Earth
Earth is the player's homeworld, but it is now a heavily irradiated, ruined "Tomb World" that has been dead for 4,000 years. Traveling here is highly illegal under Galactic Union law, making this a dangerous but deeply personal journey.
1. Arrival: The Tomb World
When you order Sammuel to set a course for the Sol System, a lengthy introductory sequence plays out.
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Legal & Environmental Risks: Sammuel will have a panic attack, citing multiple broken laws (like the Interstellar Heritage Protection Act) and warning that Union patrols can legally destroy your ship on sight. Furthermore, the planet is bathed in gamma rays 412% above standard safety limits.
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Party Dismissal: Because of the extreme radiation, any crew members currently in your party (Bradley, Rylan, Riordan, Phoenix, Cicero) will automatically leave the party upon landing.
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First Steps: Upon stepping off the ramp into the desolate wasteland, your character will inexplicably begin to cry. This triggers a conversation with Chip about subconscious grief and human genetic memory regarding the loss of the planet.
2. Exploring the Wastelands
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Comms Check-Ins:
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Arthur's Call: Arthur will call your watch to check if you are experiencing any radiation sickness or mutations (like a sudden urge to photosynthesize). He asks you to collect a soil sample.
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Rylan's Call: Rylan will call out of concern. You will use your watch's camera to show him the dead landscape, which deeply saddens him.
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The Ancient Vision: While wandering, you will experience a sudden, immersive vision. You find yourself standing in an ancient, vibrant Mediterranean street wearing a linen tunic and sandals, establishing that your past goes back much further than the Ark's launch 4,000 years ago.
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Mutant Encounter (Boss Fight): You will stumble across a ruined shopping mall and encounter a grotesque, hulking mutant with asymmetrical arms and yellow-green boils. This initiates a combat sequence (
mutant_phase1_combat). Note: Wandering again later can trigger repeatable encounters with more mutants.
3. The Ghost Protocol
After exploring enough, Chip will intercept a strange signal.
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The Anomaly: Chip detects a deep-level "ghost protocol" (labeled "Testimony Protocol") triggering within his own core programming, giving him coordinates to a location a few miles northeast.
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The Buried Suburb: Following the signal leads you to a buried residential district. You dig through the sand into a broken window, entering an ancient underground server room.
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The Testimony: Chip interfaces with an old, blinking server rack and recovers a fragmented audio log. A man's voice talks about the last Ark launching and warns that "he's going to wipe it off the map". Chip downloads the corrupted data for Katari to help decipher later back on the ship.
4. Meeting Terri (The Scavenger Hunt)
While wandering the ruins, you will be targeted by a local survivor. This plays out in a three-part tracking sequence:
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Part 1 (The Theft): A slender figure in a gas mask and black coat bumps into you. If you have a weapon equipped, he will steal it from you! He effortlessly parkours over the rubble and escapes.
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Part 2 (The Cache): You track him to a hollowed-out pile of rubble acting as a camouflage nest ("Cache #3"). Inside, you find iodine pills, Rad-X, and a map detailing the location of his main base: "The Nest".
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Part 3 (The Trap): Predicting his route, you wait in a transit tunnel. When he drops down, you collapse a pillar to trap him in a cage of rebar.
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The boy introduces himself as Terri.
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He initially assumes you are from a rival survivor gang (the "Iron Vultures" or "Sun-Eaters").
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When you reveal you are from a spaceship, he offers to take you to his community in exchange for his freedom.
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5. The Nest
Terri leads you to a hidden keypad in the rocks, opening a massive door to an underground government bunker.
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The Decontamination Chamber: You must pass through a chemical mist to purge the surface radiation before entering.
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The False Hope: Inside the massive dome city, Terri excitedly shouts to the ~200 survivors that the "Sky-Folk" have returned to save them and take them off-world.
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The Legal Loophole: You panic and call Sammuel. Sammuel explains you cannot easily evacuate them without committing a major felony. However, under the Post-Cataclysmic Survivor Relocation Mandate, you can petition the Nova Nexus Bureau, though the bureaucracy could take months or years and still exposes you to massive fines or prison.
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Calming the Crowd: Terri takes the news well, addressing the crowd and telling them that they finally have a real path forward, even if it requires patience. You officially unlock "The Nest" on the Earth menu and add Terri to your diary.
6. Activities in The Nest
Once unlocked, you can speak directly with Terri or "Wander around" to experience ambient lore scenes within the bunker:
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The Curious Child: You meet a little girl playing with a scrap metal ball who asks if the stars are real suns. You can promise to take her there someday.
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The Cynical Elder: An old man repairing a datapad questions why anyone would return to a grave and states he prefers to stay underground because humans destroy everything they touch.
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The Technician: A woman working on a light panel is utterly baffled by the advanced quantum technology in your watch and begs to examine it.
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The Hydroponics Farm: A descriptive scene showing the massive, green-glowing caverns where the survivors grow their food.
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The Argument: You overhear a couple excitedly arguing about whether their unborn child should grow up to be an astro-botanist or a starship pilot.
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The Survival Classroom: You observe an old man teaching children how to identify poisonous "Grave-Rot" mushrooms, proving that survival skills outweigh standard education here.
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