite guards for control of an apartment, in which I found not package with the designs, but a packet of plans!
Bugged: Alas, dear readers, this mission was bugged, and I was only able to get beyond after
many efforts. Here’s what happened. On the building floor housing the thieves, you find three elite guards in one room, a couple of lupines in another, and a final lupine in a third. I killed all three elite guards in the room, but soon after I left, when I came back, there were only two bodies. I did not notice any such discrepancy with the other rooms o’ thieves. This was repeatable. I’m guessing this has something to do with the thieves not showing as having been all killed. Nonetheless, I took the packet and uploaded it, but could not get to the next stage of the mish. The “Kill all thieves” box remained unchecked. I went back to the mission area: no thieves there. I hung around, I danced, I stood and afked…nothing. Maybe in the next patch.
That’s where things were for days and days. Then I tried again, and found that if I killed all three of the elite guards in the same room, this section of the mish completed and I could move on. After uploading the plans, I found myself confronting the tough CEO I has seen earlier. Only her goals had changed in the meantime. And soon I had found another instance of the same bug: everyone around me dead on the floor, yet the mish demanded more. It was enough. I took the package, dropped it in front of the Seamstress, and left. “This one’s on the house,” I said, changing out of my killing clothes, and back into something more human.
Conclusion: Some humorous touches to this group of missions gave them special pleasure to run. At the same time, the improbability of rough-and-tumble Exiles fighting so hard for purses and accessories makes one gasp. Perhaps if there had been a hint of someone else showing interest in the outcome, such as the Weaver or Persephone or Hummingbird, this might make more sense. Or if the clothes had some special buffs or special background, then the frenzy might not seem so odd. Still, they’re worth doing. And the last mission is worth debugging!
1. Dressed for Success
“Why don’t you just look previous!” she gushed when I got her attention, immediately following with “Could use a little change in your wardrobe though”. After my icy silence, she sighed and explained that she needed a package of fabric picked up and delivered but is short on help. This first part is simple; traipse over and talk to one Gayle Clark. Gayle laments the delay and in convenience in a very, umm, unmanly way, and gives you a key to unlock the room holding it. An unexpected Elite Guard inside challenges you; apparently his crew has stolen the material. Clark panics and begs you to retrieve it. “All new designs” he wails.
The second location is entertaining. Full of Elite Guards, all of whom loudly deny any knowledge of the package. They’ve never heard of it. They think I’m in the wrong address, etc. It reminded me of one of the Jeweler’s missions! Finally, of all people, a Merovingian Physician angrily denies any knowledge, and becomes incensed that your doubt her integrity as you nonetheless search the room. The packages falls to the ground, at which point she denies that is the one you were looking for. Nope, no package there! Fortunately, I could just pick it up and leave amid a whirlwind of abuse and bullets; I had worried I would have to fight my way out!
Finally, I dropped off the now-complete package. A Blood Noble kept chasing me on the way, but I ignored him. The recipient is in an office building; make sure to talk to each bluepill; they all have something to say! The final recipient of the package- Cretin Cravenus? Cletus Clavikus?- is in a hurry for you to go. I guess all the guns freaked him out. Not to mention the ghastly colors and styles of the buffed clothes we all wear. Seamstress calls me a doll and pays me in cash! This almost made up for her smarmy dig about my outfit at the outset!
Oddities: What’s so special about the fabric that people are willing to kill for it? Why would a Merovingian Physician have the slightest interest in this?
More oddities: When I approached her for a second mission, she gave me the same one again! What, does this type of thing happen all the time for her?
2. Demanding the Supply
This second mish is fairly easy. The Seamstress has been plagued by “rogues and cut-throats”, and needs you to make sure one particular shipment is delivered correctly and completely. Picking up the material is a breeze, and your client phones you to say she hopes you aren’t “ambushed and brutally beaten”, like the last one. Well, that makes two of us!
When you arrive at the office of the shipment’s recipient, she demurs to accept it until you have cleared out the lurking thugs. They’re a few blood drunks and a couple of elite guards.
The Seamstress adds, at the end, “Remind me to reward you one of these days”. Sure thing, hun. That’s what they all say!
3. Accessory to Murder
Besides high-end fashion, the Seamstress also provides a wide range of accessories, including purses!! Alas, the courier has been waylaid and requires rescue. In this mission, you must first rescue the waylaid courier, named Duboshin, and escort her to the original intended recipient of the shipment. Oh, and get the shipment, too, no small feat when one elite guard sneers, “You ain’t getting this purse back!”. But a woman will do anything for accessories, and soon the prize was in my awed grasp. I took an immediate liking to Duboshin, when unbidden, she gave me some health boosts before fights. My kind of courier! And her level was decent enough that random street mobs did not take her down while I brought her to the customer. A good thing, that.
However, not all was as well as I had expected, as I should have known when I saw the customer hanging out with blood nobles, who, as you may have noticed, seldom affect an interest in high-end fashion. I mean, just look at them. So, as soon as they have the purse, they all set upon me! Like five of them! Eventually my charm and rifle skills wore them down, and an abashed Duboshin stood trembling in front of me, like Aphrodite rising from a sea of blood. She had, it appeared, been in cahoots with these thugs to split the shipment, and disappear. Why they had to fight me to effect this is not entirely clear. But then, I don’t get paid to understand cases, I get paid to crack them!
Anyway, Duboshin meekly follows me, giving me a health boost as we start off. The little slut suck-up! She wound up improbably in Zion’s hands (I guess they are trying to improve the lives of redpills everywhere with better fashion) at an extraction station. I could see the truce in action here; one Zionist joked about me needing a password, assuring me that she had been “just kidding”. Duboshin was understandably glum. And that was it. All this, for a purse…
Conclusion: Major mysteries are being woven here. Why does the Seamstress have the time of day for Zion? Why would Exiles care at all about accessories, especially purses (perhaps this is an intended gift for Persephone)? Why does Zion care about her? How come I couldn’t keep the purse, to better accommodate my own inventory? Why, oh why?
4. Eye of the Needle
Seamstress has caught wind of the location of her last lost shipment, and wants it back right now, before it profits anyone else. The last operative she ent, Porpoise, disappeared, and she sends you to follow in her footsteps, adding, “Oh, and help Porpoise if she’s still alive, I suppose”. Alas, she is not, as you discover in a gunfight. As I contemplated her fallen form, wondering where my own path would take me, the phone rang. “Do you feel safe? Search the computer now”. The screen softly glowed, “Seek and ye shall find”. I took and uploaded the map disk, and the final location was relayed to me. Very eerie, this was.
This led me to a scenic apartment, wherein waited a couple of drunks and elite guards, all thrilled to see me. They referred to a mysterious second force as I stepped off the elevator. It was the mysterious voice from earlier in the mish. He appeared and thanked me for getting the package for him. Needless to say, I had to kill him too, though he put up a tough fight and did not use his invisibility once, contrary to what you might have expected.
But all bad things must end, and soon I was dropping off the purloined package with a stunned recipient, and counting crisp info-notes from a frowning Seamstress, who reluctantly thanked me and contemplated inviting me to the fashion show soon to be dominated by her designs. But, she quickly corrected herself, “I’d have you get you something decent to wear”. Please! I only dress like this for professional occasions! Give me a chance! But her mind was already whirling elsewhere.
5. The Show Must Go On
This is getting ridiculous! It’s the day of a fashion show, and Seamstress’s designs have been ripped off yet again! Naturally time is more of the essence than usual here. Seamstress sent me to a cool CEO who demanded that I kill all the thieves, not sparing a single one. She was quite adamant about this. After talking to her, be sure to check out the other, adjacent rooms; in one I found a Zionist Rifleman being directed through movements by two fashion-show workers!! He must have been prepping for the next sexiest redpill contest. I soon found myself fighting five or six or seven elite guards for control of an apartment, in which I found not package with the designs, but a packet of plans!
Bugged: Alas, dear readers, this mission was bugged, and I was only able to get beyond after
many efforts. Here’s what happened. On the building floor housing the thieves, you find three elite guards in one room, a couple of lupines in another, and a final lupine in a third. I killed all three elite guards in the room, but soon after I left, when I came back, there were only two bodies. I did not notice any such discrepancy with the other rooms o’ thieves. This was repeatable. I’m guessing this has something to do with the thieves not showing as having been all killed. Nonetheless, I took the packet and uploaded it, but could not get to the next stage of the mish. The “Kill all thieves” box remained unchecked. I went back to the mission area: no thieves there. I hung around, I danced, I stood and afked…nothing. Maybe in the next patch.
That’s where things were for days and days. Then I tried again, and found that if I killed all three of the elite guards in the same room, this section of the mish completed and I could move on. After uploading the plans, I found myself confronting the tough CEO I has seen earlier. Only her goals had changed in the meantime. And soon I had found another instance of the same bug: everyone around me dead on the floor, yet the mish demanded more. It was enough. I took the package, dropped it in front of the Seamstress, and left. “This one’s on the house,” I said, changing out of my killing clothes, and back into something more human.
Conclusion: Some humorous touches to this group of missions gave them special pleasure to run. At the same time, the improbability of rough-and-tumble Exiles fighting so hard for purses and accessories makes one gasp. Perhaps if there had been a hint of someone else showing interest in the outcome, such as the Weaver or Persephone or Hummingbird, this might make more sense. Or if the clothes had some special buffs or special background, then the frenzy might not seem so odd. Still, they’re worth doing. And the last mission is worth debugging!
Sunday, April 22, 2007
Sugar Shack 56: Grace in Furihata: Intriguing Loose Ends
Sugar Shack 56: Grace in Furihata: Intriguing Loose Ends
Unlike the run-of-the-mill exiles who lurk in seedy bars or tony nightclubs, Grace stands proud and tall in the open, in Archer Square, of Furihata (-541, 1, -255). It’s a photogenic spot: a fountain gurgles at her back, and a gracefully whiplashing access node snaps in the breeze behind her. The square itself has lovely trees and red brick pavements. Catch this at sunset for a real treat. The recent red-tinged skies add a reflective, somber tone; let’s hope Sati’s sabbatical lasts a little longer.
Speaking of things red, redpill Grace is all in dark, with corncob hair like Stanislava and a bandana like Ebola. She does not stand alone. Around her mill a swarm of bristling Silver Dragons, argent from head to foot. They were not friendly to me, but ignored her. Reading their details, I was surprised to note that this gang was composed not only of Exiles, but Zion-rejecting redpills! This is unique for gangs, so far as I know. Not only that, Grace herself is an Exile! Like some members of the Dragons, she fell out with Zion, and subsequently partnered with the Dragons, eventually splitting with them as well. She claims to have helped their leader Long (different, by the way, from the leader Ginjiro listed in the gang’s details) set up his current network, and she wants a piece of it. Her preoccupation could be from love, or could be from hate; who can tell the difference?
1. Hell hath No Fury
Grace seeks to penetrate the Silver Dragons organization through you. You will achieve this through successfully completing a mission for them. This task is to kill an enemy of theirs, one Arabis. This is easily done, and you are soon accepted into the Silver Dragons organization. You have, in effect, been blooded. At the end you discover that Arabis was a well-known software security engineer, who specialized in the detection of malicious software. This was one nice touch- when resisting me he used hacker attacks. The Silver Dragons, as we shall see, have a pronounced sense of humor; my Dragons contact initially gave me a folder with the identity of my target, and I saw my own name! She got a good laugh out of this, and soon directed me to a nearby computer which held the information I needed. This was an interesting feature- Exiles with a sense of humor.
2. Inside the Action
This seems simple. Pick up a disk, take it to an exile with information Grace desired. The site for the pickup was a Zionist extraction point, a nice nod to Grace’s background. Several redpills there, allied with Grace, shared misgivings with each other about the wisdom of this project. I felt reassured. Then I went to drop off the information with one Zyskin, a blood-drinker-looking sort of guy with four or five burly bodyguards. Prast, one of Grace’s staff, was there to help. After I dropped off the information and prepared to leave, she revealed she was a captive now, and appealed to me for help. I did, and soon all lay waste around me. With this part of the mish screwed, I was told to drop off Prast, and took her to a safehouse. “Safe” house might not be the right word for it though, since the folks there started speculating on the terrible things Grace had in mind for those who screwed up missions….”Hah! I heard that she’s going to make her clean her hovercraft with a toothbrush”, and “Hah! She’s in for a world of hurt, that’s for sure!” I bid Prast a fond farewell, put her out of my mind, pocketed my consultant’s fee, and was on my way.
3. Second Time Around
After intervening to rescue Prast last time, there seems to be some uncertainty in the Dragons about where my loyalties lie. In this mission, I kill an enemy gang leader, making sure to leave a witness so the word gets around. This proved easier than I thought; even my operator commented that maybe this guy just sucked. Grace tells us that this gambit seems to have worked and my star with the Silver Dragons is on the rise.
4. Dark Side
This mission is billed as an effort to “delve deeper into the Silver Dragons’ network”. It involves having me “distribute and maintain network connections for the Silver Dragons secret network”. Sounds like a good deal, but it translates into helpdesk work! This has two parts. In the first one, all you have to do is mix around parts from each of three computers to re-establish their network connectivity. There are two “perimeter monitor devices” and one “computer parts”. The Silver Dragons may know a lot about networking, but when it comes to networks, they’re hopeless! Perhaps they disdain such “mere hardware” issues and leave them as an exercise for others.
In the second part, I swing by another Silver Dragons site, and as I started to examine the ailing hardware, the elite guards and pale blood-drinker there all attacked me! They’re Black Moons, and held me responsible for killing their leader las time! Eventually I put them down, and went back to my original mission, checking their computer. Its message was a dull, blinking “connection missing”. You can say that again!
I was puzzled, to say the least. So was Grace, who rambled disjointedly as she counted out my consulting fee. She looked confused and said, “I didn’t think any of the Black Moon gang would find you. We’ll have to be more careful in the future. But I don’t know what the Silver Dragons will think of all this”. We will find out soon enough!
5. Password: Dragon
It seems that I have been promoted again, at least this is what Grace tells me. On the strength of this, she sends me to obtain a password from Long, which will give her access to their system. Simple enough, and builds on the goals she shared in the very first mission.
When I went to meet the Dragons, I talked to the ones there. One said, “You’re here for the password? Ah, good!” and started laughing and laughing. And did not stop. This gave me cause for concern… Sure enough, Long springs his trap as soon as I talk to him, and a long fight ensues. At its conclusion, they are all dead, and Grace is furious: “Grr! Tricked me again! I’ll show him! Someday, somehow, I will get my revenge!” Classic! At the end she gave me some level-50 clothes as a consolation prize, so it could have been worse. However, it could also have been better. Frankly, considering the loss of resources across these five missions, one might think that Long came off much the worse for wear. But Grace has a new reason for the anger and jealousy which propel her. As if she needs one!
Conclusion: I like a suite of mishes with character, and we certainly have that here, with an ex-Zionist handing them out. Mysteries abound. Who supports her logistically? What draws people to her side? How does she always seem to know what the Dragons are thinking and what there are concerned about with me? Does she have other sources in place already, perhaps? Despite this. She does not seem to be a good judge of character; misjudging the intentions in missions repeatedly, with the result that I walked into traps more than I expected. And as we see the Silver Dragons play her for a fool all along. How could she ever have reached her present station in life? All mysteries worth exploration. Why did the Dragons need her help, when no other gangs seems to have? Who leads them: Long or Ginjiro? All questions remaining for future elucidation.
I like the character of the Dragons, with their Chinese-style triad cloisteredness, and their odd sense of humor. They all make these missions memorable. And then loose ends offer promise for future missions and background exploration. What’s not to like?
Special thanks to Blazinwolf and Idalia who helped me with these. I never would have been able to them so well or so pleasantly without them.
Unlike the run-of-the-mill exiles who lurk in seedy bars or tony nightclubs, Grace stands proud and tall in the open, in Archer Square, of Furihata (-541, 1, -255). It’s a photogenic spot: a fountain gurgles at her back, and a gracefully whiplashing access node snaps in the breeze behind her. The square itself has lovely trees and red brick pavements. Catch this at sunset for a real treat. The recent red-tinged skies add a reflective, somber tone; let’s hope Sati’s sabbatical lasts a little longer.
Speaking of things red, redpill Grace is all in dark, with corncob hair like Stanislava and a bandana like Ebola. She does not stand alone. Around her mill a swarm of bristling Silver Dragons, argent from head to foot. They were not friendly to me, but ignored her. Reading their details, I was surprised to note that this gang was composed not only of Exiles, but Zion-rejecting redpills! This is unique for gangs, so far as I know. Not only that, Grace herself is an Exile! Like some members of the Dragons, she fell out with Zion, and subsequently partnered with the Dragons, eventually splitting with them as well. She claims to have helped their leader Long (different, by the way, from the leader Ginjiro listed in the gang’s details) set up his current network, and she wants a piece of it. Her preoccupation could be from love, or could be from hate; who can tell the difference?
1. Hell hath No Fury
Grace seeks to penetrate the Silver Dragons organization through you. You will achieve this through successfully completing a mission for them. This task is to kill an enemy of theirs, one Arabis. This is easily done, and you are soon accepted into the Silver Dragons organization. You have, in effect, been blooded. At the end you discover that Arabis was a well-known software security engineer, who specialized in the detection of malicious software. This was one nice touch- when resisting me he used hacker attacks. The Silver Dragons, as we shall see, have a pronounced sense of humor; my Dragons contact initially gave me a folder with the identity of my target, and I saw my own name! She got a good laugh out of this, and soon directed me to a nearby computer which held the information I needed. This was an interesting feature- Exiles with a sense of humor.
2. Inside the Action
This seems simple. Pick up a disk, take it to an exile with information Grace desired. The site for the pickup was a Zionist extraction point, a nice nod to Grace’s background. Several redpills there, allied with Grace, shared misgivings with each other about the wisdom of this project. I felt reassured. Then I went to drop off the information with one Zyskin, a blood-drinker-looking sort of guy with four or five burly bodyguards. Prast, one of Grace’s staff, was there to help. After I dropped off the information and prepared to leave, she revealed she was a captive now, and appealed to me for help. I did, and soon all lay waste around me. With this part of the mish screwed, I was told to drop off Prast, and took her to a safehouse. “Safe” house might not be the right word for it though, since the folks there started speculating on the terrible things Grace had in mind for those who screwed up missions….”Hah! I heard that she’s going to make her clean her hovercraft with a toothbrush”, and “Hah! She’s in for a world of hurt, that’s for sure!” I bid Prast a fond farewell, put her out of my mind, pocketed my consultant’s fee, and was on my way.
3. Second Time Around
After intervening to rescue Prast last time, there seems to be some uncertainty in the Dragons about where my loyalties lie. In this mission, I kill an enemy gang leader, making sure to leave a witness so the word gets around. This proved easier than I thought; even my operator commented that maybe this guy just sucked. Grace tells us that this gambit seems to have worked and my star with the Silver Dragons is on the rise.
4. Dark Side
This mission is billed as an effort to “delve deeper into the Silver Dragons’ network”. It involves having me “distribute and maintain network connections for the Silver Dragons secret network”. Sounds like a good deal, but it translates into helpdesk work! This has two parts. In the first one, all you have to do is mix around parts from each of three computers to re-establish their network connectivity. There are two “perimeter monitor devices” and one “computer parts”. The Silver Dragons may know a lot about networking, but when it comes to networks, they’re hopeless! Perhaps they disdain such “mere hardware” issues and leave them as an exercise for others.
In the second part, I swing by another Silver Dragons site, and as I started to examine the ailing hardware, the elite guards and pale blood-drinker there all attacked me! They’re Black Moons, and held me responsible for killing their leader las time! Eventually I put them down, and went back to my original mission, checking their computer. Its message was a dull, blinking “connection missing”. You can say that again!
I was puzzled, to say the least. So was Grace, who rambled disjointedly as she counted out my consulting fee. She looked confused and said, “I didn’t think any of the Black Moon gang would find you. We’ll have to be more careful in the future. But I don’t know what the Silver Dragons will think of all this”. We will find out soon enough!
5. Password: Dragon
It seems that I have been promoted again, at least this is what Grace tells me. On the strength of this, she sends me to obtain a password from Long, which will give her access to their system. Simple enough, and builds on the goals she shared in the very first mission.
When I went to meet the Dragons, I talked to the ones there. One said, “You’re here for the password? Ah, good!” and started laughing and laughing. And did not stop. This gave me cause for concern… Sure enough, Long springs his trap as soon as I talk to him, and a long fight ensues. At its conclusion, they are all dead, and Grace is furious: “Grr! Tricked me again! I’ll show him! Someday, somehow, I will get my revenge!” Classic! At the end she gave me some level-50 clothes as a consolation prize, so it could have been worse. However, it could also have been better. Frankly, considering the loss of resources across these five missions, one might think that Long came off much the worse for wear. But Grace has a new reason for the anger and jealousy which propel her. As if she needs one!
Conclusion: I like a suite of mishes with character, and we certainly have that here, with an ex-Zionist handing them out. Mysteries abound. Who supports her logistically? What draws people to her side? How does she always seem to know what the Dragons are thinking and what there are concerned about with me? Does she have other sources in place already, perhaps? Despite this. She does not seem to be a good judge of character; misjudging the intentions in missions repeatedly, with the result that I walked into traps more than I expected. And as we see the Silver Dragons play her for a fool all along. How could she ever have reached her present station in life? All mysteries worth exploration. Why did the Dragons need her help, when no other gangs seems to have? Who leads them: Long or Ginjiro? All questions remaining for future elucidation.
I like the character of the Dragons, with their Chinese-style triad cloisteredness, and their odd sense of humor. They all make these missions memorable. And then loose ends offer promise for future missions and background exploration. What’s not to like?
Special thanks to Blazinwolf and Idalia who helped me with these. I never would have been able to them so well or so pleasantly without them.
Wednesday, April 11, 2007
Sugar Shack 55: Operetta: Discordant Diva
Sugar Shack 55: Operetta: Discordant Diva
Operetta hangs out in Akasaka (227, 1, 67), in the basement of Pandora. Like so many Exiles, she craves that visceral excitement from bluepills bustling about their virtual lives. She hung out near the back wall, incessantly watching the dancers. Her ravenous face was narrow, and she looked to be wearing a Black Widow’s Dress, except it wasn’t black. Her face was narrow and intense, crossed by stray strands of hair. To be honest, she kind of reminded me of Midnight. Operatta is passionate about music, but not passionate about organization. Her people are in trouble. Music goes missing. She freaks out at non-glowing reviews. She needs an office manager to get things back on track. The classic diva. Until then, she has you.
1. Savior
“Oh, my dear! You just help me, you simply MUST. One of my best performers is in trouble. Get over there and help him right now!” Well, the negotiation was mercifully brief.
What a strange mission! I went to the site, and got into a fight with two Zionists. I killed one in short order, but withdrew to heal up. When I came back, the other, a Zionist Kungfu Grandmaster, was gone! Only a nervous Mr. Titelbaum milled about. I searched several times for the missing miscreant, all to no avail. I danced and waited: nothing. So, I gave up and left the building. And found him strolling in the yard outside! I had to follow him into the next building before we could get a fight going! Once he was killed, the mish ended itself. A patron in the bar looked at me and asked, “Why are you here?” Why, indeed!
Was this a bug, or a cool new feature? And what possible interest could Zion have in Exilix opera singers? Has it run out of weightier adversaries? Or was this a training mish gone awry? Only Lock knows for sure.
2. Requiem
The backstory for the composer in this mission was interesting: a bluepill who accepts the way things are and composes for Operetta. “As a freed mind, surely you must understand. The Matrix is a symphony, programs and code working together to produce harmony. If you’d give up your hatred of it you would see the beauty”. Something to think about… Don’t forget to search for her computer. “I don’t expect you to be sympathetic, but remember, this music is valuable. Don’t be careless”.
Oddly enough, the only opposition came from a lonely Zionist (again!) Karate master, who was not ready for me when I stormed out of the building past him. His jaw dropped, he reached for his gun, and the karate master, with predictably lamentable aim, sprayed stray shots around me as I left. Go back to the caves!
The stage manager is frantic when you arrive, and wails about how slow you are. It’s very entertaining, so be sure to talk to him a couple of times. He and his twin groupies are in a suite reminiscent of the old redpill jackout mishes: lots of ugly gear and barely a table to be seen. They need an Ikea gift certificate.
At the end, the Stage Manager gushed: “Good, and you even managed to keep it more or less unwrinkled. You’re far less incompetent than I first suspected.”
All the while, his twin groupies idled about, speaking vacuously. Be sure to talk to them a few times as well for chuckles. Operetta says, “Yes, yes, you’re doing fine. Fine as can be!”
Whatever that may be. Not sure why this is called a requiem though. I mean, three missions yet remain. Nonetheless, fun, with plenty of character!
3. Chosen
Conveniently, Requiem ends up next door to Pandora, so you’re all set for number 3. An understudy, Bessie Burr, has been kidnapped, and “I must have her back. I simply must!”. I began to wonder if people harass Operetta just to listen to her freak out.
On rescuing her, I got a message- “Oh you precious darling”. But after I dropped her off with the bodyguard Beagle, this is what I got: “Not terrible, Sugaree. Not good. But not terrible.” But the check cleared, so I counted my blessings.
Note: One of the bads has a key to the room Bessie was in. But the door was unlocked!
Note: I had to lead Bessie past a couple of dozen hissing Brothers of Destiny who shot at us with everything they had. Mighty Bessie blanched, but took no damage. So this is a 220-meter escort mission through hostile territory, but it’s not like Seraph’s epic stat-hack mish. Or the even tougher Jeweler escort mish. Relax!
4. Fragments
Once again, the last stage of the preceding mish places you just a hundred meters from Pandora. Nice design! For this mission, you merely need to be a gofer, dropping off stuff for Operetta’s agent. “My dear! You simply MUST help me!”
I get the docs to drop off, and an adjacent flunkie asks me to put a bug in the first target’s desk for musical intelligence. Sure, why not? I’ll always do something to help a band. This minor theme never really seems to go anywhere though. Perhaps in another exile suite this will assume some importance…
First drop off is to another diva. Her staff suffers. “You can’t fire me, I quit!” “But I was told to do it this way!” Etc. Second drop off is to a talent agent who has creative differences with Operetta. As we shall soon see, this is a club with quite a few members.
5. Rubicon
As my operator observed, Operetta does not believe there is no accounting for taste. “My show was wonderful but SOME PEOPLE don’t appreciate talent….”
Word has gotten to the critic that his days are numbered, and you must fight your way through a couple of guards. Then, you find an Agent protecting him! Who would have thought? What possible interest could my Machinist lords and masters have in something as vacuous as Operetta? Answers were not forthcoming, yet I finished the mish regardless.
“That will teach that cretin a lesson!” The xps for this mish were unusually low. As, I guess, it should be. I mean, what should you get for killing a bluepill? More could have been done with the critic, maybe some quotes by your operator from the review, mention of the Newsie, comments from the guards, etc.
Conclusion: I liked the consistency of personality and storyline here. The reflections from the composer and the stage manager were fun. The unpredictable nature of Operetta’s emotions rang true. But what is a diva-istic ego like hers doing in a club like Pandora? In International? Would it not make more sense for her to be ensconced downtown, as are the Jeweler, Mr. Black, and the Bartender? Is she slumming? Also, the names for individual mishes in this group puzzled me. Perhaps in the ethereal realms of operatic aesthetics, where devs daydream, there is some significance. Finally, readers of these columns will remember Lotus and her preoccupation with music; it would have been very cool to have echoed them here, with each commenting on the work of the other.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Operetta hangs out in Akasaka (227, 1, 67), in the basement of Pandora. Like so many Exiles, she craves that visceral excitement from bluepills bustling about their virtual lives. She hung out near the back wall, incessantly watching the dancers. Her ravenous face was narrow, and she looked to be wearing a Black Widow’s Dress, except it wasn’t black. Her face was narrow and intense, crossed by stray strands of hair. To be honest, she kind of reminded me of Midnight. Operatta is passionate about music, but not passionate about organization. Her people are in trouble. Music goes missing. She freaks out at non-glowing reviews. She needs an office manager to get things back on track. The classic diva. Until then, she has you.
1. Savior
“Oh, my dear! You just help me, you simply MUST. One of my best performers is in trouble. Get over there and help him right now!” Well, the negotiation was mercifully brief.
What a strange mission! I went to the site, and got into a fight with two Zionists. I killed one in short order, but withdrew to heal up. When I came back, the other, a Zionist Kungfu Grandmaster, was gone! Only a nervous Mr. Titelbaum milled about. I searched several times for the missing miscreant, all to no avail. I danced and waited: nothing. So, I gave up and left the building. And found him strolling in the yard outside! I had to follow him into the next building before we could get a fight going! Once he was killed, the mish ended itself. A patron in the bar looked at me and asked, “Why are you here?” Why, indeed!
Was this a bug, or a cool new feature? And what possible interest could Zion have in Exilix opera singers? Has it run out of weightier adversaries? Or was this a training mish gone awry? Only Lock knows for sure.
2. Requiem
The backstory for the composer in this mission was interesting: a bluepill who accepts the way things are and composes for Operetta. “As a freed mind, surely you must understand. The Matrix is a symphony, programs and code working together to produce harmony. If you’d give up your hatred of it you would see the beauty”. Something to think about… Don’t forget to search for her computer. “I don’t expect you to be sympathetic, but remember, this music is valuable. Don’t be careless”.
Oddly enough, the only opposition came from a lonely Zionist (again!) Karate master, who was not ready for me when I stormed out of the building past him. His jaw dropped, he reached for his gun, and the karate master, with predictably lamentable aim, sprayed stray shots around me as I left. Go back to the caves!
The stage manager is frantic when you arrive, and wails about how slow you are. It’s very entertaining, so be sure to talk to him a couple of times. He and his twin groupies are in a suite reminiscent of the old redpill jackout mishes: lots of ugly gear and barely a table to be seen. They need an Ikea gift certificate.
At the end, the Stage Manager gushed: “Good, and you even managed to keep it more or less unwrinkled. You’re far less incompetent than I first suspected.”
All the while, his twin groupies idled about, speaking vacuously. Be sure to talk to them a few times as well for chuckles. Operetta says, “Yes, yes, you’re doing fine. Fine as can be!”
Whatever that may be. Not sure why this is called a requiem though. I mean, three missions yet remain. Nonetheless, fun, with plenty of character!
3. Chosen
Conveniently, Requiem ends up next door to Pandora, so you’re all set for number 3. An understudy, Bessie Burr, has been kidnapped, and “I must have her back. I simply must!”. I began to wonder if people harass Operetta just to listen to her freak out.
On rescuing her, I got a message- “Oh you precious darling”. But after I dropped her off with the bodyguard Beagle, this is what I got: “Not terrible, Sugaree. Not good. But not terrible.” But the check cleared, so I counted my blessings.
Note: One of the bads has a key to the room Bessie was in. But the door was unlocked!
Note: I had to lead Bessie past a couple of dozen hissing Brothers of Destiny who shot at us with everything they had. Mighty Bessie blanched, but took no damage. So this is a 220-meter escort mission through hostile territory, but it’s not like Seraph’s epic stat-hack mish. Or the even tougher Jeweler escort mish. Relax!
4. Fragments
Once again, the last stage of the preceding mish places you just a hundred meters from Pandora. Nice design! For this mission, you merely need to be a gofer, dropping off stuff for Operetta’s agent. “My dear! You simply MUST help me!”
I get the docs to drop off, and an adjacent flunkie asks me to put a bug in the first target’s desk for musical intelligence. Sure, why not? I’ll always do something to help a band. This minor theme never really seems to go anywhere though. Perhaps in another exile suite this will assume some importance…
First drop off is to another diva. Her staff suffers. “You can’t fire me, I quit!” “But I was told to do it this way!” Etc. Second drop off is to a talent agent who has creative differences with Operetta. As we shall soon see, this is a club with quite a few members.
5. Rubicon
As my operator observed, Operetta does not believe there is no accounting for taste. “My show was wonderful but SOME PEOPLE don’t appreciate talent….”
Word has gotten to the critic that his days are numbered, and you must fight your way through a couple of guards. Then, you find an Agent protecting him! Who would have thought? What possible interest could my Machinist lords and masters have in something as vacuous as Operetta? Answers were not forthcoming, yet I finished the mish regardless.
“That will teach that cretin a lesson!” The xps for this mish were unusually low. As, I guess, it should be. I mean, what should you get for killing a bluepill? More could have been done with the critic, maybe some quotes by your operator from the review, mention of the Newsie, comments from the guards, etc.
Conclusion: I liked the consistency of personality and storyline here. The reflections from the composer and the stage manager were fun. The unpredictable nature of Operetta’s emotions rang true. But what is a diva-istic ego like hers doing in a club like Pandora? In International? Would it not make more sense for her to be ensconced downtown, as are the Jeweler, Mr. Black, and the Bartender? Is she slumming? Also, the names for individual mishes in this group puzzled me. Perhaps in the ethereal realms of operatic aesthetics, where devs daydream, there is some significance. Finally, readers of these columns will remember Lotus and her preoccupation with music; it would have been very cool to have echoed them here, with each commenting on the work of the other.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Sugar Shack 54: Serving the Blues at Christmas
Sugar Shack 54: Serving the Blues
Normally, I love winter. I love the subtle susurration of falling snow against my windowpanes. I love how warm my house feels when I come in from the cold. I love the Christmas rituals of shopping and gifting. I love the feeling of connectedness with others, be they red pill or blue pill.
So, I found this newest mission exquisitely satisfying. After so many missions where bluepills were treated like mushrooms or background noise, here, they are properly at the center. It’s not just loot, pillage, and burn. The bluepills are people, not fruit waiting to be gathered. This was the most satisfying aspect of this otherwise simple mish: it gives the chance for us to be doing something for others.
Some might argue that the stat hack mish with Seraph is not so different. But the center of that mish is cracking the code of highways and byways to find the safest, most expeditious way to escort the bluepill across town. The escortee is almost incidental, really. Here, it’s not about harvesting the blues, it’s about making a difference in their lives. What a change!
I liked other aspects of this as well. For one, it’s repeatable. More than that, we see some new item types: snowflakes, presents, and white gloves, along with some buffed items. In this connection, let me suggest that for future stuff like this, it might not be too difficult to take existing items (like open-toed heels) and change the color. Like the pumps, which already are identical across the various shades. The banter from the collectors is pleasant; the use of masks for the collector and Scarlett is delightful! My single regret is that the presents cannot be stacked, thus they take up a precious four inventory slots. Harsh, this.
The initial pick-up is straightforward. Run to a nearby office, score the gifts, and make the deliveries. As always, be sure to talk to everyone before and after. The character commissioning you with the deliveries could be more developed and perhaps positioned to be developed more in subsequent story arcs. It might even be possible to use an existing neighborhood exile contact for tasks such as this. Rose, Madame T., and especially Sister Margaret come to mind in this connection.
Loot aside, the bluepills are well-designed. Each of the four has a different emotional take on things. The body language perfectly suits the speech. They respond when you give them the presents. They have well-prepped dialog and body language if you talk to them after the gifts. Very nicely done, and very engaging! Similarly, the Operator’s comments about season and weather are apropos and entertaining.
The heavies in this mish are thuggish snowmen who appear out of the blue and immediately start pelting you with snowballs. They are big, they are ugly, and they are unpredictable. Oh, and they are incredibly accurate. They could even hit me inside buildings while I was waiting for the elevator doors to open! Moreover, they seemed to appear and disappear, perhaps suiting their capricious seasonal nature. Yet they were easy to deal with, since they loitered but did not give chase. Nonetheless, those snowballs must have had rocks or code-bombs inside!
Something which would add value to this mish (and others) would be including more references to other personalities in Megacity. This could be done in two ways:
The dolorous bluepills could refer to them in their complaints, such as:
- “I just got this letter from The Landlord, raising the rent again! Now what?”
- “Someone named Hypatia keeps bugging me about my Dad’s old books, but I gave them away! Why won’t she leave me alone?”
- “Operetta’s still mad at me for my blog about her concert! Can’t she ever get over it?”
- “How come Silver’s being such a twit about the warranty on my PDA?”
In addition to the abominable snowmen, the misher might encounter nondescript redpill attackers. They could call out “Look! Easy CQs!” or “While we’re waiting for The Architect, let’s get some action!”. Alternately, they could include references to the other Megacity backstories: “I heard someone saying in The Succubus that this one has some green vials. Get them!” or “The Coroner needs some spare parts and you’re going on the block!” or “We’re looking for Mercury’s PDAs, and the trail ends right here, right now!”.
Of course, when they die they cry out, “I knew it! Sploiting! I want my Operator!” and expire.
Thinking back to Exiles I’ve known and served, I’d also recommend Rose as a likely sponsor for mishes like these. She has good intentions, and keeps screwing up. It would be entertaining to have her commission these, and the first three go perfectly, and in the third one, the recipient gets something like a coupon for fries, a tie, socks, or a flashlight.
Lots more could be done, but I’m trying to think within the likely design confines for a mission, and avoid anything too complicated. Even so, thinking ahead to 2007, it may well be that some mishes such as this could be added to the Halloween zombies.
Nonetheless, I’ve done this mish about 40 or 50 times, and still like it. After assassinating half of Megacity, it’s nice to be dishing out warm soup instead of hot lead for a change.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Normally, I love winter. I love the subtle susurration of falling snow against my windowpanes. I love how warm my house feels when I come in from the cold. I love the Christmas rituals of shopping and gifting. I love the feeling of connectedness with others, be they red pill or blue pill.
So, I found this newest mission exquisitely satisfying. After so many missions where bluepills were treated like mushrooms or background noise, here, they are properly at the center. It’s not just loot, pillage, and burn. The bluepills are people, not fruit waiting to be gathered. This was the most satisfying aspect of this otherwise simple mish: it gives the chance for us to be doing something for others.
Some might argue that the stat hack mish with Seraph is not so different. But the center of that mish is cracking the code of highways and byways to find the safest, most expeditious way to escort the bluepill across town. The escortee is almost incidental, really. Here, it’s not about harvesting the blues, it’s about making a difference in their lives. What a change!
I liked other aspects of this as well. For one, it’s repeatable. More than that, we see some new item types: snowflakes, presents, and white gloves, along with some buffed items. In this connection, let me suggest that for future stuff like this, it might not be too difficult to take existing items (like open-toed heels) and change the color. Like the pumps, which already are identical across the various shades. The banter from the collectors is pleasant; the use of masks for the collector and Scarlett is delightful! My single regret is that the presents cannot be stacked, thus they take up a precious four inventory slots. Harsh, this.
The initial pick-up is straightforward. Run to a nearby office, score the gifts, and make the deliveries. As always, be sure to talk to everyone before and after. The character commissioning you with the deliveries could be more developed and perhaps positioned to be developed more in subsequent story arcs. It might even be possible to use an existing neighborhood exile contact for tasks such as this. Rose, Madame T., and especially Sister Margaret come to mind in this connection.
Loot aside, the bluepills are well-designed. Each of the four has a different emotional take on things. The body language perfectly suits the speech. They respond when you give them the presents. They have well-prepped dialog and body language if you talk to them after the gifts. Very nicely done, and very engaging! Similarly, the Operator’s comments about season and weather are apropos and entertaining.
The heavies in this mish are thuggish snowmen who appear out of the blue and immediately start pelting you with snowballs. They are big, they are ugly, and they are unpredictable. Oh, and they are incredibly accurate. They could even hit me inside buildings while I was waiting for the elevator doors to open! Moreover, they seemed to appear and disappear, perhaps suiting their capricious seasonal nature. Yet they were easy to deal with, since they loitered but did not give chase. Nonetheless, those snowballs must have had rocks or code-bombs inside!
Something which would add value to this mish (and others) would be including more references to other personalities in Megacity. This could be done in two ways:
The dolorous bluepills could refer to them in their complaints, such as:
- “I just got this letter from The Landlord, raising the rent again! Now what?”
- “Someone named Hypatia keeps bugging me about my Dad’s old books, but I gave them away! Why won’t she leave me alone?”
- “Operetta’s still mad at me for my blog about her concert! Can’t she ever get over it?”
- “How come Silver’s being such a twit about the warranty on my PDA?”
In addition to the abominable snowmen, the misher might encounter nondescript redpill attackers. They could call out “Look! Easy CQs!” or “While we’re waiting for The Architect, let’s get some action!”. Alternately, they could include references to the other Megacity backstories: “I heard someone saying in The Succubus that this one has some green vials. Get them!” or “The Coroner needs some spare parts and you’re going on the block!” or “We’re looking for Mercury’s PDAs, and the trail ends right here, right now!”.
Of course, when they die they cry out, “I knew it! Sploiting! I want my Operator!” and expire.
Thinking back to Exiles I’ve known and served, I’d also recommend Rose as a likely sponsor for mishes like these. She has good intentions, and keeps screwing up. It would be entertaining to have her commission these, and the first three go perfectly, and in the third one, the recipient gets something like a coupon for fries, a tie, socks, or a flashlight.
Lots more could be done, but I’m trying to think within the likely design confines for a mission, and avoid anything too complicated. Even so, thinking ahead to 2007, it may well be that some mishes such as this could be added to the Halloween zombies.
Nonetheless, I’ve done this mish about 40 or 50 times, and still like it. After assassinating half of Megacity, it’s nice to be dishing out warm soup instead of hot lead for a change.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Tuesday, October 24, 2006
Sugar Shack 53: Sunshine: For My Spotless Mind
Some Exiles stand on dumpy street corners, like pirated DVD pimps. Others preside over even dumpier nightclubs. Some find their own venues, like Sunshine, who eschews the urban sprawl, and hangs out on the breezy boardwalks of Ikeburo (832, -10, -45). In fact, when I went to see her, I noticed she was a stone’s throw from a Machine Investigator; so I stopped to chat. But he did not have much to talk about, apart from old weapons codes. Nearby some Phoenix gang members idly milled about. So, back to business. I liked Sunshine at first sight. She was dressed in an elegantly Oriental manner: a red-gold Gi with black open-toeds. Dark hair, darker eyes, and a relentlessly upbeat disposition. What a breath of fresh air!
1. Morning Star
“Good morning!” In this curious recruitment mish, Sunshine asks you to bring in a reluctant recruit. The candidate is a Machine program tasked with managing the motion of some stars at night (nice work, if you can get it!). Sunshine explains that this work is to be rolled into the work of another program, rendering her superfluous. (Apparently the Machines have discovered re-engineering.) She scoffs at this idea when you find her, and you have to find evidence that she is scheduled for deletion before she consents. But you eventually talk her into a career change (creating art for Sunshine, yay!), and at the end Sunshine whispers “I’m glowing with pride.” Like many of her missions, this first involved the Saikung Shuffle, running back and forth to and from the area adjacent to the Saikung Center hardline. It brought back great memories of power-leveling. Good times!
2. Night for Day
The Truffaut title baffled me in this four-errand mission, which starts out with an all-too-rare “It’s good to see you”. She asks you to collect three disks from three sources, and drop them off.
The first one is a snap: you visit a nest of exiles, including one, Aiguillon, a compression sorting program. She is surrounded by Elite Guards, doing what Elite Guards seldom do: acting reflectively, gathering and sorting data. And they take their work seriously, too! One snaps at me, “No, I’m not a secretary! You think this is so easy. You file code strings all damn day. Jerk”. Aiguillon herself is more forthcoming, handing you a disk and an observation, “I hope she finds this info enlightening.” One other researcher gave me some code for a traffic disruption program. Just what I always wanted!
The next one did not go so well. That is to say, he was dead. But I found the disk in his pockets. I checked out the next room, which was an error, since a burly, sweaty Elite Guard immediately attacked me. Note to self: leave well enough alone!
The third and final pickup was also complicated. I ran into someone named Callisto, who looked surprised and blurted out, “Hey, uhh, I don’t have the date anymore. Some…uh…guys broke in and stole it. Yeah. Tell…erm…Moonshine that I’m sorry” and “So I guess we have nothing to say to each other. Why don’t you take off?” I don’t know, something just didn’t seem right… So we fought. He died. I got the disk.
The final handoff was smooth. A Merv Ravager Gofer was hanging around, wailing about how tough her job was; she was thrilled when I gave her the traffic disruption code, and gave me the contents of a file cabinet in exchange. This turned out to be a shotgun which would have embarrassed me as a raw bluepill. Thanks for nothing!
But the pay was good, the fights were not too taxing, and there wasn’t much heavy lifting or travel. And there were some interesting personalities to meet as well!
So what’s not to like? Loose ends were annoying. Who was trying to disrupt her operations? What was her own real interesting in ferreting out this and that piece of information? How did she hold together an organization when she seemed powerless to protect her own? Oblivious to all this, Sunshine beamed and said, “Thank you and may the sun light your path”. And as I walked back along the boardwalk, the breeze in my hair and the Phoenixes respectfully staying clear of me, my clan crushing our enemies, I thought it was. It was indeed.
3. One Track Mind
Cerulean, the wasted-looking Goth Exile-by-the-sea from Westview, apparently opposes Sunshine. To keep an eye on her, Sunshine asks you to insert some software into a Machine network traffic analysis node. It means popping a CD in a server. Pretty straightforward. The only mystery here is why Cerulean would find anything to contest with Sunshine; their personalities are so different, and they are almost at diametric extremes of the world. The significance of the title is another mystery.
But at the end, Sunshine remarks, “That’s a long shadow you cast. You must be growing in stature”. Say it again!
4. Out of Hand
Sunshine’s concern with Cerulean grows apace. You must steal a book she is holding, and deliver it to someone. This is _such_ a common mission trope. But two things make it memorable. First, Sunshine chirps at the end, “Thank you for brightening my day”. Second, the continuity is awry for this: after getting the book, you are told to take it to someone “who will index it for Cerulean”. The person you just stole it from! This must have slipped through the editing. Or it may be part of some vastly deeper scheme.
5. Left-Hand Path
Remember the book we stole in the last mish? Well, now someone wants it back, and you have to protect it. Unfortunately, the first custodian of the book perishes, and you have to take it to someone else. Oddnesses abound here. Why is Sunshine so interested in books? How does this relate to her character? That seems more like Hypatia’s realm. And at the end, Sunshine says the exact same thing she said in the previous mission: “Thank you for brightening my day”. Did someone run out of positivity at some point in the editing process?
Of the missions, then, the first one is the most interesting (first time I have ever written that, I think), because it seems most in character. The second mish was also very satisfying, with the backstory, the micro-arc of the traffic disruption device. But the last three kind of fall flat. The conflict with Cerulean seems to make no sense. And the continuity seems off in at least two instances. Naturally, all are worth doing, but the first two are the best. Oh, and the reasoning for the mish names eluded me entirely.
My lasting thanks go to Rifk from my clan for his help with these missions. I would never have been able to complete them without his help.
1. Morning Star
“Good morning!” In this curious recruitment mish, Sunshine asks you to bring in a reluctant recruit. The candidate is a Machine program tasked with managing the motion of some stars at night (nice work, if you can get it!). Sunshine explains that this work is to be rolled into the work of another program, rendering her superfluous. (Apparently the Machines have discovered re-engineering.) She scoffs at this idea when you find her, and you have to find evidence that she is scheduled for deletion before she consents. But you eventually talk her into a career change (creating art for Sunshine, yay!), and at the end Sunshine whispers “I’m glowing with pride.” Like many of her missions, this first involved the Saikung Shuffle, running back and forth to and from the area adjacent to the Saikung Center hardline. It brought back great memories of power-leveling. Good times!
2. Night for Day
The Truffaut title baffled me in this four-errand mission, which starts out with an all-too-rare “It’s good to see you”. She asks you to collect three disks from three sources, and drop them off.
The first one is a snap: you visit a nest of exiles, including one, Aiguillon, a compression sorting program. She is surrounded by Elite Guards, doing what Elite Guards seldom do: acting reflectively, gathering and sorting data. And they take their work seriously, too! One snaps at me, “No, I’m not a secretary! You think this is so easy. You file code strings all damn day. Jerk”. Aiguillon herself is more forthcoming, handing you a disk and an observation, “I hope she finds this info enlightening.” One other researcher gave me some code for a traffic disruption program. Just what I always wanted!
The next one did not go so well. That is to say, he was dead. But I found the disk in his pockets. I checked out the next room, which was an error, since a burly, sweaty Elite Guard immediately attacked me. Note to self: leave well enough alone!
The third and final pickup was also complicated. I ran into someone named Callisto, who looked surprised and blurted out, “Hey, uhh, I don’t have the date anymore. Some…uh…guys broke in and stole it. Yeah. Tell…erm…Moonshine that I’m sorry” and “So I guess we have nothing to say to each other. Why don’t you take off?” I don’t know, something just didn’t seem right… So we fought. He died. I got the disk.
The final handoff was smooth. A Merv Ravager Gofer was hanging around, wailing about how tough her job was; she was thrilled when I gave her the traffic disruption code, and gave me the contents of a file cabinet in exchange. This turned out to be a shotgun which would have embarrassed me as a raw bluepill. Thanks for nothing!
But the pay was good, the fights were not too taxing, and there wasn’t much heavy lifting or travel. And there were some interesting personalities to meet as well!
So what’s not to like? Loose ends were annoying. Who was trying to disrupt her operations? What was her own real interesting in ferreting out this and that piece of information? How did she hold together an organization when she seemed powerless to protect her own? Oblivious to all this, Sunshine beamed and said, “Thank you and may the sun light your path”. And as I walked back along the boardwalk, the breeze in my hair and the Phoenixes respectfully staying clear of me, my clan crushing our enemies, I thought it was. It was indeed.
3. One Track Mind
Cerulean, the wasted-looking Goth Exile-by-the-sea from Westview, apparently opposes Sunshine. To keep an eye on her, Sunshine asks you to insert some software into a Machine network traffic analysis node. It means popping a CD in a server. Pretty straightforward. The only mystery here is why Cerulean would find anything to contest with Sunshine; their personalities are so different, and they are almost at diametric extremes of the world. The significance of the title is another mystery.
But at the end, Sunshine remarks, “That’s a long shadow you cast. You must be growing in stature”. Say it again!
4. Out of Hand
Sunshine’s concern with Cerulean grows apace. You must steal a book she is holding, and deliver it to someone. This is _such_ a common mission trope. But two things make it memorable. First, Sunshine chirps at the end, “Thank you for brightening my day”. Second, the continuity is awry for this: after getting the book, you are told to take it to someone “who will index it for Cerulean”. The person you just stole it from! This must have slipped through the editing. Or it may be part of some vastly deeper scheme.
5. Left-Hand Path
Remember the book we stole in the last mish? Well, now someone wants it back, and you have to protect it. Unfortunately, the first custodian of the book perishes, and you have to take it to someone else. Oddnesses abound here. Why is Sunshine so interested in books? How does this relate to her character? That seems more like Hypatia’s realm. And at the end, Sunshine says the exact same thing she said in the previous mission: “Thank you for brightening my day”. Did someone run out of positivity at some point in the editing process?
Of the missions, then, the first one is the most interesting (first time I have ever written that, I think), because it seems most in character. The second mish was also very satisfying, with the backstory, the micro-arc of the traffic disruption device. But the last three kind of fall flat. The conflict with Cerulean seems to make no sense. And the continuity seems off in at least two instances. Naturally, all are worth doing, but the first two are the best. Oh, and the reasoning for the mish names eluded me entirely.
My lasting thanks go to Rifk from my clan for his help with these missions. I would never have been able to complete them without his help.
Thursday, October 12, 2006
Sugar Shack 52: Bishop and Stealthy Love
After too many months in the Desert of the Real, I return to surveying the Exile contacts and their missions. They’re a great way to get loot and info and xps, and learn more of the backstory of the Matrix. Today we meet a mover and shaker in Chinatown.
With an entire building bearing his name, you might think that Mr. Bishop would receive you in his office or board room. After all, he is certainly comfortable enough with redpills; why, our clan has hung out in his place since forever! But wealthy and influential though he is, when it comes to missions, he is suddenly cagey, and chooses to meet you outside his building, yet in a public place. It may be that, like HP, he is worried about leaks, and thinks that nothing is better hidden than in plain sight.
Be that as it may, Mr. Bishop has desires best barred from the boardroom. Like many an Exile, he savors the old and the antique, much like the aged who obsessively collect the trivia of their youth. And like many an Exile, he dares not pursue his love directly, and needs you as a go-between. All his missions place you in the role of procurer.
1. The Hunter
His first mish is standard, looking for some debris from his past. In this case, he craves a set of gems held by some Merovingian redpills, and a statue held by some machinists led by an Agent Jones. I averted my gaze from him as I fought; praying he would not recognize me and report me to my clan Council. These were both obtained after some straightforward gunplay. Then the purloined loot was placed into a wall safe. And thus Bishop laid his hands on them without actually laying his hands on anything: the general Exile pattern.
Alas, neither gems nor statue were vieweable, just some generic item avatars. If only we could behold them, perhaps we could feel what the Exiles feel for these things they endlessly pursue.
2. Unravel
Did I displease Bishop last time? Is that why he gave me such a trivial task for my second mish? All he asks me to do is pick up an already-paid-for package and drop it off. The kind of task you’d give you kids to do at school! Perhaps he is testing me….
I traveled to Chukokkula and received the package. As always I chatted with everyone there, and as we all hung out, grooving on the code, an Elite Guard took a long drag on a joint, looked out the window, and shared the following reflection:
“Destiny rules us all, even here in the Matrix. Do you find it strange that I believe in Destiny? Destiny is a system, a pattern of events carried out with precision and absolute certainty. Destiny is nothing but code applied to life, giving the illusion of choice. Here, everything is code, and this everything is ruled by Destiny.”
“Destiny, schmestiny, who’s bankrolling this?” I asked, and set off to find Bach, the recipient. I wondered if I should get an all-brown outfit for these UPS runs. On the other hand, the all-yellow was more appealing, and had the benefit of setting off my hair.
So, anyway, I found that Bach was being held hostage by some twit who wanted to hijack the delivery. Not on my watch! Harsh words were followed by harsh fighting. I was the only one standing when the smoke cleared, and I completed the drop-off to the grateful Bach. Interestingly, there was a door between her and me, which seemed openable by hacking, by killing one of the thugs and retrieving an access card from him, or, ironically, by getting a key from a drawer! I liked the ingenuity!
3. Heirloom
I loved the way this mission began, with Bishop purring “Your reputation grows, Sugaree.” Say it again! Then, “I’d like you to go pick up an associate of mine and bring him to Chotte Brothers Imports Offices. His name is Jellyfish, deliver him unharmed if you don’t mind”. I loved the sly wit. I could tell we were really bonding; I started thinking about a corner office with an Ikea furniture upgrade.
From my operator I learned that “Jellyfish” contained some valuable code in his RSI. Kind of like steganography meets the Matrix, I guess. As I was looking at the non-descript JF, he looked right back and greeted me with: “What’s wrong? You were expecting a bondage king? Not all of us Exiles dress like freaks, you know.” I cleared my throat and hastily looked away, wondering what Raymond Chandler would have said.
Nearby, there was a computer with a message calling someone a bigot; I could imagine who had sent it... Naturally my escort mission was a fab success! Who would have suspected I was with an Exile! My fellow machinists chose to intervene, despite my protestation that I was on the team. Illyria, explain to the agents for me! The drop-off contact, after paying me off, explained that the Machines often intervened, inasmuch as Bishop and Chotte tend to traffic in materials which disrupt the current versions of the Matrix. I thought they and Anome would have a lot in common! And the Auditor downtown, always obsessing about memory leaks and the Matrix, would also have an interest.
4. Play Dead
No discussion of items traffickers would be complete without mentioning Digger and the Collector! I particularly enjoyed the backstory on this one: Digger has found something. The Collector wants it. So does Bishop, whose recipe for universal happiness involves paying Digger to give the Collector a fake.
But before I can get in to see Digger, his handler makes me fight a simulacra…perhaps to make me show I know my way around fakes? An alternate solution exited, involving getting a disk to a machine generating the replicas, but I was unable to figure it out, and uncharacteristically resorted to fighting, my least favorite form of defeating others. Honest!
After dealing in the past with mystic candy, enchanted candlesticks, and packets of numinous gems, I was expecting a lot from this item. A tiara? Shoes? A brooch? A ring, maybe? A Sword of a Hundred Truths? But instead, all I got from Digger was a tape. And a VHS tape at that! Apparently the elite personalities of the Matrix Exile community have a fondness for Days of Our Lives, Max Headroom, or I Dream of Jeannie. Go figure!
Before I had time to digitize it for my crew’s amusement, I had to drop it off. This cut-out had a great backstory. She was an archiving program who had defected from the Machines to protect her daughter, threatened with deletion. This effort was unsuccessful, and she eventually came to Bishop’s employ. She seems to have listened to the tape. She did not get much from the images (Crossfire? The Daily Show? Persephone as a weather reporter? The Merovingian with his own game show?) but said the voice was very familiar. I was dying from suspense, and was mercifully distracted by one of her colleagues, who went off on an absorbing, self-absorbed rant about the maternal program, the world they live in, and how real it is. I politely nodded as I counted my info, and absently waved to them as I left.
Bishop was on a high, I could tell. The pay was good, and he gushed, “with your help, my business grows even stronger”. Say it again, big spender! Say it like you’re Donald Trump!
5. Cold Sweat
An unexpected continuation of Play Dead! Bishop has tinkered with the artifact (perhaps redubbing it like What’s Up, Tiger Lilly? Or overlaying the voice of Orson Welles?) and now wants _this_ artifact taken to the Collector, who has already received the fake. My mission was to break in, take the fake, and replace it with the altered original. Got that? Well, get this: the office with the wall safe is located in Bishop Imports!! Someone else must have thought about the incongruity of this, for when I arrived I discovered the item had been moved. Nonetheless, I tracked it down, laid waste to the defenders, and made the switch.
Logic Problem: If the Collector came back, found all his guardian staff dead, and the artifact still in the safe, not stolen, don’t you think he would be suspicious? Or is it just me?
And that’s it! This suite is worthy for the great backstory, the characters, and their reveries. Bishop is an intriguing character, though most of the intrigue takes place by inference (meaning I made it all up). But you get involved in the networking and schemes of some of the major players in the Matrix, and that can only be a beautiful thing. Let’s hope it comes back to haunt us.
With an entire building bearing his name, you might think that Mr. Bishop would receive you in his office or board room. After all, he is certainly comfortable enough with redpills; why, our clan has hung out in his place since forever! But wealthy and influential though he is, when it comes to missions, he is suddenly cagey, and chooses to meet you outside his building, yet in a public place. It may be that, like HP, he is worried about leaks, and thinks that nothing is better hidden than in plain sight.
Be that as it may, Mr. Bishop has desires best barred from the boardroom. Like many an Exile, he savors the old and the antique, much like the aged who obsessively collect the trivia of their youth. And like many an Exile, he dares not pursue his love directly, and needs you as a go-between. All his missions place you in the role of procurer.
1. The Hunter
His first mish is standard, looking for some debris from his past. In this case, he craves a set of gems held by some Merovingian redpills, and a statue held by some machinists led by an Agent Jones. I averted my gaze from him as I fought; praying he would not recognize me and report me to my clan Council. These were both obtained after some straightforward gunplay. Then the purloined loot was placed into a wall safe. And thus Bishop laid his hands on them without actually laying his hands on anything: the general Exile pattern.
Alas, neither gems nor statue were vieweable, just some generic item avatars. If only we could behold them, perhaps we could feel what the Exiles feel for these things they endlessly pursue.
2. Unravel
Did I displease Bishop last time? Is that why he gave me such a trivial task for my second mish? All he asks me to do is pick up an already-paid-for package and drop it off. The kind of task you’d give you kids to do at school! Perhaps he is testing me….
I traveled to Chukokkula and received the package. As always I chatted with everyone there, and as we all hung out, grooving on the code, an Elite Guard took a long drag on a joint, looked out the window, and shared the following reflection:
“Destiny rules us all, even here in the Matrix. Do you find it strange that I believe in Destiny? Destiny is a system, a pattern of events carried out with precision and absolute certainty. Destiny is nothing but code applied to life, giving the illusion of choice. Here, everything is code, and this everything is ruled by Destiny.”
“Destiny, schmestiny, who’s bankrolling this?” I asked, and set off to find Bach, the recipient. I wondered if I should get an all-brown outfit for these UPS runs. On the other hand, the all-yellow was more appealing, and had the benefit of setting off my hair.
So, anyway, I found that Bach was being held hostage by some twit who wanted to hijack the delivery. Not on my watch! Harsh words were followed by harsh fighting. I was the only one standing when the smoke cleared, and I completed the drop-off to the grateful Bach. Interestingly, there was a door between her and me, which seemed openable by hacking, by killing one of the thugs and retrieving an access card from him, or, ironically, by getting a key from a drawer! I liked the ingenuity!
3. Heirloom
I loved the way this mission began, with Bishop purring “Your reputation grows, Sugaree.” Say it again! Then, “I’d like you to go pick up an associate of mine and bring him to Chotte Brothers Imports Offices. His name is Jellyfish, deliver him unharmed if you don’t mind”. I loved the sly wit. I could tell we were really bonding; I started thinking about a corner office with an Ikea furniture upgrade.
From my operator I learned that “Jellyfish” contained some valuable code in his RSI. Kind of like steganography meets the Matrix, I guess. As I was looking at the non-descript JF, he looked right back and greeted me with: “What’s wrong? You were expecting a bondage king? Not all of us Exiles dress like freaks, you know.” I cleared my throat and hastily looked away, wondering what Raymond Chandler would have said.
Nearby, there was a computer with a message calling someone a bigot; I could imagine who had sent it... Naturally my escort mission was a fab success! Who would have suspected I was with an Exile! My fellow machinists chose to intervene, despite my protestation that I was on the team. Illyria, explain to the agents for me! The drop-off contact, after paying me off, explained that the Machines often intervened, inasmuch as Bishop and Chotte tend to traffic in materials which disrupt the current versions of the Matrix. I thought they and Anome would have a lot in common! And the Auditor downtown, always obsessing about memory leaks and the Matrix, would also have an interest.
4. Play Dead
No discussion of items traffickers would be complete without mentioning Digger and the Collector! I particularly enjoyed the backstory on this one: Digger has found something. The Collector wants it. So does Bishop, whose recipe for universal happiness involves paying Digger to give the Collector a fake.
But before I can get in to see Digger, his handler makes me fight a simulacra…perhaps to make me show I know my way around fakes? An alternate solution exited, involving getting a disk to a machine generating the replicas, but I was unable to figure it out, and uncharacteristically resorted to fighting, my least favorite form of defeating others. Honest!
After dealing in the past with mystic candy, enchanted candlesticks, and packets of numinous gems, I was expecting a lot from this item. A tiara? Shoes? A brooch? A ring, maybe? A Sword of a Hundred Truths? But instead, all I got from Digger was a tape. And a VHS tape at that! Apparently the elite personalities of the Matrix Exile community have a fondness for Days of Our Lives, Max Headroom, or I Dream of Jeannie. Go figure!
Before I had time to digitize it for my crew’s amusement, I had to drop it off. This cut-out had a great backstory. She was an archiving program who had defected from the Machines to protect her daughter, threatened with deletion. This effort was unsuccessful, and she eventually came to Bishop’s employ. She seems to have listened to the tape. She did not get much from the images (Crossfire? The Daily Show? Persephone as a weather reporter? The Merovingian with his own game show?) but said the voice was very familiar. I was dying from suspense, and was mercifully distracted by one of her colleagues, who went off on an absorbing, self-absorbed rant about the maternal program, the world they live in, and how real it is. I politely nodded as I counted my info, and absently waved to them as I left.
Bishop was on a high, I could tell. The pay was good, and he gushed, “with your help, my business grows even stronger”. Say it again, big spender! Say it like you’re Donald Trump!
5. Cold Sweat
An unexpected continuation of Play Dead! Bishop has tinkered with the artifact (perhaps redubbing it like What’s Up, Tiger Lilly? Or overlaying the voice of Orson Welles?) and now wants _this_ artifact taken to the Collector, who has already received the fake. My mission was to break in, take the fake, and replace it with the altered original. Got that? Well, get this: the office with the wall safe is located in Bishop Imports!! Someone else must have thought about the incongruity of this, for when I arrived I discovered the item had been moved. Nonetheless, I tracked it down, laid waste to the defenders, and made the switch.
Logic Problem: If the Collector came back, found all his guardian staff dead, and the artifact still in the safe, not stolen, don’t you think he would be suspicious? Or is it just me?
And that’s it! This suite is worthy for the great backstory, the characters, and their reveries. Bishop is an intriguing character, though most of the intrigue takes place by inference (meaning I made it all up). But you get involved in the networking and schemes of some of the major players in the Matrix, and that can only be a beautiful thing. Let’s hope it comes back to haunt us.
Monday, June 26, 2006
Sugar Shack 51: Dame White: Loud as a Loon
And now I turn my weary brown pumps to the Far East, the Asian glories of rice and seaweed, the last district to yield its exotic, exilic secrets to my inquiring heart. I feel excitement; I feel reluctance. Soon, the nine remaining Exiles will be documented and my cup will be drained. And then, what will there be? The Pandora’s Box suites? The construct missions? Player events? There seems so much to do, yet I feel anxiety. And soon I will feel remorse, satisfied or bitter I know not, for the final judgment lies hidden in a future I cannot discern. But go on I must, the code compels.
Dame White is the mother of the clashing colors we recently studied in Westview (Mr. Black is their father). Various archival materials, now long gone, recount how she and her husband were displaced by the Merovingian and Persephone; still others speak of Dame White as an aesthetic force tweaking the Matrix for beauty. A review of her current state inclines one to skepticism, though.
She resides in Shinjuku, in Club Masanume (-189. -6. 337), on the lower level. Above and outside, flocks of Jade Moons angrily mill about. I’ll admit it; I felt nervous approaching her. The club’s décor emphasized recessed green lights, and delightful landscape scrolls. For someone who’s had so many kids, I must say, she’s in fine form! In fact, give her a darker outfit and she could pass for Agent Pace! But the effect is marred once you talk to her. Doing a few of her mishes erodes it completely. Whatever she may once have been, the Dame White of the current age is loud as a loon, abrasive as a sandstorm, and grasping as a magpie. No wonder her husband lives so far away! Let us probe the darkness that is White.
1. Data Mining
If I were her, I’d want to know what my kids over in Westview were up to! But perhaps she read my mission reports and is up to speed on their mischief. At any rate, her inaugural instructions for me this afternoon are pertain to Kowloon and Shirabaka. “Yes, I know what you want and it just so happens that I do have a job for you.” I need to visit a couple of computers. I like her businesslike style.
The first one, in Shinjuku, is guarded by a cordial Blood Drunk, who cheerfully advises me that “You so much as touch that computer; I will gladly break your fingers”. After its data was uploaded, I gave Dame White an update, which was a poor decision on my part. She responded: “You mean you still don’t have the data on Shirakaba? Well, what are you wasting my time for? Go get it!” I cleared my throat and hung up. “Well, what are you wasting my time for?” I told my operator, “Go get the next site!”
The second computer was much harder to get to. There were five or six souped-up elite guards. Eventually I prevailed, got the disk, uploaded it, and was told…
“Hmm, yes… As I suspected, this data shows that… Eh? Well, what is it? You’ve got your pay, haven’t you? So stop pestering me!”
I’m beginning to see why her children have all fled so far afield.
2. Running Interference
Someone somewhere is delivering some item to somebody. That’s it! And Dame White wants it intercepted. You can reach the single site in this mish without much trouble, but it turns out you have been anticipated, and the item is nowhere to be found. Needless to say you come under attack.
Mrs. White is livid about this! She goes off about “some stinking, slimy, pathetic little weasel” tipped off the opposition. (Her imperturbable picture, perched above this tirade, is delightfully ironic!) She throws my money down on the ground, and then goes back to pondering death and destruction. I wish I had thought to ask her kids about her. What stories they could tell!
3. Polygraphic
Dame White tasks you with identifying and eliminating a traitor within her organization, by polygraphing four of her chief lieutenants. The first, Fraction, is clean, and takes the test without hesitation. Some of the White security forces hanging around her wonder if the Dame isn’t getting a little paranoid. They’ll pay for their impertinence! At the second site, looking for the second lieutenant, Dollar, I hear from an Enforcer, “Look, you want my advice? “Stick that thing on Dame White’s finger. Yeah, you heard me!” Then, “I didn’t say nothin’. We never had this talk.” Dollar herself (wearing the same golden gi as do all four) refuses the test until I kill three of her tough guards. Then she does so, loudly claiming it to be under duress.
The third one is a, ahem, dead end: the lieutenant and everyone there is dead. The fourth one is the target. Naturally, at the end, the Dame claims, “Hah, I knew it all along!”
This long mission is well-designed. When I heard there were _four_ suspects, I worried about this being tedious. But the four encounters are well-differentiated even though the four principals looked identical. Nice work!
4. Disk Jockey
With the traitor gone, it is back to business. She wants you to get two disks, from separate locations for her. Naturally there are the usual slugfests for the first one. After another fight at the second site, the disk is simply handed to you by a principal who says “It’s okay, they just think I’m the janitor.” I’m not sure what was going on with this. After all, if they thought this person was the janitor, then she could have simply smuggled the disk out in her overalls pocket. In any case, then it’s off to drop them off with one of the Dame’s operatives.
My patron was clearly overwhelmed with me! “Hm, you seem to be doing fairly well. For once.”
The White operative slated to receive the disks has been killed by a seething crowd of five or six blood drunks, nobles, and elite guards. They all started firing at me too, but their aim sucked, because I was able to put each disk in a computer and escape without being killed. Go figure! One taunted me with the usual “Fool! You have no idea of the power of the artifact you seek!” Yeah, whatever! Then Mrs. White had the information she needed and we were off to the next and final mish.
5. Paydirt
An artifact is soon to change hands, and a payment is soon to be made. Dame White wants both. This sounds like that the second mission was originally intended to be, before it went south. You are tasked with taking two of her aides to break up the transaction. You go to a single site and engage in extended mayhem. You end up with two packages, but zero aides. Then it got interesting.
I took the artifact to White’s hand-off. There were already many bodies in the building and lots of nervous security guards. The main contact was agitated, and couldn’t stop talking: “Come on now, don’t f-freak out on me. Give me one of the packages and put the other one in the wall safe. It’s easy. Easy.” And “Okay, okay. This is good. I like this. Okay, put the other package in the, uhh, wall safe over there. Yeah.” When I, cool as a cucumber, was done, the hand-off said, “Right. Okay, good. Yeah. The Dame’ll like this. Okay. Everybody’s okay.” I tipped my hat and sauntered out for a smoke.
Dame White, ever the generous one, contacted me to say that the artifact was better than they expected, and the captured payment was less. ”That being the case, I suppose…I suppose I might as well give the captured money to you. Just don’t cause me any more trouble for a while.” I could tell she liked me.
Conclusion. Dame White has the strong, abrasive, effective leadership style you would expect from one of MegaCity’s senior Exiles. And I have to say, it’s easy to see why she and her husband live in different districts; she cannot be easy to get along with. Yet for all her power and influence, she limits herself to the same kind of Maltese Falcon knock-off missions that are more suited for the Digger or Mockingbird, when you would expect her to be working on much vaster projects. She seems like the millionaire who cannot resist checking payphones for loose change.
On the other hand, there is a logical progression to these five missions which is quite satisfying: she learns of the trade (#1), she fails to intercept it (#2), she straightens out her organization (#3, #4), and finally succeeds with the heist (#5). With so many children, an estranged husband, and a preoccupation with “things”, Dame White is one of the most intriguing characters in the Matrix, and one begging for further development beyond her brief appearance in the Pandora’s Box arcs. Give her more! The Dame damns, but doesn’t disappoint!
Dame White is the mother of the clashing colors we recently studied in Westview (Mr. Black is their father). Various archival materials, now long gone, recount how she and her husband were displaced by the Merovingian and Persephone; still others speak of Dame White as an aesthetic force tweaking the Matrix for beauty. A review of her current state inclines one to skepticism, though.
She resides in Shinjuku, in Club Masanume (-189. -6. 337), on the lower level. Above and outside, flocks of Jade Moons angrily mill about. I’ll admit it; I felt nervous approaching her. The club’s décor emphasized recessed green lights, and delightful landscape scrolls. For someone who’s had so many kids, I must say, she’s in fine form! In fact, give her a darker outfit and she could pass for Agent Pace! But the effect is marred once you talk to her. Doing a few of her mishes erodes it completely. Whatever she may once have been, the Dame White of the current age is loud as a loon, abrasive as a sandstorm, and grasping as a magpie. No wonder her husband lives so far away! Let us probe the darkness that is White.
1. Data Mining
If I were her, I’d want to know what my kids over in Westview were up to! But perhaps she read my mission reports and is up to speed on their mischief. At any rate, her inaugural instructions for me this afternoon are pertain to Kowloon and Shirabaka. “Yes, I know what you want and it just so happens that I do have a job for you.” I need to visit a couple of computers. I like her businesslike style.
The first one, in Shinjuku, is guarded by a cordial Blood Drunk, who cheerfully advises me that “You so much as touch that computer; I will gladly break your fingers”. After its data was uploaded, I gave Dame White an update, which was a poor decision on my part. She responded: “You mean you still don’t have the data on Shirakaba? Well, what are you wasting my time for? Go get it!” I cleared my throat and hung up. “Well, what are you wasting my time for?” I told my operator, “Go get the next site!”
The second computer was much harder to get to. There were five or six souped-up elite guards. Eventually I prevailed, got the disk, uploaded it, and was told…
“Hmm, yes… As I suspected, this data shows that… Eh? Well, what is it? You’ve got your pay, haven’t you? So stop pestering me!”
I’m beginning to see why her children have all fled so far afield.
2. Running Interference
Someone somewhere is delivering some item to somebody. That’s it! And Dame White wants it intercepted. You can reach the single site in this mish without much trouble, but it turns out you have been anticipated, and the item is nowhere to be found. Needless to say you come under attack.
Mrs. White is livid about this! She goes off about “some stinking, slimy, pathetic little weasel” tipped off the opposition. (Her imperturbable picture, perched above this tirade, is delightfully ironic!) She throws my money down on the ground, and then goes back to pondering death and destruction. I wish I had thought to ask her kids about her. What stories they could tell!
3. Polygraphic
Dame White tasks you with identifying and eliminating a traitor within her organization, by polygraphing four of her chief lieutenants. The first, Fraction, is clean, and takes the test without hesitation. Some of the White security forces hanging around her wonder if the Dame isn’t getting a little paranoid. They’ll pay for their impertinence! At the second site, looking for the second lieutenant, Dollar, I hear from an Enforcer, “Look, you want my advice? “Stick that thing on Dame White’s finger. Yeah, you heard me!” Then, “I didn’t say nothin’. We never had this talk.” Dollar herself (wearing the same golden gi as do all four) refuses the test until I kill three of her tough guards. Then she does so, loudly claiming it to be under duress.
The third one is a, ahem, dead end: the lieutenant and everyone there is dead. The fourth one is the target. Naturally, at the end, the Dame claims, “Hah, I knew it all along!”
This long mission is well-designed. When I heard there were _four_ suspects, I worried about this being tedious. But the four encounters are well-differentiated even though the four principals looked identical. Nice work!
4. Disk Jockey
With the traitor gone, it is back to business. She wants you to get two disks, from separate locations for her. Naturally there are the usual slugfests for the first one. After another fight at the second site, the disk is simply handed to you by a principal who says “It’s okay, they just think I’m the janitor.” I’m not sure what was going on with this. After all, if they thought this person was the janitor, then she could have simply smuggled the disk out in her overalls pocket. In any case, then it’s off to drop them off with one of the Dame’s operatives.
My patron was clearly overwhelmed with me! “Hm, you seem to be doing fairly well. For once.”
The White operative slated to receive the disks has been killed by a seething crowd of five or six blood drunks, nobles, and elite guards. They all started firing at me too, but their aim sucked, because I was able to put each disk in a computer and escape without being killed. Go figure! One taunted me with the usual “Fool! You have no idea of the power of the artifact you seek!” Yeah, whatever! Then Mrs. White had the information she needed and we were off to the next and final mish.
5. Paydirt
An artifact is soon to change hands, and a payment is soon to be made. Dame White wants both. This sounds like that the second mission was originally intended to be, before it went south. You are tasked with taking two of her aides to break up the transaction. You go to a single site and engage in extended mayhem. You end up with two packages, but zero aides. Then it got interesting.
I took the artifact to White’s hand-off. There were already many bodies in the building and lots of nervous security guards. The main contact was agitated, and couldn’t stop talking: “Come on now, don’t f-freak out on me. Give me one of the packages and put the other one in the wall safe. It’s easy. Easy.” And “Okay, okay. This is good. I like this. Okay, put the other package in the, uhh, wall safe over there. Yeah.” When I, cool as a cucumber, was done, the hand-off said, “Right. Okay, good. Yeah. The Dame’ll like this. Okay. Everybody’s okay.” I tipped my hat and sauntered out for a smoke.
Dame White, ever the generous one, contacted me to say that the artifact was better than they expected, and the captured payment was less. ”That being the case, I suppose…I suppose I might as well give the captured money to you. Just don’t cause me any more trouble for a while.” I could tell she liked me.
Conclusion. Dame White has the strong, abrasive, effective leadership style you would expect from one of MegaCity’s senior Exiles. And I have to say, it’s easy to see why she and her husband live in different districts; she cannot be easy to get along with. Yet for all her power and influence, she limits herself to the same kind of Maltese Falcon knock-off missions that are more suited for the Digger or Mockingbird, when you would expect her to be working on much vaster projects. She seems like the millionaire who cannot resist checking payphones for loose change.
On the other hand, there is a logical progression to these five missions which is quite satisfying: she learns of the trade (#1), she fails to intercept it (#2), she straightens out her organization (#3, #4), and finally succeeds with the heist (#5). With so many children, an estranged husband, and a preoccupation with “things”, Dame White is one of the most intriguing characters in the Matrix, and one begging for further development beyond her brief appearance in the Pandora’s Box arcs. Give her more! The Dame damns, but doesn’t disappoint!
Friday, June 23, 2006
Sugar Shack 50: Westview: The Best and the Rest
Well! Another district come and gone! I seldom had the deep resonance with Westview that I felt with the downtown and Chinatown regions. It always seemed so slummy. But, really, when you compare it with some of the rogues gallery from Richland, maybe that’s unfair. After all, you don’t have the druggies and fruitcakes here that you do with Richland. And many of Dame White’s children seem to have taken up residence here, as well: of the nine known exiles in Westview, no less than eight are chromatic in nature (Mockingbird seems to be the sole exception). Why this might be remains a mystery, one of the many intriguing, unexplained aspects of this rough region.
Most Interesting and Most Fun: Rose, hands-down! The unconscious humor of her relentless striving to earn the respect of her siblings, and their scorn. Definitely worth doing! And her restless drive to earn respect lays the foundation for many, many more entertaining missions in the future. Bring them on!
Second-Most Interesting: Cerulean. Besides the cool name and her forlorn milieu, her efforts to broker a truce were great. And her speech style was curious. Both made her stand out from most of her brothers, sisters, and peers.
Most Frustrating: Mockingbird, obsessed with artifacts which are never explained or even visualized or even described. Agonizing! I know that detailed descriptions are not part opf the narrative style of this game, sure. Even so, Mockingbird or one of her flunkies could gave gushed a little. Something like this: (Mockingbird on her new candlesticks) Look at the way the flame above them shimmers when you light them. And the way their russet wax glistens in their slow flame. When they have burned for a few seconds, you start to see the code bits flicker like tiny sparks around the columns; strange shapes form and flow within the code, and you can see people and things from other places. I don’t know what those places are, but I believe that a special gem will let me see them clearly. And that’s what I want in your next mission”.
Most Perplexing: Indigo. He seems to rule the roost around here but he cannot get it together to get ammo to his own folks fighting on his behalf. What’s with that? Considering how mortifying this would be, you would expect some comment from him or his troops about it. How can he ever hope to master the assets of Westview when he can’t remember to bring the hot dogs for the company picnic?
Toughest Mission: Indigo- Gang Rumble. Oddly, Indigo seems to control the actual lakes of the lake area, but we never see the background or the results of this. The backstory is crying out to be explained.
Most So-So: Many, really. Greene. Amber. Grisaille.
Most Missed Opportunities: There are a lot. All the artifacts which Mockingbird wants. The whole business with Grisaille trying to take control of the lakes. The newspaper reporter that we never hear from elsewhere. Greene so strikingly dissimilar from his mobs (as well as the others). Whatever happened to Cerulean to make her look so weird and be so self-conscious about it? Mandarin has angered the Merovingian; what was happening with this? And with so many of their children in residence here, one would expect Dame White and Mr. Black to take more of an interest in this region and its affairs. It killed me not to know! Indeed, there are story leads aplenty scattered in the dark, dingy streets of Westview!
From a larger point of view, the most fascinating finding was the importance of the lakes as a strategic asset, some sort of reservoir of power. In light of this, of course, one must wonder why the Merovingian, that quintessentially power-driven man, takes no apparent interest in the lakes. It’s quite unlike him to leave anything so good so alone. Perhaps future story arcs will trace his efforts to gain control over it.
Conclusion: The Exiles of Westview are personal and intense. What they lacked in big-idea and big-personality missions (like the ones downtown) they make up for in the small-town, small-family qualities which pervade these. You don’t encounter major Exiles. You don’t see the world in danger. You don’t meet curious redpills. It’s more like Desperate Housewives than Star Wars. But the personalities are interesting, and there are intriguing hints of depths left in shadow.
Most Interesting and Most Fun: Rose, hands-down! The unconscious humor of her relentless striving to earn the respect of her siblings, and their scorn. Definitely worth doing! And her restless drive to earn respect lays the foundation for many, many more entertaining missions in the future. Bring them on!
Second-Most Interesting: Cerulean. Besides the cool name and her forlorn milieu, her efforts to broker a truce were great. And her speech style was curious. Both made her stand out from most of her brothers, sisters, and peers.
Most Frustrating: Mockingbird, obsessed with artifacts which are never explained or even visualized or even described. Agonizing! I know that detailed descriptions are not part opf the narrative style of this game, sure. Even so, Mockingbird or one of her flunkies could gave gushed a little. Something like this: (Mockingbird on her new candlesticks) Look at the way the flame above them shimmers when you light them. And the way their russet wax glistens in their slow flame. When they have burned for a few seconds, you start to see the code bits flicker like tiny sparks around the columns; strange shapes form and flow within the code, and you can see people and things from other places. I don’t know what those places are, but I believe that a special gem will let me see them clearly. And that’s what I want in your next mission”.
Most Perplexing: Indigo. He seems to rule the roost around here but he cannot get it together to get ammo to his own folks fighting on his behalf. What’s with that? Considering how mortifying this would be, you would expect some comment from him or his troops about it. How can he ever hope to master the assets of Westview when he can’t remember to bring the hot dogs for the company picnic?
Toughest Mission: Indigo- Gang Rumble. Oddly, Indigo seems to control the actual lakes of the lake area, but we never see the background or the results of this. The backstory is crying out to be explained.
Most So-So: Many, really. Greene. Amber. Grisaille.
Most Missed Opportunities: There are a lot. All the artifacts which Mockingbird wants. The whole business with Grisaille trying to take control of the lakes. The newspaper reporter that we never hear from elsewhere. Greene so strikingly dissimilar from his mobs (as well as the others). Whatever happened to Cerulean to make her look so weird and be so self-conscious about it? Mandarin has angered the Merovingian; what was happening with this? And with so many of their children in residence here, one would expect Dame White and Mr. Black to take more of an interest in this region and its affairs. It killed me not to know! Indeed, there are story leads aplenty scattered in the dark, dingy streets of Westview!
From a larger point of view, the most fascinating finding was the importance of the lakes as a strategic asset, some sort of reservoir of power. In light of this, of course, one must wonder why the Merovingian, that quintessentially power-driven man, takes no apparent interest in the lakes. It’s quite unlike him to leave anything so good so alone. Perhaps future story arcs will trace his efforts to gain control over it.
Conclusion: The Exiles of Westview are personal and intense. What they lacked in big-idea and big-personality missions (like the ones downtown) they make up for in the small-town, small-family qualities which pervade these. You don’t encounter major Exiles. You don’t see the world in danger. You don’t meet curious redpills. It’s more like Desperate Housewives than Star Wars. But the personalities are interesting, and there are intriguing hints of depths left in shadow.
Sunday, June 11, 2006
Sugar Shack 49: Amber: The End of Westview
Amber’s hangout, Club Kaos (-552. -4. -611) is a grim place. It lacks the light and lively feel you get from some nightclubs; perhaps it is the green light everywhere. (Note to self: avoid green for the next Collective Machinist bash...) Over a tableau of bored barkeeps and listless dancers, the dark-eyed exile wears a dark pantsuit, setting off blonde, straggly hair. She seemed serious. And she seemed worried, too: swarms and swarms of her security staff massed outside, eager to do her bidding. But she did not want them. She wanted me. And who could blame her?
1. A Suspicious Character
Rogers way is Amber’s turf, and some guy has been showing too much silent interest in it. This is seldom a positive development, and she wants you to investigate him and his motivation. He’s not hard to find. But when you do enter his apartment, he says, “about time you got here. Tell Amber her response time sucks.“ Quite the surprise! Amber is not expecting this and directs you to take the disk to have it checked out.
When this is done, there is indeed more to him than meets the eye, as Amber confirms. She seems impressed. Your patron does not share the results, and you complete this mission without ever knowing who this guy is or what he is all about.
2. A Safe Place
Amber has an escort mish for you: an informant needs to be taken to a safe place. But the informant, aptly named “Craven”, refuses to emerge from her bedroom until you have killed everything else there: some big, bad vampires. Then, there is a long, eventful hike to the safehouse, with many mobs to slay. And when you get her to the safehouse, filled with Amber’s ASPs? She warmly responds, “What are you waiting for, a tip?”
I love this job!
3. Second Try
The bluepill we escorted last time is now missing, and needs rescue and escort. This starts with finding a dead exile, whose picture leads us to another location, where the straying informant is found. Both locations are those weird, maze-like buildings in Westview that are so trashy and filled with junk. I always get lost in them! Her escort involved much, much killing of local mobs. Paradoxically enough, these mobs you have to kill are the exact same mobs (ASPs) that Amber supposedly controls. How curious! Anyway, eventually you get her to the protection safe house again and you are done. She adds, “Look I know you have some sort of weird crush on me, but I want you to leave me alone.” With pleasure, my dear!
4. The Final Clue
Amber continues to fret about unfriendly efforts to cut into her turf. She needs to know who is behind this. The clue is found on a CD which is held by a band of fierce hackers. Not easy to take them all down, and I had to withdraw a few times to rest up. Eventually the CD is procured and delivered to Shingo, one of Amber’s lieutenants, who hangs out surrounded by Level-51+ level security staff. Glad I didn’t have to fight my way past them! Amber is pleased with the fast, efficient work. I was pleased to be alive.
5. Payback Time
Based on the last mission’s CD, Amber has determined that her mischievous brother Mandarin was behind the attacks, and wants payback, through a special virus placed in his systems. Getting into the room with the target computer involved a lot of gun fighting. I could overhear two guards speaking disparagingly of Mandarin being clueless “as usual”. Then I had planted the virus, and was fleeing for my life.
This final, finale mission was surprisingly straightforward, not to say simple. Not that I complained!
And with this, all my Westview missions were over! This region ended well, with warm praise from Amber, claiming that “I won’t forget you, Sugaree; you’ll always have a home in Rogers Way.” How nice it would be if after you have completed all the region’s missions, the mobs of the last Exile lord would leave you alone, or even come over and /dap you! But I appreciated the warmth, after so much callous, crude behavior from the others.
Conclusion: One unusually interesting loose end, with the researcher from the very first mnission left unexplained. It drive me nuts! The informant's alternatingly arrogant and cowardly behavior was entertaining. And there were some tough fights, I must admit. Tough for me, anyway! Next will be an overview of the Westview mission lords. For now, thanks must go to my brother and sister from The Collective, Sattakan and Toulouet for their inestimable help. I could never have gotten the escort mission done without them. And the others would not have been nearly as much fun.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
1. A Suspicious Character
Rogers way is Amber’s turf, and some guy has been showing too much silent interest in it. This is seldom a positive development, and she wants you to investigate him and his motivation. He’s not hard to find. But when you do enter his apartment, he says, “about time you got here. Tell Amber her response time sucks.“ Quite the surprise! Amber is not expecting this and directs you to take the disk to have it checked out.
When this is done, there is indeed more to him than meets the eye, as Amber confirms. She seems impressed. Your patron does not share the results, and you complete this mission without ever knowing who this guy is or what he is all about.
2. A Safe Place
Amber has an escort mish for you: an informant needs to be taken to a safe place. But the informant, aptly named “Craven”, refuses to emerge from her bedroom until you have killed everything else there: some big, bad vampires. Then, there is a long, eventful hike to the safehouse, with many mobs to slay. And when you get her to the safehouse, filled with Amber’s ASPs? She warmly responds, “What are you waiting for, a tip?”
I love this job!
3. Second Try
The bluepill we escorted last time is now missing, and needs rescue and escort. This starts with finding a dead exile, whose picture leads us to another location, where the straying informant is found. Both locations are those weird, maze-like buildings in Westview that are so trashy and filled with junk. I always get lost in them! Her escort involved much, much killing of local mobs. Paradoxically enough, these mobs you have to kill are the exact same mobs (ASPs) that Amber supposedly controls. How curious! Anyway, eventually you get her to the protection safe house again and you are done. She adds, “Look I know you have some sort of weird crush on me, but I want you to leave me alone.” With pleasure, my dear!
4. The Final Clue
Amber continues to fret about unfriendly efforts to cut into her turf. She needs to know who is behind this. The clue is found on a CD which is held by a band of fierce hackers. Not easy to take them all down, and I had to withdraw a few times to rest up. Eventually the CD is procured and delivered to Shingo, one of Amber’s lieutenants, who hangs out surrounded by Level-51+ level security staff. Glad I didn’t have to fight my way past them! Amber is pleased with the fast, efficient work. I was pleased to be alive.
5. Payback Time
Based on the last mission’s CD, Amber has determined that her mischievous brother Mandarin was behind the attacks, and wants payback, through a special virus placed in his systems. Getting into the room with the target computer involved a lot of gun fighting. I could overhear two guards speaking disparagingly of Mandarin being clueless “as usual”. Then I had planted the virus, and was fleeing for my life.
This final, finale mission was surprisingly straightforward, not to say simple. Not that I complained!
And with this, all my Westview missions were over! This region ended well, with warm praise from Amber, claiming that “I won’t forget you, Sugaree; you’ll always have a home in Rogers Way.” How nice it would be if after you have completed all the region’s missions, the mobs of the last Exile lord would leave you alone, or even come over and /dap you! But I appreciated the warmth, after so much callous, crude behavior from the others.
Conclusion: One unusually interesting loose end, with the researcher from the very first mnission left unexplained. It drive me nuts! The informant's alternatingly arrogant and cowardly behavior was entertaining. And there were some tough fights, I must admit. Tough for me, anyway! Next will be an overview of the Westview mission lords. For now, thanks must go to my brother and sister from The Collective, Sattakan and Toulouet for their inestimable help. I could never have gotten the escort mission done without them. And the others would not have been nearly as much fun.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Saturday, June 10, 2006
Sugar Shack 48: Greene: Piddling Sibling Rivalry
Sugar Shack 48: Greene: Piddling Sibling Rivalry
Greene is tough enough that he doesn’t need a lair or a datacenter to hang out in. He struts his stuff on a street corner in Manssen Park (-836. 1. -61), distantly surrounded by Disciples always posing but always careful to give him a respectful distance. He can see them, which seems to intimidate them no end. Protection is beneath Greene: he just wears a dark sleeveless T-shirt, some tight leggings, de rigueur fingerless gloves, and that’s it! No shades! No coat! No Panama hat! And no hair, either! I expected some tough-guy talk, like Robert Deniro (my dream come true), but he spoke with a British accent, and Anglicisms pervaded his speech: “bloke”, “quid”, etc. Even his name reflects this. It’s not “Green”; it’s “Greene”. Nice touch!
Greene seems to be the sponsor for the Disciples, and as such it’s mystifying that he does not share any of their traits: the long gloomy locks, the grey pallor, the surly demeanor, the cheap vests, the preoccupation with sanguine ceremonies. Is this supposed to be beneath him? Or has he recently taken them over, and not had time to re-make them in his image (or vice versa)?
Like all the other colors of the rainbow, he does not play well with his brothers and sisters, and almost everything he does seems oriented towards disrupting their plans. Regrettably, he seems so focused on what they are doing that he lacks any overall strategy of his own. So, while we might hear about Grisaille’s inane, insane scheme to take over the lakes in Westview, Greene never seems to think that big. In his unconscious, he is still at the breakfast table with them all, fighting over donuts. Let that be a lesson to us!
1. Special Delivery
An average, run-of-the-mill (or should I say “run-of-the-mille”?) courier mish. Drop off a code packet. Your contact is an “embedded program that performs counter-morale as a manager for a corporation located in this building”. Whatever that means! The contact is high enough level to have a polite assistant, Janeth Clark, who announced me and afterwards said that she hoped the meeting went well. I wished I had had a red pill to give her. Her boss merely validated the quality of the data. At the next stop, the recipient for the packet has a backstory: a former prime data miner for the Machines. He observes “Seems that he just cannot resist a chance to go after his siblings. Hell of a family, these people.” I love touches like this! Then I rushed to upload the data in one of Greene’s mainframes. There, the contact harangued me to hurry, and then as soon as I was done, she said she would be able to take a good look at the data tomorrow! Is that familiar or what?
N.B.: I did not have hacker loaded for this mish, so I was not able to get anything from the computers I found. There might have been codes or notes from Cerulean, as we find in the next mish.
2. You Get What You Pay For
The code did not live up to its billing and Greene wants the provider, Chilton, punished. Of course Chilton claims he did not know. After the work was done I rummaged around his computer and found a message from the “blue lady” (presumably Cerulean) warning him that trouble was on its way. I found that with Rifleman packed to the max, and then Hacker packed as far as it would go, I was able to easily dispatch my enemies, and at the same time hack any available computer. This helped me, for example, to open up locked rooms, which is always a good thing.
The big loose end here is how Cerulean knew I was on my way, so that she could send a warning. This would have been worth a mish of its own, to track down and identify the leak. In the missions I did for Cerulean, there was no indication of anything like this.
3. Unwelcome Guests
As part of her machinations, Cerulean has been amassing strength in Greene’s territory. The limey cannot abide this infringement, and sends you to wipe them out. Simple! No trouble finding them, or with any escaping. They’re simply hanging out, waiting for the world to end. Even with all the gunfire, they just sit in separate rooms, and do not come to each other’s aid. Baffling! It made me wonder if this is where Cerulean sent her lesser Boys to die, if their performance reviews were too far below normal.
4. Smash and Grab
The concept here is mildly ingenious. The father of all colors, Mr. Black, has given some rare item (a tracking device from the Machinists- yay!) to Cerulean. Greene tasks you with breaking in and stealing it. Why, you might ask? The clever Greene has two reasons: to embarrass his sister and get the item. This is fairly straightforward break-and-enter work. When you take the device to one of Greene’s flunkies for safekeeping, an assistant tells you that Greene is really impressed with you. As he should be!!
5. Triple Cross
“Sugaree, good you see you, old fruit.” He seems to be under some sort of stress here, judging from his fractured syntax. Cerulean and Grisaille are teaming up, and he wants to disrupt this with a bomb. (Careful readers will remember a mission of Cerulean’s involving brokering a truce with another gang.) First get the explosive from a bomb-maker who, it turns out, is very excitable, not what one might expect in such a line of work. “Here, man! Take a look at this bomb! It’s awesome! One of the best I’ve ever made!” Then, “I never get to use the bombs, just once I’d like to be there when they go off. BOOM!”.
Then go to the site, do some killing, put the bomb on one of the bodies, and that’s it! Greene’s hope is that the meeting will be disrupted (at least), and Cerulean and Grisaille will lose trust in each other. Sure, this makes the world a better place, but if this is a treble-cross, where was the double-cross?
There was one major disappointment. At the end of these give missions, Greene says he is thrilled with your work, and wants to give you a gift. Make sure you have enough inventory space! I did not, and will forever wonder what it was I missed!
Conclusion: Greene’s missions on the surface offer some variety from the Spectrum family squabbling. His faux-British congeniality is a pleasant change from most of his siblings. And there are no bugs or showstopper logic gaps with his missions. But at the end the feeling you have is that you have been helping someone fight with his brothers and sisters for their father’s attention. Most of us have been there and done that, and are more inclined to risk life and limb for something more meaningful.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Greene is tough enough that he doesn’t need a lair or a datacenter to hang out in. He struts his stuff on a street corner in Manssen Park (-836. 1. -61), distantly surrounded by Disciples always posing but always careful to give him a respectful distance. He can see them, which seems to intimidate them no end. Protection is beneath Greene: he just wears a dark sleeveless T-shirt, some tight leggings, de rigueur fingerless gloves, and that’s it! No shades! No coat! No Panama hat! And no hair, either! I expected some tough-guy talk, like Robert Deniro (my dream come true), but he spoke with a British accent, and Anglicisms pervaded his speech: “bloke”, “quid”, etc. Even his name reflects this. It’s not “Green”; it’s “Greene”. Nice touch!
Greene seems to be the sponsor for the Disciples, and as such it’s mystifying that he does not share any of their traits: the long gloomy locks, the grey pallor, the surly demeanor, the cheap vests, the preoccupation with sanguine ceremonies. Is this supposed to be beneath him? Or has he recently taken them over, and not had time to re-make them in his image (or vice versa)?
Like all the other colors of the rainbow, he does not play well with his brothers and sisters, and almost everything he does seems oriented towards disrupting their plans. Regrettably, he seems so focused on what they are doing that he lacks any overall strategy of his own. So, while we might hear about Grisaille’s inane, insane scheme to take over the lakes in Westview, Greene never seems to think that big. In his unconscious, he is still at the breakfast table with them all, fighting over donuts. Let that be a lesson to us!
1. Special Delivery
An average, run-of-the-mill (or should I say “run-of-the-mille”?) courier mish. Drop off a code packet. Your contact is an “embedded program that performs counter-morale as a manager for a corporation located in this building”. Whatever that means! The contact is high enough level to have a polite assistant, Janeth Clark, who announced me and afterwards said that she hoped the meeting went well. I wished I had had a red pill to give her. Her boss merely validated the quality of the data. At the next stop, the recipient for the packet has a backstory: a former prime data miner for the Machines. He observes “Seems that he just cannot resist a chance to go after his siblings. Hell of a family, these people.” I love touches like this! Then I rushed to upload the data in one of Greene’s mainframes. There, the contact harangued me to hurry, and then as soon as I was done, she said she would be able to take a good look at the data tomorrow! Is that familiar or what?
N.B.: I did not have hacker loaded for this mish, so I was not able to get anything from the computers I found. There might have been codes or notes from Cerulean, as we find in the next mish.
2. You Get What You Pay For
The code did not live up to its billing and Greene wants the provider, Chilton, punished. Of course Chilton claims he did not know. After the work was done I rummaged around his computer and found a message from the “blue lady” (presumably Cerulean) warning him that trouble was on its way. I found that with Rifleman packed to the max, and then Hacker packed as far as it would go, I was able to easily dispatch my enemies, and at the same time hack any available computer. This helped me, for example, to open up locked rooms, which is always a good thing.
The big loose end here is how Cerulean knew I was on my way, so that she could send a warning. This would have been worth a mish of its own, to track down and identify the leak. In the missions I did for Cerulean, there was no indication of anything like this.
3. Unwelcome Guests
As part of her machinations, Cerulean has been amassing strength in Greene’s territory. The limey cannot abide this infringement, and sends you to wipe them out. Simple! No trouble finding them, or with any escaping. They’re simply hanging out, waiting for the world to end. Even with all the gunfire, they just sit in separate rooms, and do not come to each other’s aid. Baffling! It made me wonder if this is where Cerulean sent her lesser Boys to die, if their performance reviews were too far below normal.
4. Smash and Grab
The concept here is mildly ingenious. The father of all colors, Mr. Black, has given some rare item (a tracking device from the Machinists- yay!) to Cerulean. Greene tasks you with breaking in and stealing it. Why, you might ask? The clever Greene has two reasons: to embarrass his sister and get the item. This is fairly straightforward break-and-enter work. When you take the device to one of Greene’s flunkies for safekeeping, an assistant tells you that Greene is really impressed with you. As he should be!!
5. Triple Cross
“Sugaree, good you see you, old fruit.” He seems to be under some sort of stress here, judging from his fractured syntax. Cerulean and Grisaille are teaming up, and he wants to disrupt this with a bomb. (Careful readers will remember a mission of Cerulean’s involving brokering a truce with another gang.) First get the explosive from a bomb-maker who, it turns out, is very excitable, not what one might expect in such a line of work. “Here, man! Take a look at this bomb! It’s awesome! One of the best I’ve ever made!” Then, “I never get to use the bombs, just once I’d like to be there when they go off. BOOM!”.
Then go to the site, do some killing, put the bomb on one of the bodies, and that’s it! Greene’s hope is that the meeting will be disrupted (at least), and Cerulean and Grisaille will lose trust in each other. Sure, this makes the world a better place, but if this is a treble-cross, where was the double-cross?
There was one major disappointment. At the end of these give missions, Greene says he is thrilled with your work, and wants to give you a gift. Make sure you have enough inventory space! I did not, and will forever wonder what it was I missed!
Conclusion: Greene’s missions on the surface offer some variety from the Spectrum family squabbling. His faux-British congeniality is a pleasant change from most of his siblings. And there are no bugs or showstopper logic gaps with his missions. But at the end the feeling you have is that you have been helping someone fight with his brothers and sisters for their father’s attention. Most of us have been there and done that, and are more inclined to risk life and limb for something more meaningful.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Sunday, May 21, 2006
Sugar Shack 47: Mandarin: Man of Many Mysteries
Orientally-named, but Occidentally-themed, the Mandarin hangs out in his club, the Lynch Pin (-256. 1. -306), in the rancid dumpiness of Lucero Point. Despite this inauspicious venue, though, he is a fine host, and just outside his club there is a profusion of vendors of every sort. The inscrutable Mr. M. hangs out in the back of his bar, perfectly positioned for endless flirting with the bartenders. Or for stopping endless flirting, as the case may be. Curiously, in his dapper elegance, he looks like my XO, RemagDiv! Not only this, his speech patterns evoked British English! Who would have expected this from someone with a name like that? In his missions there is a pleasing variety and ingenuity.
1. Angels and Daemons
In this first mission, once again someone wants rare data. However, “I can’t spare any of my own people. I’ve always found you reddies to be an eager sort.” We first seek Taylot Yamin, a librarian program who is good at tracking down things. As the Operator tells us, “nearly every string of inanimate code passes through her systems at some point”. Sounds like a good person to get to know! I looked forward to a awesome networking opportunity.
It was not to be. I got to the librarian’s apartment, but it was filled with attacking simulacra. No guiding hand is apparent. Yamin is nowhere to be found, but someone else is, one Elwood Meritel, or something like that. He refuses to emerge from the room until the simulacra are all gone. He’s such a wuss! And he knows nothing! Yamin seems to have disappeared. The big mystery is twofold: Who killed the simulacra in the room with the wuss (check for a CD)? And what happened to Yamin? Yamin never turned up, and this absence was never noted by operator or exile, so I assume it to be a mission blemish.
We track down the simulacra to on Aitken, a 50th level master of coding. After I decommissioned his minions, he was very amenable, and agreed to take me to the storehouse where Mandarin’s stuff has been placed. A few of the local thugs attacked us, but Aitken easily withstood them (a nice change!), and I easily dispatched them.
Aitken brings us to the storehouse, and unlocks for us the information Mandarin wants. One room is locked and needs the Pick Lock ability and tool, neither of which I brought to the party; nonetheless I was able to complete the mission; opening the door was not necessary for mission objectives completion. Once everything is over, then when I checked out Aitken, I had the option of fighting with him! I couldn’t resist, and put a couple of slugs into him to remember me by. But I didn’t kill him. I swear! As I moped my way to the elevator, Mandarin told me “You’re not bad for a reddie. Come back soon and I’ll have another job for you”.
Mysteries: Where was the ostensible librarian? Editing blemish? Who killed the simulacrum in the same room with the cowering Elwood? What was going on with the locked room which was superfluous to mission success? What was the significance of being able to shoot Aitken at the end?
2. Broken Connection
One of Mandarin’s contacts broke off contact in mid-call; see what’s going on. Seems fairly straightforward. Oh, there’s a data disk that he wants retrieved. Everyone you were looking for is dead, and Mandarin instructs you to go ahead and kill everyone left there. You find out that the contact owed money to the folks who killed him. Guess this explains why he was in a hurry for me to pay him, Mandarin glumly noted. So, anyway, I found a CD that has to be dropped off with Arachne. When I arrived, I mistakenly spoke to Ananke, who gave me the warm greeting, “Talk to Arachne and get out. We were busy, you know.” And a few seconds later, “Aren’t you done yet?” Arachne is much better when I give him the CD: “Awesome. You can leave. NOW.” Mandarin was a serene island of warmth: “Excellent! The artifact is almost within my grasp! Uhh, I mean, you did a good job”.
Good news! This mission ends up right next to the same building as Mandarin’s club!
3. Far From Home
More artifact mania. “My stupid, stupid, STUPID sister is nosing around after my artifact. Amber just wants what belongs to ME!” To distract Amber, I was sent to kill some of her men, and send the head of their leader to one of her chief lieutenants. Unfortunately, when you kill the target, and “get his head” there is still a head on the figure lying on the ground. When I arrived at the dumpy building used by Amber’s folks, I was surprised to see an Agent accosting me! Does Amber have contacts I did not know about? The agent asked if I had an appointment!! Perhaps it was just someone wearing an agent disguise? The advisor was impressed with my delivery: “What’s this? OH GOD! It’s Adzhimushdjkaj! You animal! What have you done?” I thought that would have been pretty clear. At the end, Mandarin was pleased. “Nice application of violence, Sugaree. That’s what I pay you for.” And we end up right next to his club again!!
Being accosted by an apparent Agent while doing an Exile’s bidding was counter-intuitive. So was the head on the headless figure, especially since all one had to do for the right effect was have the target fall so his “head” was inside the wall, giving the impression of headlessness.
4. Flutter Away, Little Bird
Mockingbird (the artifact magnet) has some information about Mandarin’s artifact of interest. As he puts it, “Mockingbird thinks she knows everything about artifacts. She’s all superior with her talk talk talk.” This is reasonably straightforward, and soon you end up with a business card. That’s it! The most interesting part of this mission took place at the drop-off. Two other exiles interrogated me. One asked me why humans reject the Matrix, and then followed this up with “Like it or not, we programs are a species capable of free thought and feeling. Think about that next time you take an action that harms the Matrix.” I’m a Machinist! Why am I getting this lecture! After the drop-off, Mandarin affirms, “Very very, very good. We’re almost there!”
5. Compression Artifact
The artifact Mandarin so craves is hidden in a crate at a warehouse; we need to find out which one. This involves two locales. The first warehouse eventually yields the location; the second yields the artifact. The exile holding it, Nightingale, reluctantly turns it over, with a stern warning that this is not over. It turns out that the artifact is simply some candy from a previous iteration of the Matrix. Candy! More detail, and a description, would have been wonderful for this: the color, shape, form, and texture, not to mention the taste! Oddly enough, once the handoff was done, I had the option of shooting at Nightingale or fighting with her. I took a few shots at her to let her know I wasn’t scared. Then I ran off to give the artifact with a contact, who remarked, “After he is presented with this gift, perhaps The Merovingian will finally forgive Mandarin.” The meaning of the mission title is not clear, unless it somehow refers to the candy?
Mandarin made no mention of this when he said “Thank you, Sugaree. I cannot thank you enough for recovering this artifact”. But people often hide their true motivations, treat big things small, and small things big, so this was not a huge surprise.
Conclusion. Overall, loose ends galore with these missions, but generally ones which intrigue, not annoy. Even so, since everything seems to work towards procuring the “artifact”, there’s a satisfying internal consistency throughout the suite. The NPCs are definitely above average in this suite, make sure to talk to all of them before and after you do things. The biggest mystery is the backstory at the end: what happened between Mandarin and the Merovingian? Perhaps future critical missions will shed light.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
1. Angels and Daemons
In this first mission, once again someone wants rare data. However, “I can’t spare any of my own people. I’ve always found you reddies to be an eager sort.” We first seek Taylot Yamin, a librarian program who is good at tracking down things. As the Operator tells us, “nearly every string of inanimate code passes through her systems at some point”. Sounds like a good person to get to know! I looked forward to a awesome networking opportunity.
It was not to be. I got to the librarian’s apartment, but it was filled with attacking simulacra. No guiding hand is apparent. Yamin is nowhere to be found, but someone else is, one Elwood Meritel, or something like that. He refuses to emerge from the room until the simulacra are all gone. He’s such a wuss! And he knows nothing! Yamin seems to have disappeared. The big mystery is twofold: Who killed the simulacra in the room with the wuss (check for a CD)? And what happened to Yamin? Yamin never turned up, and this absence was never noted by operator or exile, so I assume it to be a mission blemish.
We track down the simulacra to on Aitken, a 50th level master of coding. After I decommissioned his minions, he was very amenable, and agreed to take me to the storehouse where Mandarin’s stuff has been placed. A few of the local thugs attacked us, but Aitken easily withstood them (a nice change!), and I easily dispatched them.
Aitken brings us to the storehouse, and unlocks for us the information Mandarin wants. One room is locked and needs the Pick Lock ability and tool, neither of which I brought to the party; nonetheless I was able to complete the mission; opening the door was not necessary for mission objectives completion. Once everything is over, then when I checked out Aitken, I had the option of fighting with him! I couldn’t resist, and put a couple of slugs into him to remember me by. But I didn’t kill him. I swear! As I moped my way to the elevator, Mandarin told me “You’re not bad for a reddie. Come back soon and I’ll have another job for you”.
Mysteries: Where was the ostensible librarian? Editing blemish? Who killed the simulacrum in the same room with the cowering Elwood? What was going on with the locked room which was superfluous to mission success? What was the significance of being able to shoot Aitken at the end?
2. Broken Connection
One of Mandarin’s contacts broke off contact in mid-call; see what’s going on. Seems fairly straightforward. Oh, there’s a data disk that he wants retrieved. Everyone you were looking for is dead, and Mandarin instructs you to go ahead and kill everyone left there. You find out that the contact owed money to the folks who killed him. Guess this explains why he was in a hurry for me to pay him, Mandarin glumly noted. So, anyway, I found a CD that has to be dropped off with Arachne. When I arrived, I mistakenly spoke to Ananke, who gave me the warm greeting, “Talk to Arachne and get out. We were busy, you know.” And a few seconds later, “Aren’t you done yet?” Arachne is much better when I give him the CD: “Awesome. You can leave. NOW.” Mandarin was a serene island of warmth: “Excellent! The artifact is almost within my grasp! Uhh, I mean, you did a good job”.
Good news! This mission ends up right next to the same building as Mandarin’s club!
3. Far From Home
More artifact mania. “My stupid, stupid, STUPID sister is nosing around after my artifact. Amber just wants what belongs to ME!” To distract Amber, I was sent to kill some of her men, and send the head of their leader to one of her chief lieutenants. Unfortunately, when you kill the target, and “get his head” there is still a head on the figure lying on the ground. When I arrived at the dumpy building used by Amber’s folks, I was surprised to see an Agent accosting me! Does Amber have contacts I did not know about? The agent asked if I had an appointment!! Perhaps it was just someone wearing an agent disguise? The advisor was impressed with my delivery: “What’s this? OH GOD! It’s Adzhimushdjkaj! You animal! What have you done?” I thought that would have been pretty clear. At the end, Mandarin was pleased. “Nice application of violence, Sugaree. That’s what I pay you for.” And we end up right next to his club again!!
Being accosted by an apparent Agent while doing an Exile’s bidding was counter-intuitive. So was the head on the headless figure, especially since all one had to do for the right effect was have the target fall so his “head” was inside the wall, giving the impression of headlessness.
4. Flutter Away, Little Bird
Mockingbird (the artifact magnet) has some information about Mandarin’s artifact of interest. As he puts it, “Mockingbird thinks she knows everything about artifacts. She’s all superior with her talk talk talk.” This is reasonably straightforward, and soon you end up with a business card. That’s it! The most interesting part of this mission took place at the drop-off. Two other exiles interrogated me. One asked me why humans reject the Matrix, and then followed this up with “Like it or not, we programs are a species capable of free thought and feeling. Think about that next time you take an action that harms the Matrix.” I’m a Machinist! Why am I getting this lecture! After the drop-off, Mandarin affirms, “Very very, very good. We’re almost there!”
5. Compression Artifact
The artifact Mandarin so craves is hidden in a crate at a warehouse; we need to find out which one. This involves two locales. The first warehouse eventually yields the location; the second yields the artifact. The exile holding it, Nightingale, reluctantly turns it over, with a stern warning that this is not over. It turns out that the artifact is simply some candy from a previous iteration of the Matrix. Candy! More detail, and a description, would have been wonderful for this: the color, shape, form, and texture, not to mention the taste! Oddly enough, once the handoff was done, I had the option of shooting at Nightingale or fighting with her. I took a few shots at her to let her know I wasn’t scared. Then I ran off to give the artifact with a contact, who remarked, “After he is presented with this gift, perhaps The Merovingian will finally forgive Mandarin.” The meaning of the mission title is not clear, unless it somehow refers to the candy?
Mandarin made no mention of this when he said “Thank you, Sugaree. I cannot thank you enough for recovering this artifact”. But people often hide their true motivations, treat big things small, and small things big, so this was not a huge surprise.
Conclusion. Overall, loose ends galore with these missions, but generally ones which intrigue, not annoy. Even so, since everything seems to work towards procuring the “artifact”, there’s a satisfying internal consistency throughout the suite. The NPCs are definitely above average in this suite, make sure to talk to all of them before and after you do things. The biggest mystery is the backstory at the end: what happened between Mandarin and the Merovingian? Perhaps future critical missions will shed light.
This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.
Wednesday, May 17, 2006
Sugar Shack 46: Mockingbird: Pointless Passion
Some Exiles have their own newspapers. Some Exiles have their own nightclubs. Some Exiles have their own businesses. Others don’t. Like Mockingbird. Mockingbird perches in the middle of a forlorn, anonymous block in Gracy Heights (-720, 1, -1507) like a streetwalker scouting for tricks. And when you see her, you just have to shake your head at her fashion sense. Camo green baggy pants, a silver V-top halter, open-toed heels, and, improbably, long combat gloves! Heaven help her! What a disappointment! I felt like buying her lunch or telling her to check out my clan’s web site, for a better life. But all she wanted was a few missions.
1. All We Ever Wanted. Ever notice how your reputation is never good enough? She expects you to steal a couple of candlesticks for her to show your ability. It’s one of the standard first missions. So, you get to the provider, and discover that two other “buyers” have beat you to it, and aren’t very inclined to give up the candlesticks unless you can make them a better offer. Normally I love wheeling and dealing like this, but there was no hint about what they wanted, and there was also no option to give them anything. So we killed them.
The provider was very cooperative after this. I mean, we had what we came for, and had killed everyone else in the room, so his leverage was kind of limited by this point. For some reason, I had the option of killing him, too. But I was feeling generous, and spared him. After all, it was Mother’s Day.
Then a huge hike to the Mockingbird’s cutout for the candlesticks. There, we were greeted as pizza delivery by the security guards. Then the cutout saw fit to give us a lecture about greed. I never! We spared her too, reluctantly, and left.
The idea of candlesticks which can bend light is delightful! Alas, nothing was done with this! And no demonstration of this effect was given. No backstory on their origin, provenance, or raison d’etre was provided, or even why Mockingbird wanted them. Some tie-in with the Pandora’s Box quests would have been natural, and could easily have been retrofitted. Umm, and the meaning of the title was not very clear.
2. All We Ever Wanted. Yes, you have not read wrong. The mission name gets used again here. This time, Mockingbird wants me to get some information on a different artifact. This starts imaginatively, with me speaking to a sort of traffic control program knowledgeable about the flow of items (almost like a mission operator in herself). She says “tell the Bird” that Digger had the item but it has been stolen. Others in her office think about different matters of importance; one guy wails about problems with the copier. I feel your pain!
This lead took me to a total dump of a building, where I found my next contact, the reluctantly cooperative Alvarez, who curtly answers my question and then sics his team on me. Thanks for nothing! The object of Mockingbird desire is a cat statue of fine amber. It’s rare. It’s amber. It’s also cursed. I’m told to stay away from it. Like that’s going to stop me! Mockingbird has the right attitude: “This is all starting to make sense….good”. The mission ends up with me a stone’s throw from Mockingbird for the next mish. Now that’s what I call good mission design! Points for that! However, the title is no more clear this time than the first time. Points off!
3. Dark Entries. For this mission, you need to steal a painting from Digger so you can trade it to Hypatia for the Circle of Cernunnos. Got that? The subtle approach (sneak in and disable the computer-controlled lock, etc.) does not work. I killed everyone there. The painting itself is rumored to contain a sentient being (and why not?). “Not bad for an organic” Mockingbird concludes. As I left with the painting to drop it off for safekeeping, she and the operator say virtually identical things about Digger getting on my trail; this seems like another editorial blemish.
After you retrieve the painting, you take it to a genuinely interesting character: Man Kempner. He runs art galleries, and has created reputations for several obscure bluepill artists. He would be a perfect tie-in with The Sculptress from downtown! He would hide this just for the pleasure of being able to examine it. While I wait to see him, his assistant tells me about a gallery show opening by a new artist with great mechanical beasts. This seems like an obvious lead-in, but it never seems to have gone anywhere. He explains that the painting is part of the human emotion monitoring system for the Matrix, but with a bit of a bug: it projects emotion rather than recording it. Intriguing!
Alas, no such minimal backstory for the Circlet of Cernunnos. And Hypatia, who is easily one of the most interesting of the neighborhood contacts, makes no appearance. Disappointment!
4. Exquisite Corpse. For this mission, you collect the Circlet for Mockingbird. However Digger has brought in mercenaries to intervene (and who can blame him?). They have killed Mockingbird’s Crushers, so you have to put them down, and collect all the items. These are then deposited in a safe. “If I play my cards right, Hypatia will think that Digger has the circlet. And I get to keep the painting as well! Thanks for your good work, Sugaree!” Someone’s thinking! Too bad they weren’t thinking about the opaque title!
5. In the Night. For this mission, you steal the cat statue from Amber’s guys. “I’m not finished with you yet. Remember the amber cat statue? The kitty needs to be brought in, and guess who has it? That’s right, Amber.” The toughest part of this is figuring out the instructions. The artifact is in a locked safe in a sealed room, with two computer commands necessary to unlock it (the room, that is). The entire site is guarded by Daggers, who greeted me with “Death to you!” and “I wonder how your bones will taste!”, obviously meant to lull me into a state of false confidence.
The cat, once procured, is taken to Mockingbird’s flunky, the fretful Davis Thjarden. He starts off as soon as you arrive: “Do you have it? I mean, do you have IT? I mean, the statue, did you bring it with you? It’s not hurt is it? Did you drop it? You didn’t drop it, did you? No bullet holes or anything? Mockingbird would be very upset if it were shot.” Then, “If you have it, give it to me! What are you waiting for? I need to inspect it. I need to make sure that it’s okay.” Once I gave it to him, he was subdued and said I could go while he “documented” a few things.
Mockingbird is pleased! “Good, very good. You have talents I can use. You have impressed me with your hard work. If I have anything in the future, I will contact you.” But she remains as much a mystery as when I first met her.
Conclusion. In retrospect, this seems like a suite in need of some work. The same mission name gets used twice. Messages from Mockingbird and my operator are almost verbatim identical. Not only that, the personal touch is oddly missing here; Mockingbird (whose name cries out for explanation) seems to want for the sake of simply having, with no social or strategic purpose to her mad acquisitiveness. She is just like her flunky, Davis Thjarden, albeit less frenzied. The opportunities for tie-ins between the art gallery owner and The Sculptress (or other exiles) are absolutely missed. Hypatia never appears, as she does in other missions.
There’s more. The materialism of the Exiles is always perplexing. More seriously, why the weird fascination with items from previous iterations of the Matrix? Is it like collecting Pokemon cards? Or do they offer some special power? Is this one original, forgotten task for some exiles, to act as defraggers, hunting and gathering loose bits of code in the codestream? No clue is forthcoming here; these missions explore mad desires, but not their reasons.
Thanks to the formidable RemagDiv who gave me invaluable assistance with doing these. This review may be found at manifoldmischief.blogspot.com, along with other reviews and writings relevant to MxO.
1. All We Ever Wanted. Ever notice how your reputation is never good enough? She expects you to steal a couple of candlesticks for her to show your ability. It’s one of the standard first missions. So, you get to the provider, and discover that two other “buyers” have beat you to it, and aren’t very inclined to give up the candlesticks unless you can make them a better offer. Normally I love wheeling and dealing like this, but there was no hint about what they wanted, and there was also no option to give them anything. So we killed them.
The provider was very cooperative after this. I mean, we had what we came for, and had killed everyone else in the room, so his leverage was kind of limited by this point. For some reason, I had the option of killing him, too. But I was feeling generous, and spared him. After all, it was Mother’s Day.
Then a huge hike to the Mockingbird’s cutout for the candlesticks. There, we were greeted as pizza delivery by the security guards. Then the cutout saw fit to give us a lecture about greed. I never! We spared her too, reluctantly, and left.
The idea of candlesticks which can bend light is delightful! Alas, nothing was done with this! And no demonstration of this effect was given. No backstory on their origin, provenance, or raison d’etre was provided, or even why Mockingbird wanted them. Some tie-in with the Pandora’s Box quests would have been natural, and could easily have been retrofitted. Umm, and the meaning of the title was not very clear.
2. All We Ever Wanted. Yes, you have not read wrong. The mission name gets used again here. This time, Mockingbird wants me to get some information on a different artifact. This starts imaginatively, with me speaking to a sort of traffic control program knowledgeable about the flow of items (almost like a mission operator in herself). She says “tell the Bird” that Digger had the item but it has been stolen. Others in her office think about different matters of importance; one guy wails about problems with the copier. I feel your pain!
This lead took me to a total dump of a building, where I found my next contact, the reluctantly cooperative Alvarez, who curtly answers my question and then sics his team on me. Thanks for nothing! The object of Mockingbird desire is a cat statue of fine amber. It’s rare. It’s amber. It’s also cursed. I’m told to stay away from it. Like that’s going to stop me! Mockingbird has the right attitude: “This is all starting to make sense….good”. The mission ends up with me a stone’s throw from Mockingbird for the next mish. Now that’s what I call good mission design! Points for that! However, the title is no more clear this time than the first time. Points off!
3. Dark Entries. For this mission, you need to steal a painting from Digger so you can trade it to Hypatia for the Circle of Cernunnos. Got that? The subtle approach (sneak in and disable the computer-controlled lock, etc.) does not work. I killed everyone there. The painting itself is rumored to contain a sentient being (and why not?). “Not bad for an organic” Mockingbird concludes. As I left with the painting to drop it off for safekeeping, she and the operator say virtually identical things about Digger getting on my trail; this seems like another editorial blemish.
After you retrieve the painting, you take it to a genuinely interesting character: Man Kempner. He runs art galleries, and has created reputations for several obscure bluepill artists. He would be a perfect tie-in with The Sculptress from downtown! He would hide this just for the pleasure of being able to examine it. While I wait to see him, his assistant tells me about a gallery show opening by a new artist with great mechanical beasts. This seems like an obvious lead-in, but it never seems to have gone anywhere. He explains that the painting is part of the human emotion monitoring system for the Matrix, but with a bit of a bug: it projects emotion rather than recording it. Intriguing!
Alas, no such minimal backstory for the Circlet of Cernunnos. And Hypatia, who is easily one of the most interesting of the neighborhood contacts, makes no appearance. Disappointment!
4. Exquisite Corpse. For this mission, you collect the Circlet for Mockingbird. However Digger has brought in mercenaries to intervene (and who can blame him?). They have killed Mockingbird’s Crushers, so you have to put them down, and collect all the items. These are then deposited in a safe. “If I play my cards right, Hypatia will think that Digger has the circlet. And I get to keep the painting as well! Thanks for your good work, Sugaree!” Someone’s thinking! Too bad they weren’t thinking about the opaque title!
5. In the Night. For this mission, you steal the cat statue from Amber’s guys. “I’m not finished with you yet. Remember the amber cat statue? The kitty needs to be brought in, and guess who has it? That’s right, Amber.” The toughest part of this is figuring out the instructions. The artifact is in a locked safe in a sealed room, with two computer commands necessary to unlock it (the room, that is). The entire site is guarded by Daggers, who greeted me with “Death to you!” and “I wonder how your bones will taste!”, obviously meant to lull me into a state of false confidence.
The cat, once procured, is taken to Mockingbird’s flunky, the fretful Davis Thjarden. He starts off as soon as you arrive: “Do you have it? I mean, do you have IT? I mean, the statue, did you bring it with you? It’s not hurt is it? Did you drop it? You didn’t drop it, did you? No bullet holes or anything? Mockingbird would be very upset if it were shot.” Then, “If you have it, give it to me! What are you waiting for? I need to inspect it. I need to make sure that it’s okay.” Once I gave it to him, he was subdued and said I could go while he “documented” a few things.
Mockingbird is pleased! “Good, very good. You have talents I can use. You have impressed me with your hard work. If I have anything in the future, I will contact you.” But she remains as much a mystery as when I first met her.
Conclusion. In retrospect, this seems like a suite in need of some work. The same mission name gets used twice. Messages from Mockingbird and my operator are almost verbatim identical. Not only that, the personal touch is oddly missing here; Mockingbird (whose name cries out for explanation) seems to want for the sake of simply having, with no social or strategic purpose to her mad acquisitiveness. She is just like her flunky, Davis Thjarden, albeit less frenzied. The opportunities for tie-ins between the art gallery owner and The Sculptress (or other exiles) are absolutely missed. Hypatia never appears, as she does in other missions.
There’s more. The materialism of the Exiles is always perplexing. More seriously, why the weird fascination with items from previous iterations of the Matrix? Is it like collecting Pokemon cards? Or do they offer some special power? Is this one original, forgotten task for some exiles, to act as defraggers, hunting and gathering loose bits of code in the codestream? No clue is forthcoming here; these missions explore mad desires, but not their reasons.
Thanks to the formidable RemagDiv who gave me invaluable assistance with doing these. This review may be found at manifoldmischief.blogspot.com, along with other reviews and writings relevant to MxO.
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