From 330a325d9ab75d4227df90f40943f903f7bfdb26 Mon Sep 17 00:00:00 2001 From: "Z. Cliffe Schreuders" Date: Wed, 14 Jan 2026 09:46:32 +0000 Subject: [PATCH] Add Mission 3 Stage 5 room design (Part 1: First 3 rooms) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Created room_design.md with location overview - Room 1: Reception Lobby (8×6 GU) - Entry, guard patrol start - Room 2: Conference Room (10×8 GU) - Victoria meeting, RFID cloning - Room 3: Main Hallway (12×4 GU) - Central corridor, guard patrol - Specified dimensions, usable space, containers, NPCs, objectives Next: Server room, executive office, James's office, executive wing --- .../stages/stage_5/room_design.md | 199 ++++++++++++++++++ 1 file changed, 199 insertions(+) create mode 100644 planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_5/room_design.md diff --git a/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_5/room_design.md b/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_5/room_design.md new file mode 100644 index 0000000..bba9afe --- /dev/null +++ b/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_5/room_design.md @@ -0,0 +1,199 @@ +# Room Layout: "Ghost in the Machine" + +**Mission ID:** m03_ghost_in_the_machine +**Stage:** 5 - Room Layout and Challenge Distribution +**Date Created:** 2025-12-27 + +--- + +## Overview + +**Location:** WhiteHat Security Services - Corporate Office Building +**Total Rooms:** 7 rooms +**Playable Area:** Small (5-8 rooms) +**Security Level:** Medium +**Time Phases:** Daytime (Act 1) → Nighttime (Act 2-3) + +**Design Philosophy:** + +Mission 3 uses a **hub-and-spoke layout** centered around a main hallway: +- **Central Hub:** Main hallway with guard patrol +- **Spoke Branches:** Conference room, server room, executive office, James's office +- **Progressive Unlocking:** Start with reception + conference room (Act 1), unlock server room via RFID card (Act 2), explore executive office for evidence +- **Backtracking:** Return to server room for decoding after finding evidence in executive office +- **Dual-Phase Design:** Same location visited daytime (safe, social) and nighttime (tense, infiltration) + +--- + +## Location Description + +**WhiteHat Security Services** presents itself as a legitimate penetration testing and security consulting firm operating from a modern office building. The space is professionally decorated with security certifications on walls, client testimonials, and technical equipment. During the daytime visit (Act 1), the office is lit, clean, and welcoming—a perfect corporate facade. During the nighttime infiltration (Act 2-3), the same spaces transform: dim emergency lighting, shadows, the sound of HVAC systems, and a single guard on patrol create tension. + +The office layout is designed to separate public-facing areas (reception, conference room) from secured operational spaces (server room, executive offices). This physical separation mirrors Zero Day's compartmentalization: legitimate business in front, criminal operations hidden behind RFID-locked doors. + +The server room serves as the investigation hub—where VM challenges unlock digital intelligence that correlates with physical evidence gathered from executive spaces. Players will repeatedly return here to decode messages using the CyberChef workstation, creating a satisfying loop of discovery and synthesis. + +--- + +## Individual Room Designs + +### Room 1: Reception Lobby + +**ID:** `reception_lobby` +**Dimensions:** 8 × 6 GU (12m × 9m) +**Usable Space:** 6 × 4 GU +**Type:** Reception / Entrance +**Act:** Act 1 (Daytime) & Act 2 (Nighttime - guard patrol start) + +**Description:** +Professional reception area with modern furniture. WhiteHat Security logo on wall. Reception desk with dual monitors. Company awards and certifications (OSCP, CEH, PCI-DSS compliance) displayed prominently. During daytime: bright, welcoming. During nighttime: single desk lamp, shadows, empty. + +**Connections:** +- **North:** `main_hallway` (open door - always accessible) + +**Containers:** +1. **Reception Desk Drawer** + - **Position:** (3, 2) in usable space + - **Lock:** None + - **Contents:** Building directory, company brochure + - **Narrative Purpose:** First impression of WhiteHat's legitimate facade + +2. **Wall-Mounted Display Case** + - **Position:** (1, 1) in usable space + - **Lock:** None (decorative) + - **Contents:** Security certifications (visual only - not pickupable) + - **Narrative Purpose:** Establish company credibility + +**Interactive Objects:** +- **Company Founding Plaque** + - **Position:** (5, 2) on east wall + - **Interaction:** Examine to read "WhiteHat Security Services - Founded 2010" + - **Result:** Provides safe PIN clue (2010 is executive safe combination) + - **Objectives:** Optional discovery for `lore_fragment_2` + +**NPCs:** +- **Receptionist** (In-Person - Daytime Only) + - **Position:** (3, 2) at desk + - **Dialogue Trigger:** Automatic when player enters (first visit) + - **Gives Items:** None + - **Objectives:** Establishes cover story, directs player to conference room + - **Daytime Only:** Not present during nighttime infiltration + +- **Night Security Guard** (Patrol Route - Nighttime Only) + - **Starting Position:** (3, 2) - begins patrol from reception + - **Patrol Route:** Reception (15 ticks) → Hallway → Executive wing → Server wing → Return + - **Dialogue Trigger:** If detected by player + - **Objectives:** Stealth challenge for `perfect_stealth` optional objective + - **Nighttime Only:** Not present during daytime visit + +**Objectives Completed Here:** +- `meet_receptionist` (daytime) - Establish cover story +- Optional: Discovery of safe PIN clue (2010 founding year) + +**LORE Fragments:** None + +**Technical Notes:** +- Receptionist NPC conditionally spawned: `time_of_day == "daytime"` +- Guard NPC conditionally spawned: `time_of_day == "nighttime"` +- Guard patrol implemented via waypoint system + +--- + +### Room 2: Conference Room + +**ID:** `conference_room_01` +**Dimensions:** 10 × 8 GU (15m × 12m) +**Usable Space:** 8 × 6 GU +**Type:** Conference / Meeting Room +**Act:** Act 1 (Daytime - Victoria meeting) + +**Description:** +Professional conference room with large table (seats 8), whiteboard on east wall, projector screen, windows overlooking city. Corporate but comfortable. Victoria Sterling's domain for client meetings. + +**Connections:** +- **South:** `main_hallway` (open door during daytime, unlocked during nighttime) + +**Containers:** +1. **Conference Table Storage** + - **Position:** (4, 3) center of room + - **Lock:** None + - **Contents:** Presentation materials, company portfolio + - **Narrative Purpose:** Flavor/atmosphere + +**Interactive Objects:** +- **Whiteboard** (No encoding - clear for meeting space) + - **Position:** (7, 4) on east wall + - **Interaction:** Examine + - **Result:** Shows legitimate security diagrams (cover business) + - **Note:** Different from server room whiteboard with ROT13 + +**NPCs:** +- **Victoria Sterling** (In-Person - Daytime Only) + - **Position:** (4, 3) at conference table + - **Dialogue Trigger:** Automatic when player enters (Scene 3) + - **Gives Items:** None (player clones RFID card via proximity) + - **Objectives:** + - `meet_victoria` - Completed automatically when dialogue starts + - `clone_rfid_card` - Player uses RFID cloner device during meeting + - **RFID Cloning Mechanic:** Player must remain within 2 GU of Victoria for 10 seconds + - **Daytime Only:** Victoria not present during nighttime + +**Objectives Completed Here:** +- `meet_victoria` - Meet Victoria Sterling at WhiteHat Security +- `clone_rfid_card` - Clone Victoria Sterling's executive keycard (PRIMARY - unlocks Act 2) + +**LORE Fragments:** None + +**Technical Notes:** +- Victoria NPC conditionally spawned: `time_of_day == "daytime" AND mission_phase == "act1_meeting"` +- RFID cloning minigame: proximity-based, 10-second timer, progress bar overlay +- Completing `clone_rfid_card` unlocks Aim 1.2 and Aim 1.3 (server room + executive office accessible nighttime) + +--- + +### Room 3: Main Hallway + +**ID:** `main_hallway` +**Dimensions:** 12 × 4 GU (18m × 6m) - Long corridor +**Usable Space:** 10 × 2 GU +**Type:** Corridor / Circulation +**Act:** Acts 1-3 (All phases) + +**Description:** +Central corridor connecting all office areas. Corporate carpeting, recessed lighting (bright daytime, emergency lighting nighttime), office doors on both sides. Professional but utilitarian. + +**Connections:** +- **South:** `reception_lobby` (open - always accessible) +- **West:** `conference_room_01` (open daytime, unlocked nighttime) +- **North:** `server_room` (RFID locked - requires cloned keycard) +- **East:** `executive_wing_hallway` (open - connects to executive office) + +**Containers:** None (hallway - no storage) + +**Interactive Objects:** None (circulation space) + +**NPCs:** +- **Night Security Guard** (Patrol Route - Nighttime Only) + - **Patrol Waypoints:** + - Waypoint 1: (2, 1) near reception connection - 15 tick pause + - Waypoint 2: (6, 1) center hallway - 15 tick pause + - Waypoint 3: (9, 1) near server room door - 20 tick pause + - Loop back to Waypoint 1 + - **Total Patrol Time:** ~60 seconds per loop + - **Line of Sight:** 150 pixels (~7.5 GU), 120° cone in facing direction + - **Dialogue Trigger:** If player detected + - **Objectives:** Stealth challenge - avoid detection for `perfect_stealth` + +**Objectives Completed Here:** None (circulation/navigation space) + +**LORE Fragments:** None + +**Technical Notes:** +- Guard patrol critical for stealth challenge +- Server room door requires `victoria_keycard_clone` item to unlock +- Executive wing accessible without lock (public-facing management area) + +--- + +**Status:** 🔄 IN PROGRESS (Part 1/4 - First 3 rooms complete) +**Next:** Server room, executive office, James's office, executive wing hallway