Z. Cliffe Schreuders
c7ddf9ff4b
Add Mission 3 Stage 8 - Validation Report (Part 1: Completeness Check)
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Step 1 Complete: Completeness Check - ✅ PASS
Verified all Stage 0-7 deliverables:
- Stage 0: 4 documents, ~2,900 lines (initialization, challenges, themes, architecture)
- Stage 1: 1 document, 1,546 lines (3-act structure, 22 story beats)
- Stage 2: 2 documents, ~2,000 lines (4 NPCs + Agent 0x99, atmosphere)
- Stage 3: 1 document, ~630 lines (2 major moral choices, consequences)
- Stage 4: 2 documents, ~770 lines (objectives hierarchy, 11 primary + 6 optional tasks)
- Stage 5: 1 document, ~940 lines (7 rooms, all 4×4 to 15×15 GU compliant)
- Stage 6: 1 document, ~515 lines (3 LORE fragments, 2 PRIMARY EVIDENCE)
- Stage 7: 9 Ink scripts, ~4,010 lines (all narrative beats covered)
Total: 22 documents, ~14,300 lines
Critical Missing Elements: NONE
Recommended Additions: Ink compilation validation, standalone objectives.json
Optional Enhancements: Additional LORE fragments, alternative dialogue paths
Verdict: ALL REQUIRED DELIVERABLES COMPLETE
Next: Step 2 (Consistency Validation)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
7f52021631
Complete Mission 3 Stage 7 - Ink Scripting
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Add comprehensive completion summary for Stage 7:
- 9 complete Ink scripts (~4,010 lines total)
- Act 1: Opening briefing (255 lines)
- Act 2: 7 NPCs/terminals/support (3,185 lines)
- Act 3: Closing debrief (570 lines)
Key Achievements:
- M2 hospital attack integration (evidence chain, emotional impact)
- Phase 2 threat setup (Architect's directive, specific projections)
- Moral complexity (Victoria ideology, James unknowing participation)
- Character voice consistency (Agent 0x99, Victoria, Guard, James)
- 60+ player choice points across all scripts
- Variable tracking system (player choices, NPC states, external gameplay)
- Objectives integration (all task IDs match Stage 4)
- Room layout integration (all NPCs placed from Stage 5)
- LORE fragment integration (all 3 fragments with discovery acknowledgment)
Technical Specifications:
- Dialogue pacing: max 3 lines before choice
- Hub pattern: all NPCs use -> hub returns
- Exit conversations: all paths properly tagged
- Speaker tags: all dialogue attributed
- Event triggers: 12 event-triggered knots
- Compilation ready for Stage 8 review
Total Mission 3 progress: ~14,300 lines across 22 documents
Stage 7 Status: ✅ COMPLETE
Next: Stage 8 (Review) → Stage 9 (Assembly)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
bf0f281ad1
Add Mission 3 Stage 7 Ink Scripts (Part 2 - Final Scripts)
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- Add m03_phone_agent0x99.ink (Agent 0x99 phone support)
- Hint system (RFID, lockpicking, passwords, encoding, network recon)
- Event-triggered calls (item pickups, detections, achievements)
- M2 revelation call after distcc flag (emotional impact)
- Progress tracking and adaptive guidance
- ~480 lines
- Add m03_npc_guard.ink (Night security guard)
- Patrol encounter and excuse system
- Multiple excuse paths (work here, Victoria sent me, maintenance)
- Bribe mechanic ($500 for access)
- SAFETYNET reveal option for cooperation
- Hostile paths and combat triggers
- ~440 lines
- Add m03_npc_receptionist.ink (Daytime receptionist)
- Badge check-in process
- Company history (2010 founding = safe PIN hint)
- Topics about Victoria, James, building layout
- Friendly, helpful NPC for world-building
- ~250 lines
- Add m03_james_choice.ink (James Park moral choice)
- Evidence discovery (hospital reconnaissance files)
- Diary reveals James's unknowing participation
- Moral complexity: deceived initially, conflicted now
- 3 choice paths: protect/expose/ignore James's fate
- Direct confrontation variant if James appears
- ~530 lines
- Add m03_closing_debrief.ink (Act 3 mission debrief)
- Performance acknowledgment (objectives, stealth, time)
- Act 1 choice callbacks (approach, trust, priorities)
- M2 hospital attack discussion and impact
- Victoria fate discussion (recruited/arrested/escaped)
- Phase 2 and Architect revelation analysis
- James fate outcomes and consequences
- LORE fragment analysis
- Campaign setup for future missions
- ~570 lines
Total Part 2: ~2,270 lines across 5 scripts
Total Stage 7: ~4,010 lines across 9 complete Ink scripts
Stage 7 Status: ✅ COMPLETE
All narrative scripts ready for Mission 3 implementation
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
6bc839f3fd
Add Mission 3 Stage 7 Ink Scripts (Part 2)
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- Add m03_terminal_dropsite.ink (VM flag submission)
- 4 VM challenge flag submissions (scan, ftp, http, distcc)
- Progressive intelligence unlocking
- M2 hospital attack evidence reveal
- Triggers m2_revelation_call event after distcc flag
- Smoking gun evidence: $12,500 ProFTPD exploit → St. Catherine's
- Add m03_terminal_cyberchef.ink (Encoding/decoding workstation)
- Whiteboard ROT13 decoding (Architect reference, Phase 1/2)
- Client roster Hex decoding (ENTROPY cell list, Q3 revenue)
- USB drive double-encoding (Base64 + ROT13)
- Architect's Directive full decode (Phase 2 attack plans)
- 50K+ patients, 1.2M customers impact projections
- Multi-layer decoding tutorial/reference guide
Total Part 2: ~880 lines
Combined total: ~1,740 lines (4 scripts complete)
Remaining: 5 scripts (Agent 0x99, Guard, Receptionist, James, Debrief)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
5cd6fae7fd
Add Mission 3 Stage 7 Ink Scripts (Part 1)
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- Add m03_opening_briefing.ink (Act 1 opening cutscene)
- Agent 0x99 briefs player on Zero Day Syndicate
- Establishes M2 hospital attack connection
- Victoria Sterling character introduction
- Mission approach choice (cautious/aggressive/diplomatic)
- Sets up RFID cloning objective
- Add m03_npc_victoria.ink (Victoria Sterling NPC)
- Daytime meeting in conference room
- Victoria's free market philosophy dialogue
- RFID cloning sequence (proximity-based, 10-second timer)
- Influence/trust system (0-100 scale)
- Nighttime confrontation (moral choice)
- Recruitment vs arrest options
Total: ~860 lines of Ink dialogue
Status: Part 1 of Stage 7 (6 more scripts to write)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
2a6a005f8c
Complete Mission 3 Stage 6 - LORE Fragments
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- Add Fragment 3: The Architect's Directive (PRIMARY EVIDENCE)
- First direct communication from The Architect
- Phase 2 attack plans: healthcare SCADA, energy grid ICS
- Specific harm projections: 50K+ patients, 1.2M customers
- Multi-cell coordination revealed (4 cells synchronized)
- Double-encoded challenge (Base64 + ROT13)
- Add Fragment Summary, Discovery Progression, Integration sections
- Add Variable Tracking and Debrief Integration specifications
- Add Campaign Continuity (M2 connection, M4+ setup)
- Add STAGE_6_COMPLETE.md completion summary
Stage 6 Status: ✅ COMPLETE
Total LORE Content: 562 words across 3 fragments
Evidence Documents: 2 of 3 (PRIMARY EVIDENCE level)
Total Documentation: ~650 lines
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
6f57e37a4d
Add Mission 3 Stage 6 LORE fragments (Part 2: Fragment 2 - EVIDENCE)
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- LORE Fragment 2: Q3 2024 Exploit Catalog (195 words)
- PRIMARY EVIDENCE document with specific harm calculations
- ProFTPD exploit: $12,500 (base $9,615 + 30% healthcare premium)
- M2 hospital connection explicitly documented
- Sector premium system (+30% healthcare, +40% energy)
- Architect directive: "Healthcare infrastructure Phase 1"
- Q3 revenue: $847,000 (23 exploits sold)
- Variable tracking: found_exploit_catalog
Next: Fragment 3 (Architect's Directive - future attack plans)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
3095191544
Add Mission 3 Stage 6 LORE fragments (Part 1: Fragment 1)
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- Created lore_fragments.md with overview
- LORE Fragment 1: Zero Day - A Brief History (178 words)
- Historical document establishing founding philosophy
- Victoria Sterling's economic rationalization
- Revenue model showing criminal vs. legitimate split
- Variable tracking: found_zero_day_history
Next: Fragment 2 (Exploit Catalog - EVIDENCE) and Fragment 3 (Architect Directive)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
688f023328
Complete Mission 3 Stage 5 - Room Layout Design
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Stage 5 completion summary:
- STAGE_5_COMPLETE.md: Comprehensive summary and metrics
- 7 rooms designed with complete specifications
- Hub-and-spoke layout with central hallway
- Progressive unlocking (5 stages)
- Lock variety (5 types, 7 locks)
- All technical validation passed
Achievement highlights:
- 7 rooms (940 lines of design documentation)
- 7 containers, 10 interactive objects, 4 NPCs
- Hybrid architecture fully integrated
- All Stage 0-4 content mapped to rooms
- Dual-phase design (daytime/nighttime transformation)
Ready for Stage 6: LORE Fragments
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
14225f6a17
Complete Mission 3 Stage 5 room design (Part 6: Final summaries)
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- Container and lock summary tables (7 containers, 7 locks)
- NPC placement summary (4 NPCs with positions/routes)
- Hybrid architecture integration (VM, drop-site, CyberChef)
- Technical validation (all 7 rooms compliant)
- Design notes (pacing, difficulty, atmosphere, guidance)
Room design documentation complete: ~940 lines
Ready for Stage 6 (LORE), Stage 7 (Ink), Stage 9 (Assembly)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
7d9bd0873c
Add Mission 3 Stage 5 progressive unlocking and lock analysis
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- Progressive unlocking flow mapped across Acts 1-3
- 5 stages: Initial → RFID clone → Nighttime → Executive access → Midpoint twist
- Lock variety analysis: 5 different types (RFID, lockpicking, PIN, password, hidden)
- 7 locks total with progression (easy → medium → hard)
- Validation checklist passed
- Backtracking moments identified
Next: Container summary, NPC placement, hybrid architecture tables
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
59e3ec893c
Add Mission 3 Stage 5 room design (Part 4: Final room and map)
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- Room 7: James's Office (8×6 GU) - Optional moral complexity
- Innocence evidence: Performance review, family photo, certifications
- ASCII map diagram showing all 7 rooms and connections
- Hub-and-spoke layout with central hallway
- Lock types marked: RFID, lockpick, guard patrol
Next: Progressive unlocking flow, lock variety analysis, summary sections
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
429f639228
Add Mission 3 Stage 5 room design (Part 3: Executive wing)
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- Room 5: Executive Wing Hallway (8×4 GU) - Connector corridor
- Room 6: Executive Office (10×8 GU) - Victoria's workspace
- 3 containers: Filing cabinet (LORE 1), desk drawer (USB), wall safe
- Victoria's computer with hex-encoded files
- LORE Fragments 1 and 3 placement
- Physical evidence and computer access tasks
Next: James's office, then summary sections (map, progressive unlocking, etc.)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
becbc9dcdd
Add Mission 3 Stage 5 room design (Part 2: Server room)
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- Room 4: Server Room (10×10 GU) - PRIMARY INVESTIGATION HUB
- 3 workstations: VM terminal, CyberChef, drop-site terminal
- 2 containers: Filing cabinet (lockpick), wall safe (PIN 2010)
- 5 interactive objects including ROT13 whiteboard
- All VM flag tasks + evidence correlation tasks mapped
- LORE Fragment 2 placement
- Event-triggered Agent 0x99 conversations
Next: Executive office, James's office, executive wing hallway
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
330a325d9a
Add Mission 3 Stage 5 room design (Part 1: First 3 rooms)
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- 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
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
aa01f0d6e6
Complete Mission 3 Stage 4 - Player Objectives Design
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Stage 4 completion summary:
- STAGE_4_COMPLETE.md: Comprehensive summary and metrics
- All objectives, aims, and tasks designed (17 total tasks)
- Hybrid architecture fully integrated (VM + in-game)
- Objective-to-world mapping complete
- Ready for Stage 5: Room Layout Design
Achievement highlights:
- 1 primary objective (3 aims, 11 tasks)
- 3 optional objectives (3 aims, 6 tasks)
- 4 VM flag tasks properly mapped
- 8 Ink scripts specified
- All quality criteria met (28/28)
Total documentation: ~900 lines across 2 files
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
2090ce9cb7
Add Mission 3 Stage 4 objectives JSON structure
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- Created objectives.json with complete JSON hierarchy
- 1 primary objective with 3 aims (11 tasks)
- 3 optional objectives (8 total tasks)
- Proper status/locked states for progression
- Ready for scenario.json.erb integration
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
be5f9577ca
Add Mission 3 Stage 4 player objectives (Part 3: World mapping)
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- Added objective-to-world mapping for all tasks
- Mapped each task to specific rooms, NPCs, and interactables
- Specified Ink scripts and completion triggers
- Defined event mappings for dynamic unlocks
- Included all 11 primary tasks + 8 optional tasks
Next: Generate objectives JSON structure
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
dcc974d0e7
Add Mission 3 Stage 4 player objectives (Part 2: Optional objectives)
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- Added 3 optional objectives (LORE collection, perfect stealth, moral engagement)
- Optional Objective 1: Collect LORE Fragments (3 tasks)
- Optional Objective 2: Perfect Stealth (behavioral challenge)
- Optional Objective 3: Moral Engagement (2 moral choice tasks)
Next: Objective-to-world mapping and JSON structure
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
e4557846b3
Add Mission 3 Stage 4 player objectives (Part 1: Primary objectives)
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- Created player_goals.md with objectives structure
- Defined 1 primary objective with 3 aims (11 tasks total)
- Aim 1.1: Establish Undercover Access (2 tasks)
- Aim 1.2: Network Reconnaissance (4 VM flag tasks)
- Aim 1.3: Physical Evidence Collection (4 in-game tasks)
- Mapped progression flow and success states
- Hybrid architecture integration (VM + in-game)
Next: Optional objectives and world mapping
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
dfd30b17e2
Complete Mission 3 Stage 3 - Moral Choices Design
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Stage 3 deliverables:
- moral_choices.md (~630 lines): Complete moral choice system
- Mid-mission choice: James Park's protection (3 options)
- End-of-mission choice: Victoria Sterling's fate (3 options)
- Full consequence mapping (immediate, debrief, campaign)
- Implementation framework (events, Ink, variables)
- STAGE_3_COMPLETE.md: Comprehensive completion summary
Design achievements:
- 2 major moral choices with 6 total options
- Discovery → Personal Stakes → Intervention pattern
- 3-level consequence system (immediate, debrief, campaign)
- 13 tracking variables specified
- 9 unique dialogue paths with debrief variations
- All Break Escape design principles applied
- Core technical challenges preserved
Ready for Stage 4: Technical Integration
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
7e73f05627
Add Mission 3 Stage 2 completion summary
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- Created STAGE_2_COMPLETE.md (350 lines)
- Complete summary of Stage 2 deliverables:
* characters.md (948 lines) - Victoria, James, Agent 0x99, Cipher
* atmosphere.md (1,085 lines) - 7 locations, day/night design
- Total Stage 2: ~2,000 lines of storytelling documentation
- Victoria Sterling: True believer villain (calculated harm, no remorse, articulate philosophy)
- James Park: Innocent bystander (moral complexity, collateral damage)
- Atmospheric design: Day/night transformation, sensory integration
- 7 key atmospheric moments identified
- Ready for Stage 3: Moral Choices Design
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
0c90e1298c
Complete Mission 3 Stage 2 Atmosphere & Locations
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- Created comprehensive atmosphere.md (1,085 lines)
- 7 detailed location descriptions with day/night contrasts
- Reception lobby: Corporate facade, company founding plaque (safe PIN clue: 2010)
- Conference room: Victoria meeting location, LORE Fragment 4 (philosophy whiteboard)
- Office hallway: Guard patrol route, server room access
- Server room (PRIMARY): VM terminal, physical evidence, technical challenges
- Victoria's office: LORE Fragment 3 (Architect's email), confrontation location
- James's office: Innocence evidence, moral complexity, warning note option
- Break room: Guard patrol waypoint
- Comprehensive atmospheric design:
* Day/night transformation philosophy
* Lighting design (bright professional vs. dark tense)
* Sound design (corporate ambiance vs. stealth tension)
* Environmental storytelling (dual nature revelation)
- 7 key atmospheric moments identified
- Complete sensory design for immersion
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
8ddeac37cb
Complete Mission 3 Stage 2 Character Profiles
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- Created comprehensive characters.md (948 lines)
- Victoria Sterling: True believer villain with economic philosophy
* Calculated harm (hospital deaths), feels no remorse
* Articulate evil monologue explaining worldview
* Strategic double agent offer (not remorseful)
- James Park: Innocent bystander for moral complexity
* Genuine ethical hacker, family man
* Unaware of Zero Day criminal operations
* Player choice: warn or let face consequences
- Agent 0x99: Mission handler with established voice
* Provides briefing, tutorials, revelation reactions
* Acknowledges player choices in debrief
* Advances campaign arc (The Architect)
- Cipher: Referenced Zero Day leader (future antagonist)
- Character relationships matrix
- Discoverable evidence specifications
- Complete dialogue samples for key scenes
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
7fe580aeb6
Complete Mission 3 Stage 1 - Narrative Structure Development
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- Created comprehensive story_arc.md (1,546 lines)
- 14 scenes across 3 acts with complete breakdown
- Key story beats identified (opening hook, midpoint twist, climax choice)
- Emotional arc progression mapped with tension curve
- Pacing chart with timeline breakdown (60-75 min playtime)
- Variable tracking specification (tracks actual actions, not vague labels)
- Opening/closing cutscene implementation details
- Mission highlights:
* Concrete stakes: Zero Day sold hospital ransomware exploit (4-6 deaths)
* Midpoint twist: M2 connection revelation (Scene 10)
* Climax: Victoria double agent choice
* Campaign arc: The Architect introduction
- Educational focus: Network recon (nmap, netcat, distcc), RFID security, multi-encoding
- Ready for Stage 2: Storytelling Elements Development
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
27f04d601d
Add Mission 3 Stage 0 completion document
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Stage 0 COMPLETE ✅
All 4 documents created (~2,900+ lines total):
✅ Scenario initialization (820 lines)
✅ Technical challenges (812 lines)
✅ Narrative themes (600+ lines)
✅ Hybrid architecture plan (700+ lines)
Key Achievements:
- RFID cloning mechanic fully specified
- M2 connection revelation designed
- The Architect introduction planned
- Moral choices defined (Victoria, James)
- Educational objectives mapped (6 CyBOK areas)
- Campaign arc connections documented
Ready for Stage 1: Narrative Structure Development
Status: Stage 0 COMPLETE | Next: Stage 1
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
e70e4cf9dd
Complete Mission 3 Stage 0 - Scenario Initialization (4/4 documents, ~2,900 lines)
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Stage 0 COMPLETE! All foundation documents created:
Document 1: Scenario Initialization (820 lines) ✅
- Mission overview (tier, playtime, ENTROPY cell, SecGen scenario)
- CyBOK knowledge areas (NSS, SS, ACS, SOC, HF, AB)
- 3-act structure with scene preview
- Key NPCs (Victoria Sterling, James Park, Cipher, Agent 0x99)
- 4 LORE fragments with campaign significance
- Victory conditions (100%, 80%, 60%)
- Educational objectives
- Campaign arc connections (M1-M2-M4-M6-M7-9)
- Post-mission debrief script
- Critical decisions: RFID (proximity + social eng), scanning (auto + tutorial), double agent (long-term vs immediate), Architect (name only)
Document 2: Technical Challenges (812 lines) ✅
Break Escape In-Game:
- RFID Cloning (NEW): Proximity (2 GU, 10s), visual feedback, tutorial, alt paths
- Lockpicking: 4 locks (cabinet, office, security, safe PIN 2010)
- Guard Patrol: 60s loop, LOS detection, timing strategies
- Social Engineering: Victoria trust (0-100), James intel, guard cover stories
- Multi-Encoding: ROT13, Hex, Base64, double-encoded (ROT13+Base64)
VM/SecGen Challenges:
- Network Scanning: nmap, flag{network_scan_complete}
- Banner Grabbing: netcat FTP, flag{ftp_intel_gathered}, GHOST codename
- HTTP Analysis: Base64 HTML, flag{pricing_intel_decoded}
- distcc Exploit: CVE-2004-2687, flag{distcc_legacy_compromised}, M2 connection!
Integration: 9 challenges (5 in-game, 4 VM), difficulty scaling, educational rubric
Document 3: Narrative Themes (600+ lines) ✅
Theme: Corporate Espionage / Intelligence Gathering
Setting: WhiteHat Security Services (Zero Day front company)
- Daytime: Professional corporate facade
- Nighttime: Espionage thriller tension
- Contrast: Same location, two faces
NPCs Detailed:
- Victoria Sterling: Free-market ideologue, true believer, double agent candidate
- James Park: Innocent employee, moral complexity, protection choice
- "Cipher": Cell leader (referenced), future villain setup
- Agent 0x99: Handler, tutorials, debrief narrator
Tone: Espionage thriller (Michael Clayton, Tinker Tailor Soldier Spy)
Stakes: Personal (James), Organizational (SAFETYNET vs Zero Day), Societal (exploit marketplace)
Central Conflict: Player vs Victoria ideology, vs Zero Day operations, vs Architect (background)
Document 4: Hybrid Architecture Plan (700+ lines) ✅
VM Component (SecGen "Information Gathering: Scanning"):
- Validates network reconnaissance (nmap, netcat, distcc)
- 4 flags represent ENTROPY intercepts
- Stable (pre-built, unchanged for assessment consistency)
ERB Component (Narrative Content):
- Encoded messages (ROT13, Hex, Base64, double-encoded)
- LORE fragments (client list, exploit catalog, Architect directives)
- NPC dialogues (Ink scripts)
- Environmental storytelling
Dead Drop Integration:
- VM flag → submit at drop-site terminal → unlock in-game resource
- flag{network_scan_complete} → workstation access
- flag{ftp_intel_gathered} → client codename list
- flag{pricing_intel_decoded} → pricing spreadsheet, LORE 2 access
- flag{distcc_legacy_compromised} → M2 connection reveal, Agent 0x99 "aha moment"
Correlation Matrix:
- FTP banner (VM) "GHOST" ↔ Hex client list "Ransomware Inc" ↔ distcc log "ProFTPD sale"
- ROT13 whiteboard "THE ARCHITECT" ↔ Double-encoded USB "Architect directives"
- Base64 email "$12,500 ProFTPD" ↔ distcc log "ProFTPD sale $12,500" (exact match!)
Educational Integration:
- Agent 0x99 tutorials (RFID, nmap, netcat, encoding)
- Drop-site terminal annotations (port explanations)
- CyberChef workstation hints (after failed attempts)
Key Mission Features:
🆕 RFID Keycard Cloning (2 GU proximity, 10s clone, progress bar, tutorial)
🎯 M2 Revelation (ProFTPD sold to Ghost for $12,500, hospital ransomware connection)
🎯 Architect Introduction (First direct communication, Q4 priorities, cell coordination)
⚖️ Moral Choices (Victoria: arrest vs double agent | James: protect vs ignore)
📚 Educational (NSS: nmap/netcat, SS: distcc CVE, ACS: multi-encoding, SOC: correlation)
Victory Conditions:
- 100%: All 4 VM flags + 4 encoded messages + 3 LORE + choices + stealth
- 80%: 3 VM flags + 3 messages + 2 LORE + choices
- 60%: 2 VM flags + 2 messages + choices
Campaign Impact:
- Confirms ENTROPY coordination (not independent cells)
- Reveals The Architect as real coordinator (not myth)
- Proves Zero Day is central exploit supplier
- Sets up M4 (Critical Mass SCADA), M6 (Crypto Anarchists), M7-9 (Architect hunt)
Stage 0 Status: ✅ COMPLETE (4/4 documents, ~2,900 lines)
Next: Stage 1 - Narrative Structure Development (scene-by-scene breakdown)
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
e93aa1e876
Add Mission 3 Stage 0 progress summary
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Created comprehensive Stage 0 development summary document:
Progress: 50% Complete (2/4 documents)
✅ Completed Documents:
1. Scenario Initialization (820 lines)
- Mission overview, CyBOK areas, 3-act structure
- NPCs, LORE fragments, victory conditions
- Educational objectives, campaign connections
- Critical decisions made (RFID, scanning, choices)
2. Technical Challenges (812 lines)
- 5 in-game challenges (RFID cloning NEW, lockpicking, guards, social eng, encoding)
- 4 VM challenges (nmap scan, FTP banner, HTTP/Base64, distcc CVE-2004-2687)
- Integration matrix, difficulty scaling, assessment rubric
- Implementation priority (3 phases)
🔄 In Progress:
3. Narrative Themes - NEXT
4. Hybrid Architecture Plan - PENDING
Key Achievements:
✅ RFID cloning mechanic fully specified (proximity, tutorial, alternatives)
✅ Campaign arc advanced (Architect first communication, M2 connection)
✅ Educational value defined (9 challenges → 6 CyBOK areas)
✅ Moral complexity created (Victoria double agent, James protection)
✅ LORE framework set (4 fragments connecting Season 1 cells)
✅ NPC voices established (Victoria ideologue, James innocent, Cipher mystery)
Mission Features Defined:
- New Mechanic: RFID cloning (2 GU, 10s, visual feedback, tutorial)
- M2 Revelation: ProFTPD sold to Ghost for $12,500 (hospital ransomware)
- Architect Reveal: First direct communication (Q4 priorities, coordination)
- Moral Choices: Victoria (arrest vs double agent), James (protect vs ignore)
- 3 Acts: Daytime recon (20-30%) → Nighttime infiltration (50-55%) → Choice (20-25%)
Educational Objectives:
- Network reconnaissance (nmap, netcat, service enumeration)
- Service exploitation (distcc CVE-2004-2687, Metasploit)
- Multi-encoding (ROT13, Hex, Base64, nested ROT13+Base64)
- Intelligence correlation (physical + digital evidence)
- RFID security vulnerabilities, social engineering
Victory Conditions:
- 100%: All flags, all LORE, both choices, stealth
- 80%: 3/4 flags, 2/3 LORE, choices made
- 60%: 2/4 flags, server accessed, choice made
Next Steps:
- Complete narrative_themes.md (setting details, NPC voices, tone)
- Complete hybrid_architecture_plan.md (VM + ERB integration spec)
- Proceed to Stage 1 (Narrative Structure Development)
Status: Stage 0 - 50% COMPLETE
Target: Ready for Stage 1 by end of session
2026-01-14 09:46:32 +00:00
Z. Cliffe Schreuders
7c9d471eaf
Complete Mission 3 Stage 0 technical challenges specification
...
Added comprehensive technical challenges breakdown (600+ lines):
Break Escape In-Game Challenges:
1. RFID Keycard Cloning (NEW MECHANIC)
- Proximity-based (2 GU range, 10-second window)
- Visual feedback: Progress bar, particle effects, audio cues
- Success: Cloned keycard added to inventory
- Alternative: Social engineering (victoria_trust >= 40)
- Tutorial: Agent 0x99 pre-mission briefing
- Educational: RFID vulnerabilities, proximity attacks
- Implementation: Proximity detection, progress tracking, inventory integration
2. Lockpicking (Reinforced from M1-M2)
- 4 locks: IT cabinet (easy), executive office (medium), security room (medium), safe (PIN)
- Safe combo: 2010 (WhiteHat founding year)
- Clues: Reception plaque, computer file
- Skill reinforcement, no tutorial needed
- Contains: LORE Fragment 2 (Exploit Catalog)
3. Guard Patrol Stealth (Reinforced from M2)
- Night security guard, 4-waypoint patrol (60s loop)
- LOS: 150px range, 120° cone
- Detection states: Unaware → Alert → Suspicious → Hostile
- Strategies: Timing-based stealth, social engineering, distraction
- Educational: Operational security, pattern recognition
4. Social Engineering (Advanced)
- Victoria Sterling: Influence system (50 start, 40+ for bypasses)
- Trust unlocks: Office info (30+), server access (40+), double agent (80+)
- James Park: Information extraction (office layout, schedules, security)
- Night Guard: Cover story validation
- Educational: Trust exploitation, corporate infiltration
5. Multi-Encoding Puzzle
- Message 1: ROT13 whiteboard ("MEET WITH THE ARCHITECT...")
- Message 2: Hex client list (Ransomware Inc, Critical Mass, Social Fabric)
- Message 3: Base64 email (ProFTPD exploit pricing)
- Message 4: Double-encoded USB (ROT13 + Base64 nested - Architect's directives)
- Discovery: Conference room, Victoria's computer, email, desk drawer
- Educational: Pattern recognition, multi-stage decoding, persistence
- CAMPAIGN REVEAL: First direct Architect communication!
VM/SecGen Challenges (Information Gathering: Scanning):
1. Network Port Scanning
- Tool: nmap
- Target: 192.168.100.50
- Output: Ports 21 (FTP), 22 (SSH), 80 (HTTP), 3632 (distcc)
- Flag: flag{network_scan_complete}
- Educational: Port scanning, service enumeration
- Difficulty: Easy
2. Banner Grabbing (FTP)
- Tool: netcat, ftp
- Banner reveals: Client codename "GHOST" (M2 connection!)
- Flag: flag{ftp_intel_gathered}
- Educational: Intelligence from banners, netcat fundamentals
- Difficulty: Easy
3. HTTP Service Analysis
- HTML contains Base64 in comment
- Encoded: ZmxhZ3twcmljaW5nX2ludGVsX2RlY29kZWR9
- Decoded: flag{pricing_intel_decoded}
- Educational: Web reconnaissance, Base64 (reinforced)
- Connects: Victoria's pricing email
- Difficulty: Medium
4. distcc Exploitation (CVE-2004-2687)
- Vulnerability: distcc daemon RCE
- Tools: Metasploit or manual exploitation
- Shell access → operational logs
- CRITICAL REVEAL: ProFTPD sold to Ghost for $12,500 (M2 hospital!)
- Flag: flag{distcc_legacy_compromised}
- Educational: Legacy exploitation, CVE research, RCE
- Difficulty: Advanced
Challenge Integration Matrix:
- 9 challenges total (5 in-game, 4 VM)
- Difficulty: Easy → Advanced scaling
- Educational: NSS, SS, ACS, SOC, HF, AB knowledge areas
- Unlocks: Server access, intel, LORE, M2 connection, Architect reveal
Difficulty Scaling:
- Easy: 5s RFID, slower guard, tutorial VM
- Normal: 10s RFID, standard guard, all encoding types
- Hard: 15s RFID, fast guard, additional obfuscation
Educational Assessment Rubric:
✅ Network reconnaissance (port scanning, service enumeration)
✅ Service exploitation (distcc CVE-2004-2687, Metasploit)
✅ Encoding analysis (ROT13, Hex, Base64, nested decoding)
✅ Intelligence correlation (physical + digital evidence)
✅ Physical security (RFID, lockpicking, stealth, social engineering)
Implementation Priority:
- Phase 1: RFID, guard, VM challenges, drop-site integration
- Phase 2: Social engineering, encoding puzzle, LORE, safe
- Phase 3: Tutorials, scaling, alternative paths, feedback
Status: Stage 0 technical challenges COMPLETE ✅
Next: narrative_themes.md, hybrid_architecture_plan.md
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
88e00f4a8d
Begin Mission 3 'Ghost in the Machine' - Stage 0 Initialization
...
Created comprehensive Stage 0 scenario initialization for Mission 3:
Mission Overview:
- Title: "Ghost in the Machine"
- Tier: Intermediate (Mission 3 of Season 1)
- ENTROPY Cell: Zero Day Syndicate
- SecGen Scenario: "Information Gathering: Scanning"
- Playtime: 60-75 minutes
- New Mechanic: RFID keycard cloning
Key Features:
✅ Undercover operation at WhiteHat Security Services (Zero Day front company)
✅ RFID cloning mechanics (proximity-based, 10-second window)
✅ Network reconnaissance integration (nmap, netcat, distcc exploitation)
✅ Multi-encoding puzzle (ROT13, Hex, Base64, double-encoded)
✅ Major revelation: Zero Day sold M2 hospital ransomware exploit
✅ First direct mention of "The Architect" (campaign arc progression)
✅ Double agent vs. arrest moral choice
Technical Challenges:
- VM: Network scanning (nmap), banner grabbing (netcat), distcc CVE-2004-2687
- In-Game: RFID cloning, lockpicking, guard patrol, social engineering, multi-encoding
- Hybrid: Dead drop system integrates VM flags with ERB narrative content
CyBOK Areas:
- NSS: Port scanning, service enumeration, banner grabbing
- SS: distcc exploitation, legacy service targeting
- ACS: ROT13, Hex, Base64 encoding, multi-stage decoding
- SOC: Intelligence correlation, systematic investigation
- HF: Undercover operations, social engineering
- AB: Exploit marketplace economics, threat actor coordination
3-Act Structure:
- Act 1 (20-30%): Undercover infiltration, daytime recon, clone RFID card
- Act 2 (50-55%): Nighttime infiltration, network scan, evidence collection
- Act 3 (20-25%): M2 connection reveal, Architect discovery, moral choice
Key NPCs:
- Victoria Sterling (Zero Day sales lead) - Professional, ideological, arrest/double agent target
- James Park (Innocent pen tester) - Moral complexity, optional protection choice
- "Cipher" (Cell leader) - Referenced but not seen, future villain setup
- Agent 0x99 (Handler) - Briefing, tutorials, debrief
LORE Fragments:
1. Zero Day Client List (Hex-encoded) - Shows all ENTROPY cells coordinating
2. Exploit Catalog (Safe, PIN 2010) - ProFTPD sale to Ghost for $12,500
3. The Architect's Requirements (Double-encoded) - First direct communication
4. Victoria's Manifesto (Whiteboard) - Free market ideology
Campaign Connections:
- M1: Social Fabric appears in client list
- M2: ProFTPD exploit sold to Ghost revealed (MAJOR "aha moment")
- M4: Critical Mass client, SCADA exploits referenced
- M6: Crypto Anarchists mentioned in Architect's requirements
- M7-9: The Architect introduction, coordination revealed
Educational Objectives:
- Network reconnaissance (port scanning, service enumeration)
- Banner grabbing for intelligence gathering
- Multi-stage encoding/decoding
- Intelligence correlation (physical + digital evidence)
- RFID security vulnerabilities
Victory Conditions:
- Full (100%): 4 VM flags, 4 encoded messages, 3 LORE, moral choices, stealth
- Standard (80%): 3 VM flags, 3 encoded messages, 2 LORE, moral choices
- Minimal (60%): 2 VM flags, 2 encoded messages, moral choice
Moral Choices:
1. Victoria Sterling: Arrest (disrupt cell) vs. Double Agent (long-term intel)
2. James Park: Protect innocent vs. Focus on mission
3. Consequences tracked in global variables, reflected in debrief
Critical Decisions Made:
✅ RFID cloning: Proximity (10s) + social engineering alternative
✅ Network scanning: Automated flags + educational tutorial
✅ Double agent: Long-term intelligence vs. immediate disruption
✅ Architect reveal: Name only (identity reserved for M7-9)
✅ Setting: WhiteHat Security corporate office
✅ Structure: Daytime recon → nighttime infiltration
Next Steps:
Stage 1 - Narrative Structure Development (scene-by-scene breakdown)
Status: Stage 0 COMPLETE ✅
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
4101fcb838
Add clear constant objectives reference for Mission 2
...
Created OBJECTIVES.md as quick-reference guide for Mission 2's constant objectives:
📋 Clear Structure:
- 5 Main Objectives clearly listed with descriptions
- 15 Total Tasks with unlock conditions
- Visual progression flow diagram
- Quick reference table for developers/players
Objectives Summary:
1. Infiltrate Hospital (3 tasks) - Active at start
2. Access IT Systems (3 tasks) - Unlocks after Objective 1
3. Exploit ENTROPY's Backdoor (4 tasks) - Unlocks after server room access
4. Recover Offline Backup Keys (3 tasks) - Unlocks after database flag
5. Make Critical Decisions (2 tasks) - Unlocks after Objectives 3 & 4
🔒 Progressive Unlock System:
Start → Obj 1 → Obj 2 → Obj 3 + Obj 4 → Obj 5 → Complete
✅ Constant Objectives Guaranteed:
- Defined once in scenario.json.erb (lines 41-183)
- Same 5 objectives, same 15 tasks throughout mission
- No dynamic or changing objectives
- Clear unlock conditions for each objective
Quick Reference Includes:
- Task IDs for development
- Minimum completion requirements (60% vs 100%)
- Key answers (PIN: 1987, passwords, flags)
- Moral choice options
Purpose:
- Player reference during gameplay
- Developer reference for implementation
- QA reference for testing
- Documentation of constant objective set
This ensures Mission 2 has a clear, constant, and well-documented set of objectives.
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
26a5d6fafa
Add Mission 2 objectives verification document
...
Created OBJECTIVES_VERIFICATION.md to confirm objectives are clear and constant:
✅ Verification Status: PASS
- 5 well-defined objectives with descriptive titles
- 15 specific tasks with explicit completion criteria
- Consistent across all files (scenario.json.erb, SOLUTION_GUIDE.md, Ink scripts)
- Progressive unlock structure ensures linear story flow
- Multiple solution paths documented for flexibility
Objectives Summary:
1. Infiltrate Hospital (3 tasks) - Active at start
2. Access IT Systems (3 tasks) - Unlocks after Objective 1
3. Exploit ENTROPY's Backdoor (4 tasks) - Unlocks after server room access
4. Recover Offline Backup Keys (3 tasks) - Unlocks after database flag
5. Make Critical Decisions (2 tasks) - Unlocks after Objectives 3 & 4
Cross-File Verification:
✅ scenario.json.erb: 5 objectives, 15 tasks
✅ SOLUTION_GUIDE.md: 5 objectives, 15 tasks (documented)
✅ Ink scripts: Reference tasks via #complete_task tags
✅ Global variables: Track objective states
Progression Flow:
Start → Obj 1 → Obj 2 → Obj 3 + Obj 4 → Obj 5 → Complete
Completion Requirements:
- Minimum (60%): 2+ VM flags, offline keys, both moral choices
- Perfect (100%): All 15 tasks, 4 VM flags, 3 LORE fragments, Marcus protected
Player-Facing Clarity:
- Clear task titles guide player actions
- Progressive unlocking prevents confusion
- Multiple solution paths (social, stealth, combat)
- No ambiguity in completion criteria
Optional Content (not required for completion):
- Marcus Protection Choice (moral decision)
- LORE Fragment Collection (3 fragments for narrative depth)
Result: Mission 2 objectives are clear, constant, and suitable for:
- Player guidance during gameplay
- Completion tracking for mission scoring
- Educational assessment of learning outcomes
- Narrative pacing and tension building
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
b3156bf125
Complete Mission 2 comprehensive solution guide (2085 lines)
...
Added remaining sections to SOLUTION_GUIDE.md:
- Complete Item List (starting inventory, key items, optional items)
- LORE Items (all 3 fragments with locations)
- Environmental Clues (founding plaque, sticky notes, emails)
- VM-Related Items (all 4 flags with rewards)
- Speedrun Optimization Guide (minimal 60% + perfect 100% routes)
- Achievement Guide (story, ethical, combat, stealth, speedrun)
- Common Mistakes & Solutions (7 troubleshooting scenarios)
- Educational Learning Outcomes (CyBOK mapping for 8 knowledge areas)
- Conclusion (key takeaways, Season 1 connection, final statistics)
Guide Contents Summary:
✅ Mission Overview (47 patients, 12-hour crisis, 2.5 BTC ransom)
✅ Complete Objectives List (5 constant aims, ~17 tasks)
✅ ASCII Room Layout Diagram (8 rooms with guard patrol route)
✅ 3 Step-by-Step Walkthroughs (Optimal/Combat/Social paths)
✅ NPC Interaction Guide (5 NPCs with influence systems)
✅ Puzzle Solutions (PIN 1987, Base64, ROT13)
✅ VM Challenge Solutions (all 4 flags with commands)
✅ LORE Fragment Locations (3 fragments with narrative significance)
✅ Moral Choices & Consequences (3 choices with decision matrices)
✅ Complete Item List (40+ items categorized)
✅ Speedrun Routes (35-min minimal, 65-min perfect)
✅ Achievement Guide (20+ achievements)
✅ Common Mistakes (7 issues with solutions)
✅ Educational Outcomes (8 CyBOK knowledge areas)
Perfect Run Statistics:
- Rooms: 8/8
- NPCs: 5/5 (Dr. Kim, Marcus, Guard, Agent 0x99, Ghost)
- VM Flags: 4/4
- LORE: 3/3
- Moral Choices: 3/3
- Time: 65-75 minutes
- Score: 100%
Educational Focus:
- MAT: Ransomware, ProFTPD CVE-2010-4652
- IR: Recovery procedures, backup importance
- NSS: SSH weaknesses, FTP vulnerabilities
- ACS: Encoding vs encryption, Base64, ROT13
- SS: Linux navigation, file permissions
- HF: Social engineering, scapegoating dynamics
- AB: Threat actor motivations, ransomware economics
- SOC: Physical security, investigation techniques
Narrative Impact:
- LORE 3 (ZDS Invoice) sets up Mission 3: "Ghost in the Machine"
- First evidence of ENTROPY cell coordination under "The Architect"
- Connects Ransomware Inc → Zero Day Syndicate → Crypto Anarchists
- Transforms Season 1 from isolated missions to connected campaign
Document is now complete and ready for playtesting reference.
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
9cb607ddf6
Add interactive guard with combat options to Mission 2
...
Implemented patrolling security guard in hallway_north with multiple
player interaction options including combat/fighting mechanics.
New Features:
1. Interactive Security Guard NPC
- Patrols hallway_north corridor (4-waypoint route)
- Line-of-sight detection (150px range, 120° angle)
- Lockpicking detection (event-triggered confrontation)
- Visual LOS cone for player awareness
2. Combat/Fighting Options
Player can choose to physically confront the guard:
- Knockout punch (quick but risky)
- Wrestling/grappling (moderate difficulty)
- Improvised weapon (fire extinguisher)
- Back down from fight (de-escalation)
Success depends on influence stat:
- High influence: Guard knocked out, ~2 min window
- Low influence: Failed attack, mission compromised
3. Alternative Approaches
- Social engineering (claim authorization, emergency)
- Persuasion (explain situation, build rapport)
- De-escalation (apologize, back down)
- Avoidance (wait for patrol to pass)
4. Consequences System
- #hostile tag: Guard calls backup
- #take_damage: Failed combat consequences
- #mission_failed: Attacking security = mission end
- Guard knockout: Time-limited stealth window
Files Added:
- m02_npc_security_guard.ink (500+ lines)
- m02_npc_security_guard.json (compiled)
Files Modified:
- scenario.json.erb:
- Added interactive guard NPC to hallway_north
- Patrol behavior with 4 waypoints
- LOS and lockpicking event detection
- Global variables: guard_knocked_out, attacked_guard
Validation: ✓ PASSED
- Schema compliant
- JSON valid
- Ink script compiles successfully
Design Notes:
- Based on npc-patrol-lockpick test scenario
- Integrated with M2's hospital crisis context
- Multiple paths support different playstyles
- Combat is high-risk/high-reward option
- Aligns with SAFETYNET Field Rule 7: improvise as needed
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
bf90ad2769
Fix Mission 2 scenario validation errors - JSON now valid ✅
...
Fixed 2 critical issues preventing validation:
1. JSON newline escaping (line 429):
- Changed: "text": "<%= marcus_warning_email %>"
- To: "text": <%= marcus_warning_email.to_json %>
- Root cause: Ruby \n sequences became literal newlines in JSON
- Fix: .to_json properly escapes strings for JSON format
2. Invalid object type (line 561):
- Changed: "type": "key_data"
- To: "type": "notes"
- Issue: "key_data" not in schema's allowed types
- Fix: Using "notes" for USB drive with backup encryption keys
Validation Results:
✓ ERB renders successfully
✓ JSON parses without errors
✓ Schema validation PASSED
⚠ 8 non-critical warnings/suggestions (optional enhancements)
Schema validation summary:
- All required fields present
- All object types valid
- Room dimensions compliant
- Connection structure valid
- NPC and item placement correct
Scenario is now ready for testing and implementation!
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
fcf2b60c14
Add Mission 2 'Ransomed Trust' scenario implementation (WIP)
...
Created comprehensive scenario files for Mission 2:
- mission.json metadata with CyBOK mappings
- scenario.json.erb with 8 rooms, 4 NPCs, objectives, items
- 8 compiled Ink scripts (789 total lines including JSON)
Ink Scripts (All Successfully Compiled ✅ ):
- m02_opening_briefing.json - Act 1 emergency briefing
- m02_npc_sarah_kim.json - Hospital CTO dialogue
- m02_npc_marcus_webb.json - IT Admin dialogue
- m02_terminal_dropsite.json - VM flag submission
- m02_terminal_ransom_interface.json - Ransom decision
- m02_phone_agent0x99.json - Handler support
- m02_phone_ghost.json - Antagonist communication
- m02_closing_debrief.json - Outcome acknowledgment
Scenario Features:
- 8 rooms: Reception, IT Dept, Server Room, Emergency Storage,
Dr. Kim's Office, Conference Room, 2 Hallways
- 4 NPCs: Dr. Kim, Marcus Webb, Receptionist, Guard (patrol)
- 5 Objectives with progressive unlocking
- VM integration: SecGen "Rooting for a win" scenario
- 3 LORE fragments (CryptoSecure, Ghost Manifesto, ZDS Invoice)
- PIN puzzle (1987), lockpicking, social engineering
- Moral choices: Ransom payment, hospital exposure, Marcus protection
Known Issues (To Fix):
- JSON newline escaping in multi-line text fields (line 393)
- Text fields need \n instead of literal newlines
- Validation script shows "Invalid control character" error
Next Steps:
- Fix JSON escaping in scenario.json.erb
- Run validation script successfully
- Add recommended tutorials (PIN puzzle, Marcus reminder)
- Test scenario compilation and gameplay
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
3b367f75a2
Add Mission 3 'Ghost in the Machine' preparation document
...
Mission 3: Intelligence Gathering & Network Reconnaissance
- ENTROPY Cell: Zero Day Syndicate
- SecGen Scenario: Information Gathering: Scanning
- New Mechanics: RFID keycard cloning, network reconnaissance
- Difficulty: Intermediate (Mission 3 of Season 1)
- Playtime: 60-75 minutes
Key Features:
- Undercover operation at WhiteHat Security Services (Zero Day front)
- RFID cloning mechanics introduction
- Network scanning integration (nmap, netcat, distcc exploitation)
- Multi-encoding puzzle (ROT13, Hex, Base64)
- Major revelation: Zero Day sold M2 hospital ransomware exploit
- First direct mention of "The Architect" (campaign arc progression)
- Double agent vs. arrest moral choice
Campaign Connections:
- Reveals cross-cell coordination (M2 hospital attack traced to Zero Day)
- Sets up Zero Day as recurring antagonist
- Introduces The Architect as mysterious coordinator
- Client list connects M1 (Social Fabric), M2 (Ransomware Inc), M4 (Critical Mass)
CyBOK Areas:
- Network Security (port scanning, service enumeration, banner grabbing)
- Systems Security (distcc exploitation CVE-2004-2687)
- Applied Cryptography (multiple encoding types, pattern recognition)
- Security Operations (intelligence correlation, systematic investigation)
README includes:
- Executive summary and mission overview
- 9-stage development workflow (same as M1, M2)
- Technical challenges breakdown (RFID, network recon, encoding)
- Narrative arc (3 acts: undercover → infiltration → revelation)
- Key NPCs (Victoria Sterling, James Park, Cipher references)
- LORE opportunities (client lists, exploit catalog, Architect requirements)
- Good practices from M1 & M2
- Critical decisions needed before Stage 0
- Risk assessment
- Development timeline estimate (70-97 hours design)
Status: Ready for Stage 0 initialization
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
c0765a4861
Complete Mission 2 'Ransomed Trust' Stages 8-9: Validation and Assembly
...
Stage 8: Scenario Review and Validation
- Comprehensive validation report (08_validation_report.md)
- Validated completeness across all 8 stages (0-7)
- Technical validation: room dimensions, Ink syntax, item placement
- Educational quality: CyBOK alignment, technical accuracy
- Narrative quality: character consistency, choice impact
- Player experience: no soft locks, clear objectives
- Overall assessment: PASS WITH MINOR RECOMMENDATIONS
- No critical fixes required, scenario ready for assembly
Stage 9: Scenario Assembly
- Logical flow validation (09_logical_flow_validation.md)
- All objectives completable with multiple valid paths
- Progressive unlocking validated (no soft locks)
- Resource access validated (items, keycards, NPCs)
- Spatial logic validated (all coordinates within bounds)
- Hybrid integration validated (VM flags, terminal interfaces)
- Complete 12-step walkthrough (50-70 minutes)
- VALIDATION PASSED
- Assembly guidance (09_assembly_guidance.md)
- Phase-by-phase implementation roadmap (6 phases)
- Complete JSON templates and ERB structure
- All 9 room definitions with connections
- NPC configurations with Ink script references
- Complete items list (12 items)
- LORE fragments JSON (3 fragments)
- VM integration configuration
- Validation checklists
- Estimated implementation time: 12-18 hours
Mission 2 planning (Stages 0-9) now complete and ready for developer implementation.
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
30f0e686d9
Add Mission 2 Stage 7: Complete Ink Script Suite
...
Created 8 comprehensive Ink scripts for Mission 2 "Ransomed Trust":
1. m02_opening_briefing.ink
- Act 1 emergency briefing with Agent 0x99
- Player choice tracking (cautious/aggressive/adaptable approach)
- Mission objectives and stakes establishment (47 patients, 12-hour window)
- 3-line dialogue rule adherence throughout
2. m02_npc_sarah_kim.ink
- Dr. Kim (Hospital CTO) NPC with hub dialogue pattern
- Guilt revelation about budget cuts ($85K security vs $3.2M MRI)
- Trust/influence system (0-100 scale)
- Ransom decision input and scapegoating protection options
3. m02_npc_marcus_webb.ink
- Marcus Webb (IT Admin) social engineering target
- Trust-based access (keycard vs lockpicking paths)
- Password hints and server room access progression
- Vindication storyline (protect from scapegoating)
4. m02_terminal_dropsite.ink
- VM flag submission interface (4 flags)
- Hybrid architecture integration (VM → in-game unlocks)
- Progressive intel unlocking system
- Ghost manifesto horror reveal integration
5. m02_terminal_ransom_interface.ink
- Critical moral choice interface (pay ransom vs manual recovery)
- Ghost's persuasion vs Agent 0x99's analysis
- Consequence visualization (1-2 vs 4-6 patient deaths)
- Secondary decision: hospital exposure
- Global variable tracking for debrief callbacks
6. m02_phone_agent0x99.ink
- Handler support and tutorial guidance
- Contextual hints (guard patrols, lockpicking, passwords, PIN safe)
- Encoding tutorial (Base64, ROT13)
- Ransom decision counseling (neutral presentation)
- Event-triggered knots for game events
7. m02_phone_ghost.ink
- Antagonist communication (cold, calculated ideology)
- ENTROPY philosophy explanation
- Patient death calculation justification
- Unrepentant true believer characterization
- Post-decision responses (paid vs refused ransom)
8. m02_closing_debrief.ink
- Comprehensive outcome acknowledgment
- Patient death statistics (2 vs 6 fatalities)
- NPC fate tracking (Dr. Kim, Marcus protected/unprotected paths)
- Ransom choice validation (utilitarian vs consequentialist ethics)
- Hospital exposure consequences
- Mission 3 setup (Zero Day Syndicate)
- The Architect tease
Key Features:
- All scripts follow 3-line dialogue rule for pacing
- Hub patterns for replayable conversations
- Trust/influence systems for NPCs
- Proper #exit_conversation tags
- Variable tracking for choice callbacks
- External variable integration
- Event-triggered knot support
- Moral complexity without "right" answers
Stage 7 Complete: All narrative content ready for implementation.
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
bacb2b7308
Add Mission 2 Stages 5-6: Room Layout and LORE Fragments
...
Stage 5 - Room Layout and Spatial Design:
- Hospital floor plan with 7 rooms (hub-and-spoke layout)
- 3 locked doors with progressive difficulty (easy → medium → medium-hard)
- 60-second guard patrol with predictable waypoints
- Detailed container placement (11 total containers)
- PIN puzzle design with multiple clues and fallback device
- Server Room as central hub for VM/encoding challenges
- Multiple solution paths for player agency
Stage 6 - LORE Fragments:
- Fragment 1: Ghost's Manifesto (VM discovery, patient death calculations)
- Fragment 2: CryptoSecure Services (filing cabinet, front company operations)
- Fragment 3: ZDS Invoice (safe puzzle, exploit procurement and cross-cell coordination)
- Campaign connections to M3 (Zero Day Syndicate) and M6 (Crypto Anarchists)
- The Architect coordination role revealed
These planning documents complete the foundational design for Mission 2
"Ransomed Trust" room layout, spatial design, and narrative LORE integration.
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
92db4b3cfe
Complete Mission 2 'Ransomed Trust' Stages 0-4 development
...
Stage 0: Scenario Initialization
- Complete mission overview with hospital ransomware crisis
- Ransomware Incorporated cell integration
- Hybrid architecture plan (VM ProFTPD exploitation + ERB narrative)
- Concrete stakes: 47 patients, 12-hour deadline, $87K ransom
- Ghost as true believer antagonist (calculated patient deaths)
- 3 LORE fragments planned (manifesto, CryptoSecure, ZDS invoice)
Stage 1: Narrative Structure
- Complete 3-act structure (18 scenes)
- Act 1: Infiltration (Dr. Kim, Marcus, guard tutorial)
- Act 2: Exploitation (VM challenges, safe puzzle, LORE discoveries)
- Act 3: Impossible choices (ransom dilemma, hospital exposure)
- Emotional beat timeline with intensity mapping
- Tutorial integration for new mechanics (guards, PIN safe, ROT13)
Stage 2: Character Development
- Dr. Sarah Kim: Desperate CTO with guilt over budget cuts
- Marcus Webb: Defensive IT admin, scapegoat victim
- Ghost: Unrepentant ENTROPY operative, true believer
- Agent 0x99: Supportive handler, growing ENTROPY concern
- Voice examples with 3-line dialogue rule
- Character arcs defined (Marcus varies by player choice)
Stage 3: Moral Choices and Consequences
- Choice 1: Marcus trust building (sympathize/professional/blame)
- Choice 2: Marcus protection (warn/plant evidence/ignore)
- Choice 3: Ransom payment (pay/independent recovery) - NO RIGHT ANSWER
- Choice 4: Hospital exposure (public/quiet) - transparency vs pragmatism
- Optional: Ghost confrontation (argue/acknowledge/silent)
- All choices have meaningful campaign consequences (M6 financial trail)
- Utilitarian vs Consequentialist ethical frameworks
- Debrief variations reflect all choices (4 ransom+exposure combos)
Stage 4: Player Objectives and Tasks
- 5 required aims, 3 optional aims
- 23 required tasks, 4 optional tasks (27 total)
- Hybrid objectives: VM flag submissions + in-game tasks
- Success tiers: 60% minimal, 80% standard, 100% perfect
- Progressive unlocking validated (no soft locks)
- Ink tag integration (#complete_task, #unlock_aim, #give_item)
- Optional achievements: Ghost Hunter, Code Breaker, Ethical Hacker
Technical Challenges (Detailed Breakdown):
- New mechanics: Patrolling guards (60s predictable), PIN safe puzzle
- Reinforced mechanics: Lockpicking (4 doors), social engineering, Base64
- New encoding: ROT13 (Caesar cipher introduction)
- VM: ProFTPD CVE-2010-4652 exploitation, SSH brute force, Linux nav
- CyBOK coverage: Malware, Incident Response, Cryptography, Human Factors
Key Design Decisions:
- Ransom dilemma has no 'right' answer (both ethically valid)
- Ghost remains unrepentant (true believer, no redemption arc)
- Marcus's fate controllable by player (justice possible)
- Guard patrols beginner-friendly (forgiving, predictable, alternate paths)
- PIN puzzle accessible (multiple clues, hint system, fallback device)
- Campaign integration: M3 ZDS connection, M6 financial trail
Ready for Stage 5: Room Layout Design
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
b01ed30968
Add Mission 2 'Ransomed Trust' development preparation document
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- Created comprehensive preparation doc for M02 development
- Extracted mission details from Season 1 arc plan
- Documented 9-stage development workflow
- Applied Mission 1 good practices and lessons learned
- Identified new mechanics: patrolling guards, PIN cracking
- Outlined moral choices: ransom payment, hospital exposure
- Documented campaign connections to M1 and M6
- Included risk assessment and success criteria
- Ready for Stage 0: Scenario Initialization
2026-01-14 09:46:31 +00:00
Z. Cliffe Schreuders
6c3285d745
Update CyBOK metadata
2026-01-13 13:28:14 +00:00
Z. Cliffe Schreuders
d2b78b9d54
Clean up trailing whitespace in migration and CSS files
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- Removed unnecessary trailing whitespace from `remove_unique_game_constraint.rb`, `flag-station-minigame.css`, `vm-launcher-minigame.css`, and `hacktivity-cable.js` to enhance code quality and maintain consistency across the codebase.
2026-01-13 09:39:14 +00:00
Z. Cliffe Schreuders
2b0c68e961
Revise SOLUTION_GUIDE.md for improved room layout and navigation clarity
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- Updated room connections and layout to enhance player exploration and interaction.
- Added a Room Connections Summary table for quick reference on room access and directions.
- Revised step-by-step solution to clarify actions and results, ensuring a more intuitive gameplay experience.
- Enhanced puzzle chain diagram to reflect updated room connections and paths.
- Removed outdated content to streamline the guide and focus on essential gameplay elements.
2025-12-08 00:24:45 +00:00
Z. Cliffe Schreuders
adbd7a64b0
Revise Mission 1: First Contact to enhance narrative depth and urgency
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- Updated the story premise to introduce "Operation Shatter," detailing the coordinated mass panic attack targeting vulnerable populations.
- Expanded the room layout to include additional rooms and NPC interactions, enhancing player exploration and engagement.
- Added critical LORE fragments revealing casualty projections and targeting demographics, emphasizing the stakes of the mission.
- Revised dialogue and choices to reflect player actions and moral implications, ensuring a more impactful closing debrief.
- Improved scenario structure and flow, aligning with best practices for narrative clarity and player agency.
2025-12-08 00:20:50 +00:00
Z. Cliffe Schreuders
aad985ee98
Add new functionality to open workstations in new tabs
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- Introduced buttons in the Crypto and Lab Workstation title bars to allow users to open the respective workstations in new tabs.
- Implemented JavaScript functions `openCryptoWorkstationInNewTab` and `openLabWorkstationInNewTab` to handle the new tab functionality.
- Updated CSS styles for the new buttons to ensure proper positioning and visual appeal.
- Made necessary imports and exports in helper files to integrate the new functionality across the application.
2025-12-05 15:37:31 +00:00
Z. Cliffe Schreuders
9ca6474141
Update instructor scenario JSON for improved dialogue and structure
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- Enhanced the instructor's dialogue in `instructor.json` to provide clearer guidance on lab activities and exploitation concepts.
- Added detailed explanations of lab resources, including the Lab Sheet Workstation and VM lab room, to facilitate better player understanding.
- Improved the flow of conversation by restructuring prompts and responses, ensuring a more engaging learning experience for players.
- Included reminders about the ethical use of knowledge gained during the lab, reinforcing responsible security practices.
2025-12-04 23:22:51 +00:00
Z. Cliffe Schreuders
f0ffb3fdfd
Refactor code to remove trailing whitespace and improve readability
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- Cleaned up trailing whitespace in `games_controller.rb`, `game.rb`, and `validate_scenario.rb` to enhance code quality and maintain consistency across the codebase.
- Updated migration file `remove_unique_game_constraint.rb` to remove unnecessary whitespace, ensuring a cleaner migration history.
- Improved overall readability of the code by eliminating redundant blank lines in various files.
2025-12-04 23:17:34 +00:00
Z. Cliffe Schreuders
c7d9f5e3cf
Update migration and CSS files to remove trailing whitespace
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- Cleaned up trailing whitespace in migration file `remove_unique_game_constraint.rb` to maintain code quality.
- Removed unnecessary whitespace from CSS files for `flag-station-minigame.css` and `vm-launcher-minigame.css`, ensuring cleaner stylesheets.
- Tidied up JavaScript file `hacktivity-cable.js` by eliminating trailing whitespace, improving readability and consistency across the codebase.
2025-12-04 23:15:38 +00:00