diff --git a/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/STAGE_5_COMPLETE.md b/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/STAGE_5_COMPLETE.md new file mode 100644 index 0000000..f23024d --- /dev/null +++ b/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/STAGE_5_COMPLETE.md @@ -0,0 +1,471 @@ +# Mission 3: "Ghost in the Machine" - Stage 5 Complete + +**Mission ID:** m03_ghost_in_the_machine +**Title:** Ghost in the Machine +**Stage:** 5 - Room Layout and Challenge Distribution +**Date Completed:** 2025-12-27 +**Status:** ✅ COMPLETE + +--- + +## Stage 5 Deliverables Summary + +**Total Documents Created:** 1 comprehensive design document + +### Document: Room Design (`room_design.md`) +**Size:** ~940 lines +**Status:** ✅ Complete, ready for implementation + +**Contents:** +- Location overview (WhiteHat Security Services) +- 7 detailed room designs with dimensions, containers, NPCs +- ASCII map showing room connections +- Progressive unlocking flow (5 stages) +- Lock variety analysis (5 types, 7 locks) +- Container summary (7 containers) +- NPC placement (4 NPCs) +- Hybrid architecture integration +- Technical validation (all compliant) +- Design notes (pacing, difficulty, atmosphere) + +--- + +## Room Layout Summary + +### WhiteHat Security Services Office + +**Location Type:** Corporate Security Consulting Firm +**Total Rooms:** 7 +**Layout Pattern:** Hub-and-spoke (central hallway with branches) +**Time Phases:** Daytime (Act 1) → Nighttime (Act 2-3) +**Security Level:** Medium (RFID locks, guard patrol) + +### Room Inventory + +| # | Room Name | ID | Dimensions | Type | Act | Critical Path | +|---|-----------|----|-----------| -----|-----|---------------| +| 1 | Reception Lobby | `reception_lobby` | 8×6 GU | Entrance | 1-3 | Entry point | +| 2 | Conference Room | `conference_room_01` | 10×8 GU | Meeting | 1 | RFID cloning | +| 3 | Main Hallway | `main_hallway` | 12×4 GU | Corridor | 1-3 | Navigation, guard patrol | +| 4 | Server Room | `server_room` | 10×10 GU | IT/Data Center | 2-3 | **PRIMARY HUB** | +| 5 | Executive Wing Hallway | `executive_wing_hallway` | 8×4 GU | Corridor | 1-3 | Connector | +| 6 | Executive Office | `executive_office` | 10×8 GU | Private Office | 2-3 | Optional evidence | +| 7 | James's Office | `james_office` | 8×6 GU | Consultant Office | 2 | Optional moral choice | + +**Total Usable Space:** 464 GU² across all rooms +**All Rooms Compliant:** ✅ 7/7 within 4×4 to 15×15 GU range + +--- + +## Progressive Unlocking Achievement + +### 5-Stage Unlocking Flow + +**Stage 1: Mission Start (Daytime Act 1)** +- **Accessible:** Reception, Hallway, Conference Room (3 rooms) +- **Focus:** Victoria meeting, RFID cloning + +**Stage 2: After clone_rfid_card (End Act 1)** +- **Unlocks:** Server Room via RFID keycard +- **Transition:** Daytime → Nighttime (time skip) + +**Stage 3: Nighttime Infiltration Begins (Act 2 Start)** +- **New Challenge:** Night security guard patrol +- **Accessible:** All previous + Server Room interior +- **Still Locked:** Executive Office + +**Stage 4: After access_victoria_computer** +- **Unlocks:** Executive Office (lockpicking OR high trust) +- **Access:** Victoria's workspace, LORE fragments +- **Backtracking:** Return to server room for CyberChef decoding + +**Stage 5: After distcc_exploit (Midpoint Twist)** +- **Event-Unlocked:** Operational logs spawn +- **Revelation:** M2 hospital connection discovered +- **All Evidence:** Available for final synthesis + +**Design Achievement:** ✅ Clear progression, strategic backtracking, no soft locks + +--- + +## Lock Variety Achievement + +### 5 Different Lock Types + +| Lock Type | Count | Critical Path | Examples | +|-----------|-------|---------------|----------| +| **RFID Keycard** | 1 | YES | Server room door (clone from Victoria) | +| **Physical/Lockpicking** | 3 | NO | Executive office, filing cabinets | +| **PIN Codes** | 1 | NO | Server room safe (2010) | +| **Passwords** | 1 | Partial | Victoria's computer | +| **Hidden Items** | 1 | NO | USB drive in desk drawer | + +**Total Locks:** 7 across 5 types +**Variety Score:** ✅ Excellent (5 types exceed 3-type minimum) + +### Lock Progression + +**Easy → Medium → Hard:** +1. Founding year clue (2010) - Easy, visible +2. RFID cloning - Medium, new mechanic +3. Lockpicking - Easy-Medium, skill-based +4. Password finding - Medium, investigation +5. Hidden USB - Easy, thorough search + +**Validation:** +- ✅ Multiple lock types (not repetitive) +- ✅ Discoverable hints (founding year plaque) +- ✅ New mechanic introduced (RFID cloning) +- ✅ Supports multiple playstyles (stealth, social, technical) + +--- + +## Container and Object Placement + +### Containers Summary + +**Total Containers:** 7 +- **Critical Path:** 2 (Victoria's computer required) +- **Optional LORE:** 3 (filing cabinets, safe, USB) +- **Flavor/Atmosphere:** 2 (reception desk, display case) + +**Distribution:** +- Reception Lobby: 2 containers +- Server Room: 2 containers (filing cabinet, safe) +- Executive Office: 2 containers (filing cabinet, desk drawer) +- James's Office: 1 container (desk drawer) + +**Lock Distribution:** +- Unlocked: 3 containers +- Physical locks: 3 containers +- PIN lock: 1 container + +### Interactive Objects + +**Total Interactive Objects:** 10 +- **VM/Technical:** 3 (VM terminal, CyberChef, drop-site terminal) +- **Evidence:** 3 (whiteboard, computers, USB drive) +- **Atmosphere:** 4 (founding plaque, family photo, certifications, display case) + +**Server Room Objects (Investigation Hub):** +1. VM Access Terminal (2, 4) +2. CyberChef Workstation (6, 4) +3. Drop-Site Terminal (4, 4) +4. Whiteboard with ROT13 (4, 7) +5. Filing cabinet (1, 7) +6. Wall safe (7, 7) + +**Design Achievement:** ✅ Clear purpose for each object, narrative justification + +--- + +## NPC Placement Achievement + +### 4 NPCs Across 3 Modes + +| NPC | Mode | Room | Position/Route | Phase | +|-----|------|------|----------------|-------| +| Receptionist | In-Person | Reception Lobby | (3, 2) desk | Daytime only | +| Victoria Sterling | In-Person | Conference Room | (4, 3) table | Daytime only | +| Night Security Guard | Patrol | Main Hallway + Reception | 4 waypoints, 60s loop | Nighttime only | +| Agent 0x99 | Phone/Event | Remote | N/A | All phases | + +**Guard Patrol Design:** +- **Waypoint 1:** Reception (3, 2) - 15 tick pause +- **Waypoint 2:** Main Hallway (2, 1) - 15 tick pause +- **Waypoint 3:** Main Hallway (6, 1) - 15 tick pause +- **Waypoint 4:** Main Hallway (9, 1) near server - 20 tick pause +- **Loop Time:** ~60 seconds +- **Detection:** 150px LOS, 120° cone + +**Phase Transition:** +- **Daytime NPCs:** Receptionist + Victoria (professional atmosphere) +- **Nighttime NPCs:** Guard only (tension, stealth challenge) +- **Phone Constant:** Agent 0x99 (handler support) + +**Design Achievement:** ✅ Conditional spawning, atmosphere transformation, stealth challenge + +--- + +## Hybrid Architecture Integration + +### VM Challenges (4 flags) + +**Location:** Server Room VM Terminal (2, 4) +**Network:** 192.168.100.0/24 (Zero Day training network) + +| Challenge | Tool | Flag | Difficulty | +|-----------|------|------|------------| +| Port Scanning | nmap | `flag{network_scan_complete}` | Easy | +| Banner Grabbing | netcat | `flag{ftp_intel_gathered}` | Easy | +| HTTP Analysis | curl + Base64 | `flag{pricing_intel_decoded}` | Medium | +| distcc Exploitation | Metasploit | `flag{distcc_legacy_compromised}` | Advanced | + +**Submission:** Drop-site terminal (4, 4) in server room + +### CyberChef Decoding (3 tasks) + +**Location:** Server Room CyberChef Workstation (6, 4) + +| Task | Input | Encoding | Output | +|------|-------|----------|--------| +| Whiteboard | ROT13 text | ROT13 | "MEET WITH THE ARCHITECT..." | +| Client Roster | Hex file | Hex | Zero Day client list | +| USB Drive | Double-encoded | Base64+ROT13 | Architect's directive | + +### Correlation Tasks (2 critical) + +| Task | VM Component | In-Game Component | Result | +|------|--------------|-------------------|--------| +| `http_analysis` | HTTP fetch | CyberChef Base64 | Pricing intelligence | +| `find_operational_logs` | distcc exploit | Spawned file | M2 hospital connection | + +**Design Achievement:** ✅ VM and in-game tightly integrated, backtracking required, correlation meaningful + +--- + +## Design Notes Achievement + +### Pacing Design + +**Act 1 (15-25 min):** +- Limited exploration (3 rooms) +- Social focus (Victoria meeting) +- Calm → Building tension + +**Act 2 (30-40 min):** +- Full exploration (7 rooms) +- Investigation focus (VM + evidence) +- Hub-and-spoke (server room central) +- Tense infiltration rhythm + +**Act 3 (10-15 min):** +- Evidence synthesis +- Moral choices +- Climax → Resolution + +### Difficulty Curve + +**Easy Start:** Reception, Victoria meeting, founding year clue +**Medium Progression:** RFID cloning, guard stealth, VM port scanning +**Hard Challenges:** distcc exploitation, password finding, hex decoding +**Expert Optional:** Double-encoding, perfect stealth, all LORE + +### Atmosphere Transformation + +**Daytime Corporate Facade:** +- Bright, professional, NPCs present +- Legitimate business appearance +- Calm audio/music + +**Nighttime Infiltration:** +- Dark, emergency lighting, shadows +- Empty except guard +- HVAC hum, tension music +- **Same spaces, completely different feel** + +**Design Achievement:** ✅ Dual-phase design creates variety, atmosphere supports narrative + +--- + +## Technical Validation Summary + +### Room Dimensions Compliance + +- ✅ All rooms within 4×4 to 15×15 GU range (7/7) +- ✅ Usable space correctly calculated (dimensions - 2 GU) +- ✅ No oversized or undersized rooms + +### Placement Compliance + +- ✅ All containers in usable space (not padding) +- ✅ All NPCs in usable space +- ✅ All interactive objects in usable space +- ✅ Doors at room edges (padding zone) +- ✅ No items in 1 GU padding zone + +### Connection Compliance + +- ✅ All room connections have ≥ 1 GU overlap +- ✅ Door positions specified +- ✅ Locked doors have unlock conditions +- ✅ No circular dependencies + +### Progression Validation + +- ✅ No soft locks (can't make progress impossible) +- ✅ Clear critical path (Reception → Conference → Server Room) +- ✅ Optional content accessible but not blocking +- ✅ Backtracking intentional and meaningful + +**All Technical Criteria Met:** ✅ 100% compliant + +--- + +## Integration with Previous Stages + +### Stage 0 (Technical Challenges) → Room Placement + +**VM Challenges:** +- ✅ All 4 VM challenges → Server Room VM terminal +- ✅ Flag submission → Drop-site terminal +- ✅ Network 192.168.100.0/24 specified + +**In-Game Challenges:** +- ✅ RFID cloning → Conference Room (Victoria proximity) +- ✅ Lockpicking → Executive office, filing cabinets +- ✅ Multi-encoding → CyberChef workstation (server room) +- ✅ Guard stealth → Main hallway patrol + +**All Stage 0 challenges placed:** ✅ + +### Stage 1 (Narrative Structure) → Acts Mapped + +**Act 1 Scenes → Rooms:** +- Scene 1 (Briefing) → Not in-game (cutscene) +- Scene 2 (Arrival) → Reception Lobby +- Scene 3 (Victoria meeting) → Conference Room +- Scene 5 (Extraction) → Outside (transition) + +**Act 2 Scenes → Rooms:** +- Scene 6 (Infiltration) → Reception → Hallway +- Scene 7 (Server room) → Server Room (hub) +- Scenes 8-11 (Investigation) → All rooms (evidence gathering) + +**Act 3 Scenes → Rooms:** +- Scene 12 (James choice) → James's Office (optional) +- Scene 13 (Victoria confrontation) → Executive Office OR Hallway +- Scene 14 (Exfiltration) → Exit + +**All narrative scenes have locations:** ✅ + +### Stage 2 (Characters) → NPC Positions + +**NPCs Placed:** +- ✅ Victoria Sterling → Conference Room (daytime) +- ✅ James Park → James's Office (evidence only, not present) +- ✅ Guard → Main Hallway patrol (nighttime) +- ✅ Agent 0x99 → Phone/remote (handler) + +**Environmental storytelling:** +- ✅ Family photos (James's Office) +- ✅ Certifications (Reception, James's Office) +- ✅ Corporate achievements (hallways) + +### Stage 3 (Moral Choices) → Choice Locations + +**James's Protection Choice:** +- ✅ Discovery location: James's Office +- ✅ Evidence: Performance review, family photo, certifications +- ✅ Choice trigger: james_innocence_confirmed + +**Victoria's Fate Choice:** +- ✅ Confrontation location: Executive Office OR Hallway (player choice) +- ✅ Evidence: All gathered from server room + executive office +- ✅ Choice trigger: all_evidence_collected + +### Stage 4 (Objectives) → Room Mapping + +**All 17 tasks mapped to rooms:** +- ✅ Aim 1.1 tasks (2) → Conference Room +- ✅ Aim 1.2 tasks (4) → Server Room +- ✅ Aim 1.3 tasks (4) → Server Room + Executive Office +- ✅ Optional LORE (3) → Server Room + Executive Office +- ✅ Optional stealth (1) → Main Hallway (guard patrol) +- ✅ Optional moral (2) → James's Office + Executive Office +- ✅ Perfect Stealth (1) → Guard avoidance + +**All objectives have room locations:** ✅ + +--- + +## Next Steps: Stages 6-9 + +**Stage 5 provides to Stage 6 (LORE Fragments):** +- 3 LORE fragment locations specified +- Container details for each fragment +- Unlock conditions (safe PIN, lockpicking, hidden search) + +**Stage 5 provides to Stage 7 (Ink Scripting):** +- NPC positions and dialogue trigger locations +- Container interactions (what happens when opened) +- Terminal locations (VM, drop-site, CyberChef) +- Event triggers (distcc_exploit → M2 revelation) + +**Stage 5 provides to Stage 9 (Scenario Assembly):** +- Complete room dimensions and connections +- Container placement with contents +- NPC spawn conditions (daytime/nighttime) +- Progressive unlocking logic +- Technical validation (ready for JSON) + +--- + +## Git Commit Summary + +**Commits for Stage 5:** +1. afa47e1 - Part 1: First 3 rooms (Reception, Conference, Hallway) +2. 6b9f4c8 - Part 2: Server room (primary investigation hub) +3. de65cea - Part 3: Executive wing (hallway + office) +4. 4d7857f - Part 4: Final room (James's Office) + ASCII map +5. ea56097 - Part 5: Progressive unlocking + lock analysis +6. 6efceff - Part 6: Final summaries (containers, NPCs, validation) + +**Total Lines Added:** ~940 lines (room_design.md) + +--- + +## Stage 5 Completion Metrics + +### Documentation +- **Room Design Document:** ~940 lines, 12 major sections +- **Completion Summary:** This document + +### Rooms Designed +- **Total Rooms:** 7 +- **Critical Path:** 4 (Reception, Conference, Hallway, Server Room) +- **Optional:** 3 (Executive Wing Hallway, Executive Office, James's Office) + +### Objects Placed +- **Containers:** 7 (2 flavor, 5 objectives) +- **Interactive Objects:** 10 (3 terminals, 7 evidence/atmosphere) +- **NPCs:** 4 (2 daytime, 1 nighttime, 1 remote) +- **Locks:** 7 across 5 types + +### Integration Points +- **Stage 0 (Technical):** ✅ All challenges placed +- **Stage 1 (Narrative):** ✅ All scenes have locations +- **Stage 2 (Characters):** ✅ All NPCs positioned +- **Stage 3 (Moral Choices):** ✅ Choice locations specified +- **Stage 4 (Objectives):** ✅ All 17 tasks mapped to rooms +- **Stage 6 (LORE):** Ready to receive fragment details +- **Stage 7 (Ink):** Ready to receive NPC positions and triggers +- **Stage 9 (Assembly):** Ready for JSON conversion + +### Technical Compliance +- ✅ All rooms within dimension limits (4×4 to 15×15 GU) +- ✅ All items in usable space (not padding) +- ✅ All connections valid (≥ 1 GU overlap) +- ✅ No circular dependencies +- ✅ Progressive unlocking designed +- ✅ Lock variety achieved (5 types) + +--- + +**Stage 5 Status:** ✅ **COMPLETE** + +**Mission 3 Progress:** +- ✅ Stage 0: Scenario Initialization (4 documents, ~2,900 lines) +- ✅ Stage 1: Narrative Structure (1 document, 1,546 lines) +- ✅ Stage 2: Storytelling Elements (2 documents, ~2,000 lines) +- ✅ Stage 3: Moral Choices (1 document, ~630 lines) +- ✅ Stage 4: Player Objectives (2 documents, ~770 lines) +- ✅ Stage 5: Room Layout Design (1 document, ~940 lines) +- 🔄 Stage 6: LORE Fragments (Next) +- ⏳ Stages 7-9: Ink scripting, review, assembly + +**Total Mission 3 Planning Documentation:** ~9,800 lines across 12 documents + +--- + +**Mission 3 "Ghost in the Machine" - Where every room supports the story, and space transforms from corporate facade to tense infiltration.**