Be werry werry quiet.
Map is at the bottom. GM information is in black, spoken is in boxes
- The Elevator: The elevator will stop with a whine and a thud, since this is the very edge of the elevator's sector. It isn't getting the power it should be from ICK, so it's going to be a bit of a bumpy ride. The TS team will exit into the hallway at 2.
- The Front Hallway: Standard Red clearance hallway up to the Double Doors at 3
The hallway stretches west from here, until you can't see anymore. The lights are out, and what little light you get from the elevator isn't revealing much of anything. Occationally the first overhead light will flicker, but it never comes on. The effect is more disorienting than helpful for you.The team should use the lights on the Bio Bot or their beamlights. Either way they'll have enough light to get to 3. - The Double Doors: These innocent looking doors will present the first challenge for the team. First, there is no power so there is no way to open the door (without modification, read on). Second, the hallway continues on to what appears (it's a long way down a dark hallway) to be an open door. Unfortunately, the floor from here to there is orange, and all players should be red at this point (if you have an orange team member, change the floor and all orange areas to yellow, and all yellow areas to green, it won't matter). So the team is faced with a choice: Find a way to open the door or be tratorous. Since its WAY too early to be a traitor, they'll choose to open the door.
Anyone from Power or Tech Services, or who has electronics can attempt this at normal difficulty. Anyone who has jurryrigging or habitat engineering can take a shot a tough, and anyone else can try a moxie check at Difficult to try and open the panel next to the door. This is a standard door panel, and it's obvious that the door has to get power through it. The person trying this should start asking about ways to get some juice into the panel, write him a note telling him his options:- Use the Bio Bot's external power feed (if he notices it) to jack into the door.
- Hook up a battery pack from the blade gun, BOT, boots, or any other device that uses battery power (make it up if you want, most things in Alpha do).
- Find some other source of power and plug it in.
- Blow up the damn door.
Important note: Once powered on, any door can be opened, then locked open. This is fairly standard knowledge among clones, and shouldn't be hidden from them. In this way the team can eventually open most of the doors and move through them freely. - A Body (sort of): Once they get past the doors, the team will enter a large hallway and notice Prolota-R-IAT:
The hallway stretches off into the distance and is approximately 20 feet wide. Directly at your feet is the mangled remains of a troubleshooter. Whoever he was, it appears that he was disintegrated from the mid-torso down by a terrific blast of energy. Judging by the blood trail, his body was thrown from some 20 to 30 feet away only to land face down here at the doors.The clone was, in fact, shot by a special cannon wielded by the Team Leader. Make sure that no one recognizes the type of blast or burns, this is a new weapon. Closer examination (looting) of the body will reveal:
The clone was a red-level troubleshooter, judging by the tattered remains of his reflec armor. He is also clutching a red-barreled blaster in his right hand. Searching his pack will get you another red barrel, a length of rope, a broken flashlight, five red pills, a small vial of clear liquid, and a dagger.You can add anything else here, but there is also a communist handbook hidden on his body. Any communists in the party will recognize the 5 red pills (They're standard issue computer pills that increase "happiness" but the 5 in the pack is a hint to other communists in this case) and should take an opportunity to relieve the corpse of this. It will be difficult for anyone else to find the book without an exhaustive search. The flashlight once contained the vial of liquid (you have to break the flashlight to get it out) which is a very strong sedative, and if smelled it will knock that person out. The barrel on his gun (4 shots left) is really orange, the one in his pack is just red. - Entrance to the Bathroom: The door is unmarked and requires no power to open, and anyone walking in without lights is apt to see reflections from the plastaflec mirrors. This might involve a shoot-out, who knows. In any case, plastaflec does not reflect lasers, and there are some small squares of it on the wall. The Computer doesn't endorse vanity, but puts them up anyway. The bathroom is unimpressive, describe it that way. If they bother to open the stalls, there's:
- A Body: in one of them. It's another troubleshooter (Poorbasta-R-DDD), sitting on the pot, with his pants around his ankles and a big hole in his head.
The body is sitting upright, slumped to the left a bit, on top of the pot. He is wearing red reflec armor and there's a red blaster laying on the floor at his feet. He definitely died of a laser blast at close range to his forehead.Close examination will reveal that the laser exited his head, but there is no blood or blast marks on the wall behind him. There is also (should they choose to look, my players always do) nothing in the pot but water. Searching and looting find:You find a small, well thumbed copy of "How to blow up large areas of Alpha Complex without getting scragged", a small blob of putty, some wires, a battery, two red barrels, a large vial of thick, black liquid, and a copy of "I performed traitorous biological acts with Teela-O-MLY and lived -fifth printing".The team leader or Loyalty officer should immediately confiscate the most treasonous of material, leaving the vial and barrels. The vial contains a toxic acid. It can be used both to burn away like an acid, or as a toxin for darts. It's unlikely that anyone will recognize it, so they'll learn the hard way or not at all. The putty, wires, and battery will be recognized by anyone with demolitions or chemistry as C-4 and the parts to make a simple bomb. - Entrance to the Machine Room: The machine room has a power door, meaning the group will have to open it the same way as the double doors, and is home to a large, odd machine. It fills most of the room, leaving only enough space for a control terminal and the chute that leads into the vat in the middle of the room.
- A Strange Machine:
The machine itself looks like a large vat with a chute leading to it that comes out of the ceiling. There is also a large laser-ray type device hanging from the ceiling pointed at the vat. Describe the goo in the vat as putrid and rancid. None of the members of the team should be able to identify the machine, and it should disgust and horrify them:
In fact, the machine is a first-level large chunk processor. The crap that they pour into vat A and B has to be broken down a certain level before processing. If it's too big, it gets filtered, sent here, and the laser blasts it down to workable size. It's a disgusting process.
The machine appears to be a large vat, combined with a huge laser that hangs from the ceiling. You can make out a large chute that leads from the roof into the vat. Inside the vat is a horrid smelling green and grey ooze. There seems to be large mixing blades that rise from the center, but you don't want to get too close to inspect it. Over to the side is a large valve, that apparently lets the ooze out of the vat. There is also a control booth off to the north side of the room. - A Body: Behind the vat, and pretty much out of view, is a dead guard. He's wearing green reflec but carries no weapon. He's been shot cleanly in the face and he's crumpled down in a hard-to-see spot. The group will probably overlook him, but just in case:
The citizen is wearing green reflec and looks like he was working on the chute when he was shot, since the controls for the chute are back here. He fell straigth back, then behind the vat itself. Searching the body, you find a keycard on a chain around his neck.The key goes to the security door at 15.
- Warehouse: The warehouse is HUGE, overwhelming, giant. It spans some 90' by 100' and some 50' high. There is a set of shelves that wrap the entire outer wall and two free standing shelves in the middle of the room. The front doors are openable by the Bio Bot, or can be powered open.
The doors swing open to reveal a monstrous, cavernous warehouse. Your lights swing back and forth across towering shelves that stretch toward the high ceiling. The shelves appear to hold hundreds and hundreds of large boxes. You'd estimate the room is some 100 feet across, but it's hard to tell in the low light. In the Northwest and Southwest corners you see two large machines. One appears to resemble the Bio Bot, the other looks like a tread-bot with a flatbed back.The machines are the Lifter and Cart-lift.
- Large Shelves: The shelves stand some 40 feet tall and each contains hundreds of boxes labeled "Stage 1 recycled matter". They contain the processed mess that gets stored and later shipped to the stage 2 recycle centers when needed. Essentially they're broken down trash, bodies, and any other organic matter that got shoved into a recycle shute. If the troubleshooters actually try and open a box, make sure it spills all over them, coating them in a greenish-grey slime. The slime is overpowering in it's stench. Each box weighs somewhere around 500 lbs, so only the BIO bot or Load Lifter (which is why the thing is here) can easilly lift and handle these. There are nearly 7000 of these boxes in the room, none of which are of any value to the team.
- A Lifter:
The lifter looks remarkably like the Bio Battle Bot, since the Bio Bot is really just a derivitive of the sucessful lifter design. The bot is a standard issue PLC-controlled Heavy Lifting Fork-Lift Bot, curently in a "stand-down" position. While it's more than happy to talk to someone, it won't open. Only the designated operator (one of the guards.. the dead ones) or an Indigo level citizen can get it open. It will also chat for hours with the Bio Bot (yes it can talk, just not to the troubleshooters). The Bio Bot will beep and honk at the Lifter in a loud, annoying manner for hours if allowed. The lifter will, however, donate some batteries if asked very nicely if it's told that they will be used to get the power back on. Otherwise, it won't move. If there are any Frankenstein Destroyers in the group, the Lifter will become angry with them, then downright hostile. It is very powerful and will eventually turn to hurting that troubleshooter if harassed.
- A Cart/Lift:
The Cart is nowhere near as intelligent as the Lifter. It understands it's job, and will do it's best to do it right. Otherwise, it doesn't care who's doing the driving. The cart-lift, combined with the Lifter, is used to get boxes off the shelves and move them from ICK to YUK where they are processed. The cart looks like a golf cart with a cherry picker on the back. The cart moves slowly, but it has a lot of power to it. It also has an external power hook-up that can be adapted to the doors if needed, and possesses the very useful set of headlights. Both the cart and the lift have controls, the cart has the steering and the lift controls, the lift has lift controls as well. If the lift controls are activated (as in "up") and the cart's are activated (as in "down") the cart's controls override. This is to allow the driver to avoid low areas. It also allows the driver to "jam" the controls into the "up" position and leave them (and whoever's on the lift) stuck up. The lift can go up a max of 40 feet, and can carry up to a ton. Having a ton of weight in the up position makes the vehicle top-heavy, however, and can force it to tip over.
- Two Bodies: In the corner the troubleshooters will stumble upon a pair of bodies (comm officer Spielbu-R-GGG and Dpt Leader Treehug-R-DUD):
Two bodies lie in the corner. One is slumped in the corner up against a box, sitting and facing outward. The other is a few feet in front of him, laying face down on the floor. There is a slight trail of blood leading down the hallway. The one slumped in the corner has orange reflec on and a camera rig on his shoulders. The one face down on the floor is also wearing orange reflec.The corpse on the floor is the deputy leader of the troubleshooters (Prolota-R-IAT), and the one in the corner is, indeed, the camera man. A quick search of the dpt leader will provide: two orange barrels, a small shrub in a pot, a set of tranquilizer darts, and a dart-gun. The shrub will probably be recognized by anyone from Seal-Club or Romantics, but roll perception checks all around. The camera man has the all important tape of the first mission. Unfortunately, the tape is badly damaged, and has no sound. Having the whole party see it would be advantagious for the group, but hey, this is paranoia. The film can be seen by anyone or everyone, since the cameraman was issued the same camera as the first team, and his has a "playback" feature. It also has a projector feature, depending on the needs of the team. It cannot be stopped once played, to avoid any attempts at editing the film. In any case, here's the scenario:The tape starts in the main hallway past the double doors, just outside the warehouse. The only clones visable are the team leader (obvious because he's wearing yellow and carrying a HUGE gun) and the deputy leader (who is currently face down in front of the camera guy). They are at the security door. They swipe a keycard, open the door, and enter. There's a second set of doors, which also open. The flickering of lights do nothing to disguise the carnage as the team leader and deputy open fire upon several green-level guards. The leader checks to make sure they're all dead, then heads past the camera toward the exit. At this point, with the group turning around, the camera man will get a good look at some others in the team. The loyalty officer is seen, and should be recognized as the unfortunate clone on the pot in the bathroom. Also seen is the equipment guy, who appears to be in much better condition on film than the shredded corpse near the front set of double doors. There are also two other clones in red who the party hasn't met (unless they've passed the iris door, which is unlikely). The film continues as the team turns left outside the security door, and comes to the iris door. At this point a yet-unseen member of the team drags a corpse up to the door, pulls out it's toungue, and presses it against the plate next to the iris. This opens the iris door, and the team turns left again, discarding the body inside the door. There is a guard in the hallway who is shot down instantly. The hallway turns right, and a brief shot of a blockaded door is visable before the lights go out. The camera man seems to turn, but it's hard to tell in the dark. Laser fire erupts, and the cameraman drops and starts firing wildly. There is movement, and the iris door is seen for a moment. The cameraman then trips, and looks down. A brief moment of light from a flashlight shows the severely injured deputy leader. The cameraman helps him up and is moving when suddenly a blast shoots just past him. He turns, but misses the equipment guy's spectacular swan dive towards the double doors, shot in the back by the leader (or his gun). The cameraman then moves again, and appears to enter the warehouse, his flashlight coming on for split seconds to get bearings. Finally, there is a flash of light and he drops. He turns and sees the loyalty officer for just a moment before getting shot in the head, then slumping down in the corner. The loyalty officer then shoots the injured deputy leader, and smashes the camera.Hopefully, this will give the team all sorts of ideas as to what happened to the original team. It should, at least, give them a better understanding of the bodies they've seen so far, and let them know that there are still more to be found.
- Security Door and Hallway: The team will once again be presented with a locked door. This time, it's a security door. Although it is possible to bypass the security (with a security roll at difficult) it's not easy. If they found the card key on the body at (9) then they'll have a much easier go at it. In any case, once this door is opened, they'll have to open a second door. The second door will not open unless the first is closed (a very nice voice will tell them this). After opening the second door, they'll find:
- The Control Room: If the team has seen the film from the warehouse, the scene of carnage won't be a shock, otherwise, describe it in great detail:
Three bodies lie in various ragged poses on the floor, each near a chair for the huge console which fills all of the rooms walls. Blast damage obviously has damaged the console itself, since there are broken bits of electronics scattered about the room.Off to the right is the door to the gun closet (21). Searching the three bodies will get them keycards to the security door (which they've already gotten past) and some useless personal items. The terminal is probably repairable, but it's taken a bit of damage.
- A Body: A Guard, wearing damaged green reflec and carrying a keycard.
- A Body: Same as above, green reflec and a keycard.
- A Body: You guessed it, green reflec and (gasp) a keycard!
- Large Control Terminals: Unless they want to make some outstanding roll, none of the team is going to have any idea how the monstrous control system works. Some things will be obvious, like security cameras, pressure valves and so forth, but nothing is labeled, nothing is obvious, and since there's no power, nothing is on.
- A Gun Closet: Everybody sing: "If I only had a key" The closet is yellow clearance, heavilly locked (there is no key in the adventure, since the head guard was eaten by the creature in Vat A), and contains a vast array of slugthrowers, cone rifles, and standard lasers and grenades. Blowing the door up would be exceedingly stupid, since it would probably blow those grenades up, too. Someone, without fail, will try and get to this stuff, but since it's all yellow clearance they should be shot on sight for having it. It does add for some fun conniving, though.
- Iris Door:
The iris door is a massive plasteel and duraplast construction that fills the hallway. It is designed to prevent unauthorized access into the Vat area, and with the power off is doubly secure. If the team has seen the video, they should remember that the first team used a tounge printer and a dead guard to get by. Of course, they had power, so it's going to be a bit more difficult. No matter what hair-brained scheme your team has, the only two ways to open the door are:
- Get the power back on to the sector (which means going down the hall to the power room, fixing the massive amount of damage to the power box) or
- Jurryrig it.
- Get everyone in position: Someone at another power station (one of the doors) and someone with a dead guard (or his tongue) at the iris door.
- Someone restores power to the whole sector. This will require either the cart/lift or bio bot. Nothing else has the juice. This will suck either one dry.
- In the brief moments before the power goes out, they'll need to slam a guard's head/tongue against the tongue reader.
- Jam the iris door with either the bio bot or cart before it eventually fully closes (this takes about 20 seconds, it closes very slowly, make sure they notice this).
Important Note: The iris door is a high-security door and unlike most doors it cannot be locked open. This door must be wedged open using either the bot, lifter, cart, or some other large metal object. - Get the power back on to the sector (which means going down the hall to the power room, fixing the massive amount of damage to the power box) or
- Intersection / Body: The intersection leads north (to the mixing room: 28) West (to Vat A: 25) and East (to Vat B: 29). There's also a dead guard here (shown in the video, his tongue opened the door for the first team). The team will see:
The iris door opens to reveal three passages. One large one leads north to a set of double doors, and two lead east and west, both of which turn north again. There is a body here, one of the guards, wearing green reflec. You also notice that there are quite a few laser blast holes in the walls, it looks like a small war went on in here.If the team has a decent source of light, they may be able to see the body of Keepit-R-EAL at 24 and you can describe it as well.
- A Body:
A troubleshooter, wearing red reflec. He looks to have taken quite a few direct hits with a laser. Blast shots scar him from head to toe. He doesn't seem to be carrying anything, whatever he had must have been stolen.This was the happiness officer, who was in a bad spot when the lights went out.
- Carnage at Vat Room A:
Part of the doorway here is heavilly blockaded by chairs, tables, and large equipment that looks like jackhammers with spoons at the end. Beyond you can see into Vat Room A, where at least 2 bodies, or at least parts of 2 bodies, are visable. Both appear to have been red level workers.The team can climb over the barricades and get a better view of Vat Room A:The room is in total chaos. A huge chunk of the Vat looks to have torn from the top, and there is green slime everywhere. The terminals that probably controlled the vat look like they've been completely demolished. Huge, unidentifiable chunks of twisted electronics and metal lie in piles here and there.If they wait long enough, the creature that lives in Vat A will welcome them to it's home by trying to eat them.
- Parts of Bodies: Whoever these red level clone were, there ain't much left. The monster has effectively reduced them to chum.
- Vat A:

Ah, the star of the show. The monster, a hideous mass of tentacles, was spawned here when some biological material from the clone vats mixed with all sorts of other waste, radioactivity, and who knows what else. In any case, it's here, and it's not happy. The beast itself is huge, completely filling the 20' tall vat and reaching out with it's tentacles so that it can reach anywhere inside the room.Suddenly, from within the vat you see movement. Gigantic tentacles start to reach out. Some have claws, other have eyes, and still others have gaping mouths filled with sharp teeth. The beast lunges toward you, clearing the distance between the vat and you in mere monents. The speed is astounding!The beast's stats are
STR: 25 (Carry 500 / HTH 15)
END: 16 (Macho 12 / Wounds 20)
AGL: 12
DEX: 3
MOX: essentially 0
CHZ: 10 (for attempts to trick)
MCH: essentially 0
POW: 0 (No Mutant Powers)
Effective armor 5 ALL
The beast does 15B for a tentacle strike (no claws), 8P for claws, and 8P for bite. The eyes can be destroyed by shooting them, but after the first gets hit the beast will pull the rest back and hide them just inside the Vat. Once it's taken all it's wounds, it means the group has destroyed all the tentacles and can attack the main body. A blast of 10E is required to break the tough leathery skin, otherwise it will eventually regenerate new tentacles. Possible ways for the team to kill the beast:- The Cannon the Team Leader from the first mission was carrying
- A well placed foam grenade. It will essentially require putting it INTO the vat to really make it effective.
- A lucky setup with the Bio-Bot's emergency attack system.
- Purge the tanks (see below).
If the team manages to get the power on at some point, they can purge the tanks. This will require a roll of hard for either mechanics or habitat engineering to recognize. They'll realize that purging the tanks will force whatevers in them to get sucked down into the incinerator in this sector. The team will have to:- Get the power fully on, see section 37 for more information.
- Get into the room and power the vat processors back on, although damaged, they will work. Note: this will take them within range of the creature.
- Activate the purge cycle, which will suck everything in the vat down into the incinerator. Because the vat is damange, this could also suck clones out of the room and into the vat drain.
- Mixing Vats: The results of Vat A and Vat B are supposed to be sucked in here, broken down further, mixed with algae, and then poured into boxes for the lifter to move into storage:
The room is dominated by twin tanks, each of which seems to have tubing coming in from the west and east walls. Small signs on the tubes say "Vat A" and "Vat B". The tanks are labeled "Mixing" and "Algae Level 1" on the outsides, and you notice a large conveyor belt with boxes on it next to the "Algae Level 1" tank. These are identical to the boxes found in the warehouse.
Hiding in this room, behind the tanks, is a "Brother-Bot". This bot is a small jack-o-bot with a direct up-link to the Computer (although the loss of power to the sector destroyed that link, you can let the team know that or not, at your discression). He was the eyes and ears of the Computer for the first team's mission, and bailed during the firefight. The bot, in self-preservation mode, fled here to hide. The bot is very annoying for two reasons: first, the bot is damaged in the brain and it thinks it is the computer, and will issue commands constantly and repeatedly. Second, the bot has a "cling" complex. If the team tries to leave it, it will suddenly start groveling and whining inconsolably. Only when the team promises to take it with them will it be happy, only to shift back to "dictator" mode later on. The bot, once it sees the group, will follow them like a puppy no matter what they do. The room is, otherwise, empty. The group is safe here should they want to take a break.
- Vat Room B: Vat Room B is a mirror of Vat Room A, except there's no damage or giant lurking radioactive monster. Vat B looks to be in great shape and the room will appear empty. A roll of "difficult" for perception checks will reveal:
- Hiding Leader: The leader from Team 1! He's been hiding here ever since the firefight ended. Next to him on the floor is the big cannon and a scattered pile of pills.
The leader looks at you wildly and shouts "ITS GOING TO KILL US ALL, DAMMIT!! WHO THE HELL ARE YOU!?! AAAAAAHHHH" and then tries to push himself further underneath the Vat. He then starts scrambling for the pills on the floor and eating them madly.If the team doesn't do something, the leader will quickly overdose on the pills. Although the team might not be too saddened by the loss, he will be able to tell the team any extra details from the first team's defeat. Other than what's on the tape, he'll simply explain that they were told to kill all the guards as potential traitors, and to find out what was going on. One of his team members vanished unexpectedly, and a minutecycle later there was a loud bang, then the lights went out. He thinks the power room (which he will tell them is down the orange hall) was bombed, and that's why the power went down. His team, full of commie traitors, immediately took this opportunity to start shooting at each other. He gunned down a commie traitor in the front hallway, and was then trapped when the iris door closed suddenly. He snuck in here and has been hiding ever since. If asked about the drugs, he won't say much, but being an yellow level citizen, he may be lucid (or smart) enough to pull rank and tell them to shut up. In fact, he's a member of the mystics and was supposed to pour large quantities of drugs into the vats. This would eventually make it's way to the general populace, giving all of them a wicked high. He poured most, but then got scared and started dipping into the remains for "courage".
- Air Ducts: If the team starts looking for other ways into certain rooms, there are the larger air ducts. These run from the warehouse to the control room (although there's supposed to be a laser trap inside, there's no power for it to work) and then on to the power room. The only one that's easilly accessed is the one in the warehouse, which sits on top of one of the shelves, in easy reach. This goes downhill towards the control room, then over to the power room. These last two are locked from the inside, and very difficult to get to. From above, though, it should be just a quick kick and a short 15' fall to a hard floor for whoever's inside.
- Security Room: The door outside is, in fact, open and troubleshooters can simply walk through into this room.
The room is red clearance, and has two overturned chairs in the floor. There seems to be a wall of termials, probably security monitors on the west and south walls. On what's left of the north wall, there's a doorway. Most of the north wall looks quite damaged, with cracks and burn marks surrounding the edge of the door.
- A Cowering Guard: Also in the room is a guard, quite shaken and cowering in the corner. He's been injured by the bomb that rocked the power room (35) and is not going to be much help. All he knows is that the power was shaky, then some troubleshooter appears out of nowhere (teleportation) and rushes past him and the other guard. The other guard rushed after him, and there was this HUGE explosion. He was thrown to the ground and hurt, and hasn't moved since. The guard is wearing red reflec and carries a red laser rifle. He can't leave without an orange clearance citizen (because of the hallway) so he's been here waiting ever since. Note: the guard is a member of the Communist Party, and will attempt to make contact with any communists on the team.
- Security Cameras: The whole security grid, without power, is essentially down. There is some emergency power keeping a few of the monitors online, but the monitors were damaged by the explosion. All in all, it's a total loss.
- (What's left of an) Electronics Room: The electronics room is a maze of fallen wires, broken equipment, and rubble from the walls and ceiling. The primary electrical system is completely destroyed.
- Two Bodies: Whoever they were (the team will probably guess correctly that they must be the guard and troubleshooter with the bomb) there isn't much of them left. The bomb did a wonderful job of making them look just like the power system - messy.
- Power Box: A clone with Electronics can make a check at Nearly Impossible to try an clean it up, but it will be a real test. If he fails by just a little, he can try a second attempt at Difficult to try and jurryrig (still using electronics, not jurryrig itself) a temporary (very temporary) solution to the problem. Essentially, that clone will be building a bridge between the power wires coming in directly into the grid, bypassing ALL of the safety systems, breakers, and monitoring systems. The load will charge through the system for about 10 minutes before burning the whole system out (try explaining that to the Computer).
ICK Sector: