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The Untold Story of You And The Multiverse

Written By
James McKay-Pearson

Contact Details:
Email - zketchgeek@gmail.com
OR
questionablysanegames@yahoo.co.uk
Phone No. - 07930050925

INTRODUCTORY CUT SCENE


Black screen as the narrator does the voice over.
NARRATOR
Have you ever wished that you
could visit another world, quite
like ours but with a few
differences?
Option of yes or no.
Select no:
NARRATOR (CONT'D)
Of course you ha- wait did you
just say no? You did? Why haven't
you wished to go to another world?
I mean. Come. On. Imagine the
possibilities. There is a universe
out there right now where you said
yes. Why can't we be in that one?
Ugh. Nevermind. I'm going to
continue and pretend you just said
yes.
Select yes:
NARRATOR
Ah of course you would! I knew I
wasn't alone in thinking that.
It's so cool right? You could be
in a world where this turns out to
be a fun game or in a world where
I'm you and you're me. Crazy stuff
huh? Anyway, on with the story!
UNIVERSE 132
INT. CHRIS' ROOM. NIGHT TIME
It's night time and Chris, sitting at his desk, watching the
television is admiring the news article about the multiverse
gateway.
NARRATOR
So here we have Chris. Chris is a
lovely lad. He's written quite a
few things. I mean, not a lot of
it is good, but he sees the value
in it and who am I to take that
away from him? Anyway, Chris is a
bit of a fantasist. What's that
you ask? Well, lets have a check.

2.
Typing sound effect is heard as the Narrator Googles it.
NARRATOR (CONT'D)
Ah. Here we are. According to
google it means "someone who often
has fantasies, or who confuses
fantasy and what is real". Well
Chris fits into the former. At
least that's why I'm sure of
anyway. He isn't too fond of his
life here. Wishes for some
excitement. Some adventure. An
escape...
The narrator's voice disappears and the sound of Chris' room
comes into focus, the TV crackling as a news reporter
speaks.
REPORTER
And here at InfiniTech we have
just had official confirmation
that they are stabilizing the
gateway. The gateway, for any of
you living under a rock is based
on an idea that Professor Neha
Kelly had for cross dimensional
travel, aka "The door to the
multiverse". This has been met
with a lot of public outcry,
calling it unsafe and
unpredictable, but today, a team
being given the name "Hoppers"
have been prepared to be sent
through and make first contact
with another universe.
In a mood, Chris turns off the TV and throws the remote onto
his bed.
NARRATOR
What's the matter Chris?
CHRIS
Not fair.
NARRATOR
What's not fair?
CHRIS
THEY get to travel to another
universe and I'm stuck here, with
no bloody chance.

3.
NARRATOR
Well you've still got your stories
right?
CHRIS
Oh yeah, because people totally
care about them. My last story
"The Day We Lost Our Humanity" was
called, I quote "Interesting
concept, crap delivery". Why
bother writing when I could go on
an adventure to another world?
NARRATOR
Well why should I keep narrating
your life if you're gonna keep on
bitching?
CHRIS
I didn't ask you to narrate my
life.
NARRATOR
Meh. I'm gonna stick around
regardless.
CHRIS
If there was only some way I could
get into that lab. I could easily
sneak in and become one of these
awesome adventurers. Hell, I could
write about my experience and
become one of the greats!
NARRATOR
Or you could get shot for
tresspassing...I'm just being
realistic.
CHRIS
All I need to do is get a job at
InfiniTech and gain their trust,
then...
NARRATOR
(To the player)
Look, I know Chris' plan isn't
likely to pan out too well if we
were thinking about OUR world, but
lets pretend this is an alternate
reality in which Chris succeeds in
getting in.

4.
CHRIS
And boom. I'll have myself a story
for the ages on my hands.
NARRATOR
(To the player)
Yeah and lets also skip doing his
whole journey to that point. I'll
cut you a long story short.
BLACK SCREEN
Screen cuts from Chris' room to another black screen.
NARRATOR
Chris gets a job as a janitor and
after two bloody years of being
too stubborn to give up, they
eventually actually trust him to
do his job without guards
supervising him and making sure he
doesn't try to access the gateway
room at night.
INT. INFINITECH HALLWAY.
This is the first bit of gameplay. With a mop in hand, you
mop the floors, moving up closer and closer towards the door
of the gateway. Proving as a bit of a tutorial, you are told
to act casual in order for the guards to not suspect you
before they leave their post and go for a break. You act
casual by continuing mopping and pretending to be listening
to music.
CHRIS
(Whilst "listening" to
music)
Never gonna give, never gonna
give, never gonna give youNARRATOR
(To the player)
I'll spare you the pain of
listening to him sing and instead
play some nice soothing music
until he stops.
Calm soothing music track.
NARRATOR (CONT'D)
(To the player)
Right so to control Chris'
movements, you just need to use
the arrow keys to go back and
(MORE)

5.
NARRATOR (CONT'D)
forth with the mop. Pretty easy
stuff.
After a few seconds of mopping the two guards walk off and
Chris removes his headphones and looks up and down the
corridor. Chris begins talking, but is completely inaudible.
NARRATOR (CONT'D)
Whoops, need to turn back on his
sound and turn off that track.
Soothing music track ends.
CHRIS
And without further ado, time to
open the door and be the first
successful multiverse hopper!
As Chris starts pressing buttons on the keypad.
NARRATOR
(To the player)
Oh right, yeah, should have
mentioned, but Chris turned off
the bloody TV. So basically, that
team the "Hoppers", well
apparently their mission failed
and well, people's worries were
officially addressed and confirmed
and any other attempts to send
someone through were cancelled and
shelved. Can't blame them to be
fair, but Chris here thinks he's
invicible, so I guess we're gonna
see if he makes it through.
The door opens with a whoosh sound and Chris fist bumps to
himself.
CHRIS
Finally, I've done it. Two years
and I'm in. Bet you don't feel all
high and mighty now do
you...what's your name by the way?
NARRATOR
...Oh you're talking to me? Eh. It
doesn't really matter.
CHRIS
Come on.

6.
NARRATOR
Oh look, the gateway!
About to respond, Chris looks into the room which is
bursting with a bright white light.
INT. GATEWAY ROOM.
Inside the room is a sterile and well maintained base of
operations, multiple computers monitoring the status of the
gateway, the gateway itself standing tall and mighty above
the room, dwarfing Chris. Across the room are multiple
shelves of equipment as well as suits made for the "Hopper"
team.
CHRIS
Woah. This is pretty damn cool.
NARRATOR
I don't like to ever agree with
you Chris, but you're right. It's
pretty cool. Hm. Give me a second!
CHRIS
Where are you...? Okay. Nevermind.
He's gone. Let's have a look at
what we have here.
In control of Chris, you are able to look around the room
and at the various monitors and their written logs. When
interacting with the gateway a prompt to get a "BounceBack
Device" is displayed and no progress can be made until you
find one, which are on one of the shelves, amongst many
other pieces of tech that you can decide to pick up. Once
ready to go through the gateway, another cutscene begins.
CHRIS (CONT'D)
Finally. Two years of work to get
here and now I can finally become
the hero and adventurer I've
dreamed of being all this time!
Ah. Time to take my last breath of
this Earth's air, because it's
time for The Untold Story of Chris
and The Multiverse to begin!
Turns and winks to the screen.
CHRIS (CONT'D)
One small step for man, one giant
leap for ChriNARRATOR
WAIT!

7.
Just as the narrator shouts wait, a man runs on in. The man,
is the narrator.
NARRATOR (CONT'D)
Phew. Got here just in time.
CHRIS
Wait, just in time for what?
NARRATOR
Well, I mean, come on, did you
really think this was going to be
about your story? No way, this is
about me and the player going on
an adventure together through the
universe.
CHRIS
B-b-but...
NARRATOR
No time for chit chat Chris my
man, time for me to head on out!
Thanks for all your help and good
luck with the guards!
CHRIS
The guaThe narrator jumps through the gateway and the room lights
up with a bright light before the gateway crackles, sparking
in and out of becoming lifeless, leaving Chris himself,
before hearing the guards trying to break through the door.
CHRIS (CONT'D)
Oh fuGAME TITLE SCREEN
On the screen the title is displayed; "The Untold Story of
You and The Multiverse" with epic music playing to accompany
it, before the bright light appears once again, showing the
narrator falling through the Multiverse "vortex" and seeing
the varying world blink in and out around him. Opening will
end as the narrator and the player fall into a unfamiliar
world.
UNIVERSE 43
EXT. INFINIBUILDS HQ
As the narrator falls down onto the screen, passing by the
InfiniBuilds HQ building logo and to the floor, he dusts
himself off and turns to the screen.

8.
NARRATOR
Can't say that wasn't a fun
introduction. So here we are.
Another universe. Just a hop, skip
and a jump. If I'm right, this is
universe 43. Yeah, there is
actually a list of other universes
and stuff. I'd show you it, but
well, don't want to give away any
surprises just yet. I say, lets go
exploring and see if you can see
what's different about this
universe. Oh right, I got rid of
Chris from the narrative. Eh, you
can control me then I suppose.
Just don't do anything with me you
wouldn't do to yourself.
Now in control of the narrator character, you are able to
walk around the area you've found yourself in, looking for
clues to see what universe you've found yourself in. After a
few steps of walking, you're brought into a combat screen
after an alert and you are faced with an angry old woman.
COMBAT SCREEN: EXAMPLE - ANGRY OLD WOMAN
NARRATOR
Oh. It's this universe. Pretty
much like -bleep- or -bleep-. A
sort of RPG fighting game.
(Waits a few seconds)
We don't know if we can name those
games and get away with saying
them without asking the companies
behind it. I think the writer was
a bit too lazy to try contact
them.
(Waits a few seconds)
Oh right, you probably want to do
this fight now, huh? Okay, take it
away.
The fight brings you a few options; fight, flee or loiter.
If selecting fight, the narrator will walk up to the old
woman and swipe her walking stick, causing her to fall. If
you choose flee, the narrator just looks at the old woman,
shrugs then walks off screen, ending the fight.
If choosing to loiter, you will have to dodge three attacks
from the old woman, before exhausting her out.
ANGRY OLD WOMAN
Ack. Not worth it.
This combat screen will appear for multiple other enemies

9.
you encounter with different takes on how many attacks you
have to dodge or if you can immediately flee, etc.
EXT. COLMOV STREET
After the introduction to combat with the old woman, you are
now brought to the main world. The street you are in for
this screen has 4 accessible buildings. The first is a
grocery store, which is a strange blue coloured building
with a sign above it saying "Gregs Grocers" and a space with
a caption "-Still Thinking of Witty Pun-". The next building
along is a hair dressers, which is a murky green building
with a sign above it saying "Carol's Cuts". The next
building is a pharmacy which is a sterile white colour, with
a sign above it saying "Paddy's Pills". The last building is
a decrepit broken building with a sign that says "Don't
enter." If choosing to enter the decrepit building, the
narrator responds with:
NARRATOR
Well, I mean, we COULD go in here,
but personally, I'd like to avoid
it for now. Keep in mind you are
playing me. I don't particularly
want to die quite soon.
If choosing to go into the grocers, a bell will ding and a
new scene will open. If choosing to go into the hairdressers
or pharmacy, a similar thing will happen.
INT. GREGS GROCERS
Inside is a typical looking grocery, rows of shelves with a
variety of fruit, veg and other goods displayed.
GREG
Hello there customer! Oh you must
be new, I've never seen you around
here before. I'm Greg, as the shop
says. Who might you be?
NARRATOR
I'm the nar- I'm...I'm Nate.
GREG
(Hesitating)
Oh, well, it's a pleasure to meet
you then "Nate". So what can I
help you with today?
A series of options will now be offered to the player. 1)
Ask more about the town, 2) Ask about InfiniBuilds, 3) Ask

10.
what they have for sale, 4) Ask an obscure question or 5)
Was nice chatting. If selecting 1):
NARRATOR
So what can you tell me about this
town?
GREG
You must certainly be new around
here!
(Chuckles to self)
This is the quaint town
InfiniVille.
(Pauses)
Yeah I know. InfiniBuilds own a
lot of property around here and
even more land, so they decided to
rename it from Hannitown. Been
InfiniVille for about a decade or
so now I think. Not really a whole
lot I can tell you without wasting
your time.
If selecting 2):
NARRATOR
This InfiniBuilds company. They
sound familiar, what can you tell
me about them?
GREG
Oh, I can tell you a lot, but not
a lot of it is good. About a
decade ago, when they first came
here to take root, shortly before
they expanded exponentially
worldwide, they seemed friendly
enough. Offered work for our young
and unemployed and said we'd "reap
the benefits in the long run".
Well ten years and I've not reaped
any benefits apart from not
getting my shop shut down. Why do
you think there is only three open
shops here?
NARRATOR
Huh. That's quite weird. So
they're like an evil "overlord"
corporation?
GREG
You could say that, yeah. Depends
on who you ask. Carol will praise
(MORE)

11.
GREG (CONT'D)
them and kiss the ground at their
feet. Me, I'd much rather they
just left this town alone. Or
y'know, at least let us have our
original town name back.
If selecting 3):
NARRATOR
So what stuff have you got for
sale?
GREG
Oh we have plenty my friend.
Plenty. But it doesn't come for
something as easy as money. You
know the drill of course. You do a
quest for me and report back to me
with what I ask of you.
NARRATOR
(To the player)
Wow, this town has everything.
Combat with anyone on the street
AND quests. I'm starting to sense
a theme. Don't get worried if you
hear a dinging. You'll have
probably levelled up if this is
anything to go by.
(To Greg)
What quest you got for me Greg?
GREG
Well, usually I'd ask people to go
and get me some crops from the old
Witherman farm, but now I get
goods shipped to me by
InfiniBuilds. They don't like the
idea of me working outside of this
shop with someone that isn't them
as at least the middle man. So I
guess you could go pick up my
prescription from Paddy?
NARRATOR
No problem. Got your slip there?
GREG
Sure, here you go.
Notification: Greg's Prescription Slip Added To Inventory.

12.
This is a quest that needs to be completed for the sake of
progressional reasons.
If selecting 4), you will exit the chat and will be free to
roam around the shop until interacting with the shop keeper
again in which the same menu will be reopened.
If having already visited Paddy's, 5) Give Greg his
prescription.
GREG
Oh you got it already?
NARRATOR
Yup! No problem whatsoever.
GREG
Huh. He just gave you it?
NARRATOR
Eh...yeah?
GREG
Hm. Okay, well thanks anyway. Help
yourself to one of these items.
Now a selection menu opens with 3 items, each item having a
description when hovered over.
If having visited Paddy AFTER talking to Greg and getting
his prescription; 6) Give Greg his prescription.
GREG
Ah perfect! Thanks a lot pal.
Here, take one of these items. On
the house!
Now a selection menu opens with 3 items, each item having a
description when hovered over.
INT. CAROLS CUTS
Inside is a strangely sterile looking room, bright white
with mirrors and chairs placed, mimicking what a
hairdresser's would normally look like. Behind the counter,
close to the door, is Carol. It can be quite clearly seen
that she is robotic as her body and head are all quite
square. When entering dialogue with Carol begins.
CAROL
Hello citizen. Welcome to Carol's
Cuts. How can I be of service?

13.
NARRATOR
(To player)
Well something definitely seems
odd here.
(To Carol)
I was just wondering if I could
ask you a few questions.
CAROL
Of course citizen! Please choose
from the following options:
Carol displays 5 options of conversation: 1) More about
InfiniBuild, 2) How long have you been working here?, 3) Do
you need help with anything?, 4) Exit.
If asking 1)
CAROL (CONT'D)
Infinibuild are good. They make
jobs and keep the economy stable.
All hail InfiniBuild.
NARRATOR
Oh, so you're a big fan of them
then?
CAROL
Everyone loves InfiniBuild
NARRATOR
Do you work for them by chance?
CAROL
What? Me?! Work for the glorious
InfiniBuild. No! I am a
hairdresser. Nothing else. Just a
hairdresser. A regular human
hairdresser.
NARRATOR
Okay...
If asking 2)
CAROL
I have worked here since the day I
was created.
NARRATOR
Wait, since you were created? Like
since conception you've worked
here?

14.
CAROL
...
NARRATOR
Hello?
CAROL
...Yes.
If asking 3)
CAROL (CONT'D)
Me? Need help? No! Thank you for
you offer citizen, but it is I who
must help. Do you have any
commands for me? Wash, dry, cut. I
can do that and more.
NARRATOR
Eh, I'm actually pretty okay for
my hair right now.
CAROL
Oh. Okay...Tell Paddy he has an
appointment in...negative 123
hours. Must not be late.
NARRATOR
Eh, but...nevermind. I'll let him
know.
Notification: Quest objective added.
If asking 4, you will exit the menu, but there is very
little to do in the hairdressers for the time being. Carol's
Cuts is a pointless location until you've visited Paddy at
Paddy's Pills.
If having visited Paddy's before Carols; 5) Paddy's
appointment.
NARRATOR
Hey Carol, eh Paddy said he
couldn't make that appointment and
asked for a reschedule?
CAROL
Okay citizen. I will send him a
mail with his next appointment.
Here have a reward.
Carol will give you a lollipop for completing this.

15.
If having visited Paddy AFTER Carol's; 6) Paddy's
appointment.
NARRATOR
Hey Carol, Paddy said he can't
make that appointment...y'know
since it was in the past and he
missed it, so was curious if he
could reschedule?
CAROL
Yes citizen. I will organise an
appointment for him and let him
know. Here, have a reward. Thank
you for assistance.
Carol will give you a lollipop and a free haircut voucher.
INT. PADDY'S PILLS
Paddy's Pill's is a typical looking pharmacy with a front
desk, which behind it shelves racks and racks of pills,
while in front of the desk is a small waiting area for
customers. Approaching Paddy and talking to him will open
the dialogue.
PADDY
Ahhh top o' the morning to ye
laddy, welcome to Paddy's Pills!
NARRATOR
Well aren't you eccentric.
PADDY
(Sighs)
Unfortunately yeah. Need to be
filled with pizzazz and some
showmanship.
NARRATOR
...why?
PADDY
I dunno, they just tell me I have
to.
NARRATOR
Who?
PADDY
Nevermind...anyway laddie what can
ol' Paddy do for you!
Now opens dialogue options with Paddy in which you can ask
the following; 1) What can you tell me about InfiniBuild?,

16.
2) How long you been working here?, 3) Need help with
anything?, 4) Goodbye.
If asking 1):
NARRATOR
So these InfiniBuild
people...what's the deal?
PADDY
Ha ha. Yeah. Those guys. They're
alright I suppose. Not caused me
too much trouble. Tried to shut me
down, I argued against it, came to
a deal.
NARRATOR
A deal?
PADDY
Yeah, they deal with the supplying
of the drugs and I just do my job
as usual and get paid. Think they
felt threatened if I was managing
to get a supply chain without
their interjection.
NARRATOR
Huh. Fair enough then.
If asking 2):
PADDY
Been working round here for about
10 years now. Seen a bit of
everything. InfiniBuilds certainly
changed a lot. This place used to
be bustling. Now just a few of us
left.
NARRATOR
Bustling huh? I couldn't imagine
that.
PADDY
Yeah, when the rare person like
yourself comes tumbling through,
they say the same. It feels like a
ghost town now.
If asking 3):

17.
NARRATOR
Need any help with anything? Stack
some shelves...
PADDY
Actually, I could use your help
getting my appointment with Carol
sorted. Was meant to get this
hair...what's left of it, trimmed
a bit. Think you could help with
that?
NARRATOR
Sure!
Notification: Quest objective added.
If asking 4) you quit out of the conversation menu. Carrying
out the appointment quest, much like the prescription quest,
it is needed to progress the game.
If by chance you've already visited Greg's and asked about
any work he needs done; 5) Enquire about Greg's
prescription.
NARRATOR (CONT'D)
So I visited Greg already and he
said about a prescription, here I
have this.
Greg's prescription removed from inventory.
PADDY
Lets see. Ah yeah, I was going to
ask you about getting this
actually. Small world huh. Ha ha.
Greg's medicine added to inventory.
If you've visited Carol already; 6) Inform Paddy about his
missed appointment.
NARRATOR
So I visited Carol and she said
you've got a missed appointment,
missed by a few days I think.
PADDY
Oh yeah. Forgot about that. Eh.
Could you tell her I'll reschedule
for that please?
NARRATOR
No problem.

18.
Notification: Quest objective added.
EXT. COLMOV STREET
Once completed the appointment and prescription task the
narrator will talk to the player.
NARRATOR
Well, things are seemingly strange
around here. We've checked every
open shop and got no further to
any sort of "adventure". Hmmm.
There's that old house down the
road. Wanna check that out?
Option of yes or no.
If no:
NARRATOR
C'mon, please. I'm so bored.
This will then lead you to the only option of answering yes.
If answering yes:
NARRATOR
Yes! Now we're talking. Creepy old
house at the end of the street. I
know bringing you along would be a
good idea. C'mon!
EXT. DECREPIT HOUSE
Now the street further down is open to access in which sits
a single old house, dark and decrepit. When going towards
the house, an old man shouts out of the top window.
OLD MAN
Hey! You! What are you doing over
here?!
NARRATOR
Eh, we're just exploring.
OLD MAN
We? Who's we? I only see you.
NARRATOR
Oh right, sorry, yeah I'm just
exploring.
OLD MAN
Argh. Well don't bother me!

19.
NARRATOR
Okay dokey then.
(To the player)
So we're gonna need to bother him.
Everywhere else around here has
been renovated and fixed, except
this place. Maybe he knows
something.
OLD MAN
What was that?
NARRATOR
I wasn't talking to you mister,
don't worry.
OLD MAN
Get over here. Now!
NARRATOR
Okay, okay.
Walking over to the door of the decrepit house, it opens
slightly and the old man peaks his head through.
OLD MAN
You're not from around here are
you?
NARRATOR
Well...ehh, no I'm not.
OLD MAN
Hm. Well, you're a smart lad.
Picked up on the house thing quite
quickly. Don't think anyone around
here ever would. Get in here,
before anyone see's.
NARRATOR
It's not exactly like the place is
bustlinThe old man yanks the Narrator into the house.
INT. DECREPIT HOUSE
Inside the broken house, it's a glum and just as decrepit
looking building compared to the outside. The old man
stumbles forward, his back arched as he leads you to the
centre of the room.

20.
OLD MAN
I just knew I wasn't losing my
mind. I knew I wasn't the only
person who noticed things.
NARRATOR
Noticed...what?
OLD MAN
The town. It's barren except for
those three down that street and
myself. Now you. Where did you
come from anyway? Across the
river, hell across the ocean?
NARRATOR
Eh, I suppose you could say I come
from a bit further away.
OLD MAN
Ah, well I'm not too bothered
about where you've came from, what
I AM curious about though is what
to call you other than lad or
boyo. I'm Old Sandy.
NARRATOR
Well, I suppose you can call me
Nate?
OLD SANDY
You say that as if your name
wasn't Nate my lad.
NARRATOR
Much like where I come from, it's
a long story.
OLD SANDY
Ah, okay. Fair enough Nate...So,
let me ask you a question.
NARRATOR
Hit me with it.
OLD SANDY
Have you noticed anything
particularly...strange about this
place? Something that's caught you
off guard a little.
Here you are given 4 conversation options to answer with: 1)
The presence of this InfiniBuilds company, 2) Well, this is

21.
pretty strange, 3) Something about the shopkeepers was off,
4) Everytime I encounter someone we fight.
If choosing 1):
OLD SANDY (CONT'D)
Yeah, that InfiniBuilds place.
Those sons of bitches are like a
disease. Ruined this poor town,
but they're not exactly the only
people to ruin little towns like
this. But let me tell you...
Sandy will go onto tell you the correct answer.
If choosing 2):
OLD SANDY (CONT'D)
Argh, if I had a penny for
everytime someone said that...I'd
probably be able to fix this
damned place. But let me tell
you...
Sandy will go onto tell you the correct answer.
If choosing 3):
OLD SANDY
You noticed it too?! I knew I
wasn't alone. I knew it! Who was
it? It was that bloody Greg right?
What prescriptions is he needing?
NARRATOR
Well, I mean, I thought Carol
seemed a bit off...
OLD SANDY
What's off about old Carol? She's
a lovely lady.
NARRATOR
She's clearly a robot...you have
noticed her robotic frame and her
square face...right?
OLD SANDY
...Oh...how did...how did I not
notice that? She accidentally
burned me with her flames
once...why did I think that was
(MORE)

22.
OLD SANDY (CONT'D)
even a little normal? Argh. You're
right. Carol...she's the mole.
NARRATOR
The...mole?
OLD SANDY
You see...
Sandy will go on to give an explanation (which is also the
correct answer mentioned above, but since saying Carol was
the odd one out, you don't need a correct answer)
If choosing 4):
OLD SANDY
Oh you think that's weird? That's
pretty normal around here.
NARRATOR
Really? It's like an old video
game I used to play.
OLD SANDY
Video game? What's that?
NARRATOR
Wait you don't have video games
here?
OLD SANDY
(Laughs)
Of course we have video games
here, I'm just pulling your leg
Nate.
NARRATOR
Phew.
OLD SANDY
Yeah, phew, but let me tell you...
Sandy will go onto give the correct answer.
The correct answer/explanation:
OLD SANDY (CONT'D)
This town has been changing a lot
over the years and when I saw
those 3 shops still remaining I
knew something was up. I need you
to go and confront them and find
the true mole. Personally I've
(MORE)

23.
OLD SANDY (CONT'D)
been thinking it's Greg, but you
probably have your own suspicions.
The chat dialogue will now close and you will have a new
quest added saying "Find the InfiniBuild Mole" and then
you'll be forced out of the house.
INT. GREGS GROCERS
If considering Greg is the mole, you can approach him and
will be put into a battle with him in which he will beg for
mercy upon his health reaching less than 10 of the 100
health he has.
GREG
Please, I don't know why you're
doing this. You just helped me
with my medication and stuff. Why
are you fighting me?
NARRATOR
You aren't the mole are you?
GREG
The what? No, I'm just a grocer.
NARRATOR
Damn it
INT. PADDY'S PILLS
If considering Paddy is the mole, you can approach him and
will be put into a battle with him in which he will beg for
mercy upon his health reaching less than 10 of the 100
health he has.
PADDY
Please, don't hurt me anymore.
Look, I get it, you won't some
supplies, I'll give you supplies,
just don't hurt me. I was only
defending myself.
NARRATOR
Wait, so you're not the mole?
PADDY
Mole? What good would a mole do
helping out people by giving them
prescribed drugs?
NARRATOR
Damn it.

24.
INT. CAROLS CUTS
If considering Carol to be the mole, you can approach her,
but she will already be awaiting you and will open a
dialogue.
CAROL
Have you come for a close cut
citizen?
NARRATOR
Was that meant to be a pun-threat?
CAROL
...Yes! My masters programmed a
humour setting into me. It is
fantastic. Ha. Ha. Ha.
NARRATOR
Your masters?
CAROL
The almighty InfiniBuilds of
course! All hail InfiniBuilds!
NARRATOR
So you're the mole?
CAROL
...Obviously. I mean, I am a robot
citizen. Now, prepare to die!
You will enter a fight with Carol now and when she reaches
10 health you will have the option to finish her off or hit
her reboot switch. If finishing her off, you will kill her
and can take the InfiniBuilds keycard from her. When you
exit the building, Sandy will be waiting for you outside
If you reboot her, she will shut down and then return, no
longer hostile and wanting to help.
CAROL (CONT'D)
Hello. I am Model C4R01. Are you
my master?
NARRATOR
Ehh, yes I am.
CAROL
Do you require anything?
NARRATOR
Well... what can you offer?

25.
CAROL
I detect you have lost your entry
card to InfiniBuilds Headquarters
Sir. Do you require a new one?
NARRATOR
No...no wait, yeah I do, sorry
Carol.
CAROL
Ca...Carol? This unit likes that
name. May I call myself Carol Sir?
NARRATOR
Eh, sure?
CAROL
Thank you Sir. Here is your card.
You will have InfiniBuilds keycard added to your inventory
and will be free to leave the building.
EXT. COLMOV STREET
Regardless of killing or rebooting Carol, Sandy will be
waiting for you outside.
OLD SANDY
So, I take it you got that mole
sorted out then huh?
NARRATOR
Yeah, I suppose so. I got this
from them. It's a keycard to the
InfiniBuilds HQ up there.
OLD SANDY
...You...we've...we've got access
to the headquarters?
NARRATOR
Apparently so.
OLD SANDY
Oh my. If you have that...then
they'll know. No one gets a
keycard for there without them
knowing. I just wanted to get rid
of the mole Nate.
NARRATOR
So...eh, what are you expecting me
to do?

26.
OLD SANDY
Eh, I dunno, how about getting
outta here Nate. Trust me. Get rid
of that card. You're screwed
whilst you've got that on you.
NARRATOR
If InfiniBuilds is causing this
much trouble shouldn't we use this
and deal with them?
OLD SANDY
You do what you want Nate, I'm not
getting involved in this.
Old Sandy runs off towards his house again.
This is now the part leading towards the finale of this
section of the game, meaning you have one last chance to
explore around the town. Greg's Grocers and Paddy's Pills
don't offer anything particularly interesting other than
revisiting previous conversation options with them. Carol's
Cuts now has an open area at the back of the shop where you
can enter and find hidden computer documents about
InfiniBuilds and their general "backstory" and why they set
up in this town to begin with. As well as this, you can
acquire a stat upgrade for damage dealt.
If choosing to explore other parts of the town, you can find
an old scrapyard at the lower area or a farmhouse in the top
area.
EXT. SCRAPYARD
The scrapyard is filled with a variety of different pieces
of scrap and piled up cars. In the centre of the compound
sits a small hut and outside it a dog. Approaching the dog
opens up dialogue.
NARRATOR
Well hey there buddy, good to see
they have dogs in this universe.
What's your name?
DOG
*bark*
NARRATOR
Let's have a look then buddy...
"Dexter". Well that's a lovely
name Dexter, where's your owners?
DEXTER
*sad bark*

27.
NARRATOR
Left you in charge? How would you
like to come along with me?
DEXTER
*excited bark*
NARRATOR
Okay then boy, come along.
Companion menu will now be introduced and the notification
adding Dexter to it will be shown.
INT. SCRAPYARD HUT
If you decide to explore the hut, you can find a diary from
the family's daughter. As well as this, you can find a stat
upgrade for your companion which will increase their
defence.
EXT. FARMHOUSE
When choosing to visit here, you can find a large field
filled with crops and at the porch of the farmhouse, a young
man wearing a stetson, looking over the area. When
approaching him, dialogue will open.
FARMER BOB
Howdy there. What brings you over
this part? You don't look like one
of Infini's.
NARRATOR
No, I'm just wandering
about...wait what did you mean by
one of Infini's?
FARMER BOB
I just do some trading with those
big guys up at the big building.
They needed to keep this town
under their lock and key.
NARRATOR
And they took charge of the food
source? Smart.
FARMER BOB
Not just the food source, pretty
much anything. People left since a
lot of their business got stopped
by them. Ol' Greg is only still
around because I vouched for him,
the other two, you'd have to ask
(MORE)

28.
FARMER BOB (CONT'D)
the big man. Now is there anything
I can do for you?
Conversation options of: 1) You ever been in the big HQ? 2)
Nothing really, no. 3) Got any spare food?
If asking 1):
FARMER BOB
That big building? Only the front
desk. They have lots of guards for
the upper floors. Would take a
master assassin to get past them
or maybe just someone who could
withstand gunfire?
NARRATOR
Does anyone like that exist?
FARMER BOB
(Shrugs)
If selecting 2):
FARMER BOB (CONT'D)
Well stop wasting my time and be
on your way.
Dialogue box will close.
If selecting 3):
FARMER BOB
Ugh. I guess so. Here, take these,
but don't ask for anything else.
Don't want some of the
InfiniBuild's guys coming and
breaking my legs for dishing out
some bread and potatoes.
NARRATOR
Thanks...these potatoes look
uncooked?
FARMER BOB
Usually we just stop at "Thanks"
around here.
NARRATOR
Oh sorry, no, thanks. This will
help me.
FARMER BOB
Better.

29.
EXT. INFINIBUILDS HQ
Standing outside the building you will need to interact with
the front door to use your keycard. If doing it anytime
before getting the keycard, it will just make a rejection
sound. Once getting the keycard, it will ping as a
confirmation of being valid.
INT. INFINIBUILDS HQ, RECEPTION
Inside the reception is a sterile looking room, much like
Carol's Cuts, but not made to try resemble a hairdressers.
Over at the left and right sides of the screen, where there
are stairs or an elevator, guards stand, blocking the way.
At the front desk is the receptionist who, much like Carol,
is an obvious looking robot.
RECEPTIONIST
Hello citizen! Welcome to
InfiniBuilds HQ. I am reception
unit #5. I have been told to warn
you that contact with material
such as: FOOD, ANIMALS, HUMAN SKIN
OR ANY NON-REGULATED INFINIBUILDS
STATIONARY, may cause this unit to
frenzy. Please be careful. How can
I help you?
Several options are now available: 1) Attempt to mutter
incoherent code to try shut the unit down, 2) Shake the
units hand, 3)(If Dexter is acquired) Offer to pet your dog,
4)(If potatoes are acquired) Throw a potato at the unit.
If selecting 1):
RECEPTIONIST (CONT'D)
I do not understand, please try
another option.
Choosing this option over and over will eventually lead to
you getting it right which will grant you a password to one
of the terminals and in turn shut the unit down. Upon
interacting with the guards at the stairs, they will go over
to the robot to try fix it, letting you go past.
If selecting 2):
RECEPTIONIST
HUMAN CONTACT. WHY DID YOU TOUCH
ME CITIZEN? GUARDS. HELP. I AM
GOING TO GO...FRENZY!!!

30.
GUARD
Didn't you hear her warning? What
are you doing in here?
Options of 1) Just wanting to improve robot relations or 2)
Sorry, I'm new here (show keycard)
(OPTION 2 OPTIONS)
If selecting 1):
GUARD (CONT'D)
Well could you please leave and
come back once we've sorted this
thing.
You will then be kicked out of InfiniBuilds HQ but can
renter and the handshake option will no longer be available.
If selecting 2):
GUARD
Oh I'm sorry Sir. Please, continue
onwards up the stairs. This bloody
unit is always on the fritz. Enjoy
your day.
You will then be able to progress to the next floor by
taking the stairs.
(OPTION 2 OPTIONS END)
If selecting 3):
RECEPTIONIST
No thank you citizen. I can't
touch animals.
NARRATOR
Come on, he's harmless.
RECEPTIONIST
...Are you sure?
NARRATOR
Trust me.
RECEPTIONIST
You don't have a reason to hurt
me. Okay. What harm could this do?
(Pets Dexter)
ARGHHHHHH CORE PROGRAM CORRUPTED.
KILLBOT PROTOCOL ACTIVATED.
SOMEONE STOP ME.

31.
GUARD
You there, get out of the way
before this thing goes on a
frenzy.
You can now take the elevator to any of the floors,
bypassing the forced stuff when taking the stairs.
If selecting 4):
RECEPTIONIST
You...you threw a potato at me.
Why?
NARRATOR
Eh...
GUARD
Did you just throw a potato at our
receptionist?
NARRATOR
Well, I mean...
RECEPTIONIST
NOT COOL.
NARRATOR
I'm sorry. I just...
GUARD
Just what?
NARRATOR
Thought it'd progress me.
RECEPTIONIST
You thought hurting a robot's
feelings would gain you something?
NARRATOR
I dunno...
GUARD
Just move on man. That wasn't cool
at all.
(To Receptionist)
Come on unit. Lets get you cleaned
up.
You can now progress by taking the stairs, but your defense
is slightly lowered for making the receptionist feel bad.

32.
INT. INFINIBUILDS HQ, FLOOR 1
If having selected options 1, 2 or 4 in the previous room,
you will have to take the stairs which will lead you up a
total of 4 extra floors (each one a few levels higher given
the staircase layout). The first floor will have guards put
on minor alert. If encountering one of them, it will affect
all the guards on said floor, depending on the outcome.
GUARD (FLOOR 1)
Hey you there! Stop a minute.
NARRATOR
Eh, yeah, what's up?
GUARD (FLOOR 1)
Can I see your ID?
Options to choose from are 1) Show your keycard, 2)(If
having visited the farmhouse and gotten a potato) Throw a
potato at them, 3) Say you left it at home.
If chosing 1):
GUARD (FLOOR 1)
A keycard is all well and good
Sir, but we're going to need to
see some actual ID as well.
NARRATOR
I'm new here. Haven't been issued
my ID yet.
GUARD (FLOOR 1)
Hm. Fine. But make sure to get
your ID sorted as soon as. The
bosses upstairs are worried about
some sort of infiltration. Can't
be too safe.
NARRATOR
Fair enough.
If choosing 2):
GUARD (FLOOR 1)
Wow...
NARRATOR
Crap, look I'm sorry, I just
though-

33.
GUARD (FLOOR 1)
A potato? For me? I don't know who
you are but...
NARRATOR
I can explainGUARD (FLOOR 1)
This is the best gift ever man!
Thank you so much!
NARRATOR
Look I'm really sor- Wait what?
GUARD (FLOOR 1)
How did you know I wanted a
potato? I've been eyeing up Bob's
farm for the past few months. Look
man, what can I do for you?
NARRATOR
Think you could guide me up to the
top floor?
GUARD (FLOOR 1)
Sure thing! I'll lead the way.
The guard will lead you to the private elevator and take you
to the top floor now.
If selecting 3):
GUARD (FLOOR 1)
Left it at home? Then how did you
get past the front desk?
NARRATOR
I showed them my keycard
GUARD (FLOOR 1)
You're the infiltrator aren't you?
You bypassed the receptionist.
(To the other guards)
Guys, we've got an intruder.
This will enter you into a combat screen in which you have
to take on three of the guards. Once successfully completed,
you are able to pass to the next floor. Interacting with the
private elevator will have an error as your keycard isn't
applicable to it.
INT. INFINIBUILDS HQ, FLOOR 6
This floor is a little bit more heavily guarded with sterner
guards. As opposed to the previous floor, you can avoid

34.
these guards entirely by going into rooms between the
corridors and reaching the next set of stairs without having
to confront any of the guards. If caught by a guard, this
dialogue will open.
GUARD (FLOOR 6)
What are you doing on this floor?
NARRATOR
Ehhh, I was just wandering.
GUARD (FLOOR 6)
Wandering? Explain yourself.
You only have two options here, 1) Wrong floor or 2) What's
that?
If selecting 1):
GUARD (FLOOR 6)
Hm. Likely story. Show me your ID
immediately.
NARRATOR
Here, I have my keycard.
GUARD (FLOOR 6)
I need your employee ID.
Immediately.
NARRATOR
I'm new here, I still haven't been
given my ID.
GUARD (FLOOR 6)
(Scoffs)
No new employee is even allowed
past the reception without their
ID, so I'm going to have to call
crap on your story.
(To the other guards)
Men, over here. Found the
intruder!
This will open combat with the guards of this area. Upon
defeating them, you are able to move to the next area.
If selecting 2):
GUARD (FLOOR 6)
What's what?
The guard will turn around and you will have 5 seconds to
find somewhere to hide until the guard is no longer alerted

35.
to your presence. If caught again after this, combat will
trigger after this dialogue.
GUARD (FLOOR 6)
There he is! Guards, over here.
INT. INFINIBUILDS HQ, FLOOR 10
This floor is blocked off be multiple corridors of laser
fields. At first wall is a computer terminal which you can
access to play a minigame that will allow you to unlock a
route to through the lasers, but if, when going through the
unlocked path, you touch a laser, it will summon security
and lock down the doors to the next floor until you've
managed to clear the area of security. Alternatively, if you
have the password from the receptionist after bypassing the
reception floor, you will be able to instant hack the
terminal and in turn, disable all the lasers, meaning there
is no chance to fail. In doing this, you also gain access to
the terminals logs on InfiniBuilds.
INT. INFINIBUILDS HQ, TOP FLOOR
Reaching the top floor, you see 2 big doors and through the
seams are bright flashes of light and buzzing noises. In
front of the doors are 2 heavily padded and armed guards.
HEAVILY ARMED GUARD #1
What do you think they're doing in
there?
HEAVILY ARMED GUARD #2
That's not our business to wonder
about Terry.
HEAVILY ARMED GUARD #1/TERRY
Come on Sam, you've got to be
curious.
HEAVILY ARMED GUARD #2/SAM
Okay, I am a little bit, but who
knows who is liste- Wait, you
there! Stop!
Combat with the two guards will be initiated now, upon
defeating will allow you through the doors and into the main
room of the InfiniBuild HQ.
INT. INFINIBUILDS HQ, TOP FLOOR, BREACH LAB
Inside the room is a series of large mechanical machines,
buzzing away with sparks of electricity coming from than, as
well as several control panels and attached monitors that

36.
have 3D maps of the town on them, scanning through the area,
below the town, a large wobbling thing is seen pulsating.
NARRATOR
What is that?
INFINIBUILDS SCIENTIST #1
THAT, is an anomaly.
NARRATOR
And you are?
INFINIBUILDS SCIENTIST #1/PHIL
I'm Phil or Phillip. But I could
ask you the same question.
NARRATOR
Sorry, I'mINFINIBUILDS SCIENTIST #2
You're Nate or whatever your real
name is. You came from the other
breach. The dead one.
NARRATOR
The dead breach?
INFINIBUILDS SCIENTIST #1/PHIL
This is Beth by the way. And the
dead breach. It's where you fell
from. It's not inactive or
dormant, it's just...dead.
NARRATOR
And that one?
INFINIBUILDS SCIENTIST #2/BETH
THAT one is because of wherever
you came from. Wherever you're
from, a large rip passed through
our reality and left this big
breach here. Apparently a scan of
some weird wobbly object isn't
enough of a warning to get the
government to listen, so weINFINIBUILDS CEO
Now now Bethany. We wouldn't want
to let our "guest" know too much
now would we?

37.
INFINIBUILDS SCIENTIST #2/BETH
No Sir, of course not. My
apologies.
INFINIBUILDS CEO
Phillip, why hasn't this intruder
been dealt with yet?
INFINIBUILDS SCIENTIST #1/PHIL
Sorry Sir. We will deal with it
immediately
(To the Narrator)
I'm sorry about this.
Combat will begin with Phil and Beth who are both easily
defeated given that they are just scientists. Back in the
room, the CEO is standing at the main control panel,
pressing buttons, setting off cloister alarms.
NARRATOR
Eh, what the hell are you doing?
INFINIBUILDS CEO
Well, I'm activating the breach.
NARRATOR
Activating it? One that size, that
isn't even contained...that'll be
chaos. Why?
INFINIBUILDS CEO
I'm counting on chaos. It'll
finally prove what we were trying
to do.
NARRATOR
What you were trying to do?
INFINIBUILDS CEO
Oh I'm sure you'll find out soon
enough Mr Nate or whatever your
real name is. But I assume you're
wanting to be the "hero" here.
Let's see your heroics then.
A final combat screen will open, a different type of fight
compared to the others, as this is a boss fight. Upon defeat
of the CEO, the Narrator will run over to the control's and
start pressing buttons.
NARRATOR
Come on, come on...
INFINIBUILDS CEO
You can't deactivate it

38.
(Chuckles)
NARRATOR
I'm not trying to deactivate it.
I'm trying to stop it expanding
any further and maybe, if we're
lucky, it'll close behind us.
INFINIBUILDS CEO
...behind us?
NARRATOR
Well look outside. You can try
make a run for it, but we're going
through that breach whether we
like it or noParts of the building begin collapsing the falling into the
breach, along with the rest of the town that's already been
pulled through. The Narrator, almost like he's being
magnetised is pulled hard through the window and directly in
the breach, whizzing past the various shops and places from
the town and into the next universe.
UNIVERSE 974
EXT. WINTFIELD, P.I. JACKS DETECTIVE AGENCY
Falling into this world, the first thing to be noticed is
the complete black and white theme of the world, except the
Narrator (and any previously collected items). Instead of
falling from above this time, you tumble out of a breach
from a sideways position.
NARRATOR
Well, that was a bit hectic. Let's
see.
(Narrator checks the
bounceback device)
Yup. Those guys weren't lying.
That's this breach just dead now.
Not even invisible or inactive,
just dead. Huh.
(Puts away the device and
looks around him)
Well, things seem rather
mysterious around here. Guess we
should see what there's to do. No
point trying to reopen this thing.
Control is given back to the player. You are able to move
left and right to the different streets, but the only active
looking place is the detective agency.

39.
INT. P.I. JACKS DETECTIVE AGENCY
Walking into the agency, you see a typical pin up type of
girl sitting behind the front desk sipping on a coffee or
applying some make up, whilst a silhoutte behind a door
marked "P.I. JACK" paces back and forth.
ANDREA BOYCE (RECEPTIONIST)
Hello darlin. How can we here at
P.I. Jacks help you today? Loved
one gone missing, property stolen,
needing an affair investigated?
Well we're your people.
NARRATOR
I was actually just wandering
around. I'm new around here.
ANDREA BOYCE
Oh is that so hun? Well this is
the first we're hearing of it.
Usually old Jack in there keeps
good track of the ins and outs of
this place.
NARRATOR
Well I suppose I'm just really
careful then?
ANDREA BOYCE
Maybe...maybe. Take a seat. I'm
sure Jack is gonna wanna talk to
someone who slipped under his
radar.
Upon taking a seat you can choose to read a newspaper which
will detail events in the town. As you're sitting, Jack will
start monologuing into a recorder in his room.
P.I. JACK
I still remember when she walked
through my door, just like it was
yesterday. Strutted in like she
owned the very ground she stepped
on, but her face told a different
story. Make up painting her face
like a piece of this so called
"modern art". Tears streaming down
her face. This was not a dame
you'd wanna mess with...
(Pauses and presses the
recorder button)
This was not a dame you'd wanna
mess with? Hmm.

40.
(Walks and opens door)
Andrea, honey would you make me
some coffee.
ANDREA BOYCE
Sure thing Jack. You've got a
guest here.
P.I. JACK
What?
(Looks over to the Narrator)
I don'tNARRATOR
Believe you've ever seen me around
here before? Nah, you probably
wouldn't have. Your assistant
there was just informing me about
things.
P.I. JACK
(Turns to Andrea)
Oh is that so? Well...
(To the Narrator)
I believe we should have a chat
then. No one usually slips past
me. Come on in.
INT. P.I. JACKS OFFICE.
Inside the office, there are many papers piled up, filing
cabinets half opened and rummaged through, a bottle of
whiskey on the table half drank and an ashtray with smoke
coming from the recently put out cigarette.
P.I. JACK
So, as I'm sure the front entrance
and Andrea will have told you, I'm
Jack. Jack Banner. Who might you
be?
NARRATOR
Well, that's a pretty big
question. I suppose you can call
me Nate.
P.I. JACK
Nate?
NARRATOR
Yup. That works.

41.
P.I. JACK
You say it like it's not your real
name.
NARRATOR
Trust me, it's a long story.
P.I. JACK
Yeah...and I particularly don't
have the time to hear that story.
(Lights a new cigarette)
But, I do wanna hear how you got
here without anyone noticing. I
got myself a lot of guys who keep
on the look out for new things.
NARRATOR
Well, it's not exactly easy to
explain...
P.I. JACK
(Chuckles)
It never is huh?
NARRATOR
You seriously wouldn't believe me
if I tried to explain it.
P.I. JACK
I've seen weirder things.
NARRATOR
Okay, I come from another
universe.
P.I. JACK
Right...
NARRATOR
Think I'm a bit crazy?
P.I. JACK
Well, let me say it like this,
you're not the first person to
wander in here and say something
like that, although the last guy
didn't exactly come in so quietly
like you.
NARRATOR
Wait, another person?
P.I. JACK
Apparently. But that's besides the
point. You're new here. You seem a
(MORE)

42.
P.I. JACK (CONT'D)
bit...clueless, so I think I can
rule you out as one of Andy's
goons...
NARRATOR
Wait, wait, sorry. You're jumping
from this whole "other person"
thing pretty quickly. What can you
tell me about them?
P.I. JACK
A fair bit I suppose...but I don't
just go giving away case files for
free. Gonna need something in
return from you.
NARRATOR
And what's that?
P.I. JACK
Help on this case here.
(Taps the case file)
NARRATOR
And what's the case?
P.I. JACK
3 missing persons cases in the
past month. I believe they're
linked, can't find what links them
though.
NARRATOR
Missing persons huh? Thought you
kept a close eye on the comings
and goings around here?
P.I. JACK
I do, but there's been no coming
or going from these people. They
are very much still in the town.
NARRATOR
Went to the police about this?
P.I. JACK
Well, where that is firstly a bad
idea for business, it's also
fruitless, because the 3 missing
people here aren't exactly top of
the social class.
NARRATOR
Oh?

43.
P.I. JACK
Yup, got ourselves an Italian,
Hispanic and a Frenchie.
NARRATOR
That seems rather...
P.I. JACK
Colourful? Yup. Apart from the
money, this is why I took this
case. Just doesn't add up. Plus
who else was gonna solve this? The
police? Pffft.
NARRATOR
(Ignoring his comments)
What are the names of these
kidnapees?
P.I. JACK
Well our Italian is one Antonio
Favoroli. In his late 30's, works
at a local restaurant. I know,
living up to all the stereotypes
there.
NARRATOR
Any word on when he went missing
and where?
P.I. JACK
That's the thing about all these
cases pal, there was no "last
seen" for any of them. It was
almost as if they were just
snatched up out of existence.
NARRATOR
Could it beP.I. JACK
No no, it's none of your mumbo
jumbo. Unlike yourself, people
round here tend to stay in groups.
Probably worrying about our big
bad crime family.
NARRATOR
Considered they're responsible?
P.I. JACK
Oh yeah, they are most certainly
responsible, but interfering with
(MORE)

44.
P.I. JACK (CONT'D)
them isn't too smart around these
parts.
NARRATOR
What about our other two then?
P.I. JACK
Barbara Varguez and Benny Leboun.
Mrs V went missing a week after
Antonio and same with Leboun here,
week after Mrs V.
NARRATOR
Another thing to raise curiosity?
P.I. JACK
You don't know the half of it. It
wasn't that they disappeared
around a week of each other, they
disappeared EXACTLY a week from
each other.
NARRATOR
Huh, mind if I see the case files?
P.I. JACK
Go ahead.
Now you will enter the first part of gameplay for this
universe in which you need to cross reference case files and
documents in order to determine, in this first instance,
what connects all three to their exact time different
disappearance. The connecting pattern you can detect and
select to submit are their shared book club meeting dates,
in which each one was taken a week between one another,
which no one seemed to pick up as suspicious given their
cultural distancing from the local people.
NARRATOR
Does this make some sense?
P.I. JACK
I noticed it, but it's just a book
club meeting. I mean, they pretty
much stopped holding the meetings
after Leboun, so there was no one
I could speak to.
NARRATOR
None of them have friends or
family local at all?

45.
P.I. JACK
Not that anyone's managed to come
forward with. Look, it's getting
late and I think if you're helping
me on this, then as a rookie,
you're gonna need some rest. You
can take the couch in the
reception. Tell Andrea she can
head home.
NARRATOR
Alright. See you in the morning
then.
INT. P.I. JACKS DETECTIVE AGENCY
The next day has arrived and Jack enters wearing his work
clothes.
P.I. JACK
Alright kid, I've got some leads
to chase down, so follow up
whatever you think might be
useful...Oh and don't think about
looking for those files on our
mutual "friend". Got them close
by.
NARRATOR
Alright. I'll...what, shout if I
find something?
P.I. JACK
No one likes a smart ass pal. Just
meet me back here at eve and we'll
"compare" notes or some crap.
NARRATOR
What about your assistant? Should
I expect to see her before I go or
what?
P.I. JACK
She should be in soon, if you see
her, just say hey or something, I
dunno.
Jack leaves and the player now has control again and can
walk into Jack's office or look about the main room.
Interacting with a few objects around the room will give
some non-essential information. Entering into Jack's office,
you can get needed documents.

46.
INT. P.I. JACKS OFFICE.
Inside the office, you'll find some documents tidied up on
the main desk with a sheet of paper left next to it with a
note reading "These are all the files I could dig up on this
book club. Enjoy your read"
Reading through the book club documents will allow you to
detect evidence about outsiders rarely ever being allowed
in, the irony being that outsiders counted as most town
folk. Further reading can allow you to see that there are
certain times the book club appears to be active, one of
them being during the late evening. Highlighting these two
pieces of evidence ends this minigame and completes the
minigame for this section. Upon finishing it, you hear the
front door open.
INT. P.I. JACKS DETECTIVE AGENCY
Re-entering the main room, you see Andrea taking her seat
behind the front desk.
ANDREA BOYCE
Oh hello there Sir...say, what
keeps you around here so long?
NARRATOR
Agreed to help your boss out on a
case.
ANDREA BOYCE
I take it that he's roped you into
the missing persons case?
NARRATOR
Spot on.
ANDREA BOYCE
He's not particularly happy with
the idea of having a case
unsolved. Don't think the poor guy
has been home in two weeks.
NARRATOR
He got a family?
ANDREA BOYCE
Couldn't tell you. Mysterious
fella he is. Say, I never caught
your name.
NARRATOR
I'm Nate.

47.
ANDREA BOYCE
There a second name to that or...
NARRATOR
It's a long storyANDREA BOYCE
I can see why you two get along
already. Full of your mystery you
detective types.
NARRATOR
(Chuckles)
Yeah, I suppose so. I was actually
hoping to run into you.
ANDREA BOYCE
Oh yeah?
NARRATOR
Jack was mentioning something
about a "crime family". Anything
you could tell me about them?
ANDREA BOYCE
I really don't tend to get
involved in a lot of this hun.
NARRATOR
At least got a name for this
family? Hopefully I can check some
of Jack's files on them.
ANDREA BOYCE
Hmm. They call themselves "The
Sempiterno family".
NARRATOR
That their surname or something?
ANDREA BOYCE
Your guess is as good as mine.
NARRATOR
Well thanks anyway, I'm gonna have
a wander about, see what else I
can pick up.
ANDREA BOYCE
Keep yourself safe out there.
EXT. WINTFIELD, P.I. JACKS DETECTIVE AGENCY
As you leave the building, a notification displays saying
that you are expected to return to Jack when you've done

48.
your investigation (Note: This includes discovering
something about the book club, learning more about the
Sempiterno family and learning anything further about the
victims). You have a variety of locations to visit; the
local library, the town hall, the local bar and P.I. Jacks
(Jack's place is only useful for remeeting with Jack and
saving the game).
INT. WINTFIELD PUBLIC LIBRARY
Entering the library, you notice the vast shelves of books
and cabinets of documents. Approaching the front desk,
you're greeted by the librarian.
DORIS (LIBRARIAN)
Hello there dear. Welcome to
Wintfield's Public Library. Take
it since you're coming to the
front desk you're either new or
looking for something.
NARRATOR
Both actually.
DORIS
Well isn't today full of nice
surprises. So how can I help you?
Options to ask about are: 1) Any knowledge of the book club,
2) Anything about the Sempiterno family, 3) Access to the
local records, 4) Bye
If selecting 1):
DORIS
The book club? Do you mean that
bloody group who meet up in the
dead of night?
NARRATOR
Given your tone, I'd guess yeah,
that's exactly who. What do you
know about it?
DORIS
For starters, they're shut ins.
NARRATOR
Shut ins...how?
DORIS
Don't accept any of my book
donations.

49.
NARRATOR
For a book club, that is quite
strange. What else?
DORIS
Well, I've asked to join their
little gatherings a few times, but
they always give me the cold
shoulder. I asked that hispanic
girl...can't remember her name.
Babs or something. I asked her to
get me an in and she just walked
away.
Notification: Note added to quest log
NARRATOR
Do you know if any of the other
missing folk were acting strange?
DORIS
Other missing folk? What are you
talking about?
NARRATOR
Never mind. Thanks for your help
with that.
DORIS
No problem, anything else I can
assist with?
If selecting 2):
DORIS
Oh those "fellas". Pffft. Just a
fairytale hun.
NARRATOR
For a group of people who are a
thorn in Jack's sideDORIS
You're one of "P.I." Jack's pals
huh? Well I'll not say anymore on
this matter until you tell him to
sort out my good for nothing
husband.
NARRATOR
Okay...
If selecting 3) (without the pass):

50.
DORIS
Sure, of course you can access the
town records.
NARRATOR
Perfect, where do IDORIS
BUT, you need to get a pass from
town hall first. We don't just let
any random person have at our
records. Need permission.
NARRATOR
And you can't give it?
DORIS
They stopped letting me after Jack
kept uncovering shady goings on in
there using these records.
NARRATOR
So, probably best not to mention
I'm helping Jack?
DORIS
Bingo kid.
If selecting 3)(with the pass):
DORIS
Sure, let me just see your pass.
NARRATOR
Here you go.
DORIS
Wonderful, right this way then.
Doris will take you to the records room (See INT. WINTFIELD
PUBLIC LIBRARY, RECORDS ROOM)
If selecting 4):
DORIS
Alright, don't be a stranger.
EXT. WINTFIELD TOWN HALL
Outside the town hall is a rather quiet street, the hall
standing quite tall over the surrounding area, looking
fairly out of place and slightly modern (for the time
period) in comparison to the grubby looking surrounding
buildings.

51.
INT. WINTFIELD TOWN HALL
Entering the town hall, you immediately notice a lavish
aesthetic to it, in comparison to other places in the town.
Behind the front desk sits a young girl, looking bored and
exhausted. If you've spoke to Doris already, then
conversation will open, otherwise the young will respond
with "...", ignoring the player.
NARRATOR
Hello Miss?
PHILLIPA
What?
NARRATOR
Caught you at a bad time?
PHILLIPA
Well tell me something, am I still
in the town hall? Hold that
thought, it appears I am.
NARRATOR
Why still work here then?
PHILLIPA
Look, this isn't an agony aunt
column so just tell me what you
want.
NARRATOR
I was hoping to get a permission
slip to access the library
records.
PHILLIPA
You'll need to fill out a slip and
wait 2 to 3 weeks as well as
showing some ID and your home
papers so we can verify you live
round here.
NARRATOR
I don't really have the time to
wait 2 or 3 weeks.
PHILLIPA
Well, not much more I can do.
Options in conversation: 1) What if I could get you out of
here?, 2) Can't I...persuade you?, 3) Fine then, bye.
If selecting 1):

52.
PHILLIPA
Then...that'd be quite
extraordinary, but you don't seem
to be wearing a cape like those
guys in them comics.
NARRATOR
I could distract whoever is
keeping you here long enough for
you to get out?
PHILLIPA
Hm...okay, if you can do that,
then permission slip for the
records is yours. But if you can't
then...well it won't be.
NARRATOR
Fair enough.
Now you have the option to interact with a variety of
objects around the room in order to distract the guard, some
only minorly taking his attention compared to others.
Pretending to choke on something and falling to the ground
or going into the bathroom and causing a loud commotion as
if you have fallen over or had an accident will cause the
guard watching Phillipa to come to your aid, long enough for
her to slip out the front door.
If selecting 2)(without a drink):
PHILLIPA
I could really use a drink. If you
can get me a whiskey or a beer or
anything alcoholic, the slip is
yours, no questions asked.
NARRATOR
Alright, sure, I can do that.
PHILLIPA
If you can do that, you're a
saint.
If selecting 2)(with a drink):
PHILLIPA
You are a star. Thanks a bunch.
One sec and I'll get you your
pass.
You will be given the pass and will be able to exit and
return to the library.

53.
If selecting 3):
PHILLIPA
Okay...bye then.

(CONT'D)

EXT. WINTFIELD TOWN HALL


If you selected option 1 then exiting Wintfield Town Hall
will have you meet Phillipa outside who hands you the
permission slip.
PHILLIPA
Thanks a bunch. Tell Jack thanks
from me.
NARRATOR
How did yoPHILLIPA
Only person who comes
investigating around here is Jack
or one of his pals. Wasn't too
hard a guess.
NARRATOR
Well...thanks Phillipa.
PHILLIPA
Any time.
Phillipa will leave.
EXT. THE OLD GOOSE BAR
Much like Jack's agency, the building is fairly weathered
looking, but still in decent shape, having an old timey feel
to it. From outside you can hear the hustle and bustle on
the inside and the glowing of lights.
INT. THE OLD GOOSE BAR
Inside is a few people nursing their drinks and conversing.
At the bar stands a fairly butch, Scottish man serving the
customers. Approaching him will allow dialogue to open,
regardless of who you've visited already.
FRANKIE
Alright pal. What can I get you?
NARRATOR
Huh...
FRANKIE
What?

54.
NARRATOR
Sorry, your accent. Not what I
expected. Where you from?
FRANKIE
Scotland. Land of the brave and
the drunks.
NARRATOR
Sound quite proud of your
homeland. Why you here?
FRANKIE
More people in America to get
drunk.
NARRATOR
Fair enough.
FRANKIE
Aye. So how can I help you mate?
Conversation options as follows: 1) Anything about the
Sempiterno family, 2) Know anything about the
disappearances, 3) Knowledge on the book club, 4) (If you've
spoke to Phillipa and said you'll get her a drink) Can I get
a drink to go?, 5) Nothing sorry.
If selecting 1):
FRANKIE
Aye, I know those guys. They come
around from time to time. Never
speak. Just slide me a note and I
give em what they want.
NARRATOR
And what do they usually want?
FRANKIE
Money mainly. Or booze. It really
varies on what they feel like that
day.
NARRATOR
And what do you get out of it?
FRANKIE
They don't kill me
(Chuckles)
If option 2):

55.
FRANKIE (CONT'D)
Take it you're talkin about those
folk from the book club?
NARRATOR
Yup, Miss Varguez, Mr Leboun and
Mr Favoroli.
FRANKIE
Only ever spoke with Leboun.
Shared interested in alcohol.
(Chuckles)
Although he was on the wine like a
typical Frenchie.
NARRATOR
Any knowledge about how they went
missing or where they went?
FRANKIE
Well, I don't know anything
specific, but I'd bet my life on
the Sempiterno's being involved.
If option 3):
FRANKIE
Oh I know about the book club.
Very little book reading, I'll
tell you that for nothing. Most
people that go down there are
people like myself.
NARRATOR
Foreigners?
FRANKIE
And here I was thinking you'd have
guessed "charmers" first, but aye.
Foreigners. I'll tell you
something, if not for that club,
I'd never would've gotten a job
here.
NARRATOR
So what, is it like some sort of
underground job center?
FRANKIE
Aye, sorta. They just help folk
like me. People who are sorta
buggered from the get go when they
come here.

56.
If selecting option 4):
FRANKIE
Aye no problem at all. Any
preference?
NARRATOR
Just something strong.
FRANKIE
I'll get you some whiskey then my
friend! Best stuff and really hits
the stuff.
If selecting option 5):
FRANKIE
Well you know where to find me
pal.
INT. WINTFIELD PUBLIC LIBRARY, RECORDS ROOM
Continuing on from the 3rd option in the library, where you
have the pass, Doris leads you into a big room filled with
records.
DORIS
So dear, what kind of records were
you looking for?
NARRATOR
Well, my main interest was about
the crime family around hereDORIS
Oh yeah, Jack was looking up about
them. There's not a lot here
really. I mean you can feel free
to have a browse, but you might
not find anything particularly
interesting.
Browsing through the records, you can highlight important
information and if it corresponds to something important in
the case then it will be added to your diary. Things that
will come up as important are records on the book club,
records on previous crime families and a hidden piece of
information about the name of Sempiterno that translates
from Latin an adverb of the word "Eternal" or "Infinity"
(linking this gang to the other worlds i.e. InfiniTech,
InfiniBuilds).
Once finished looking at the records, you will be given the
prompt to return to Jack.

57.
EXT. WINTFIELD, P.I. JACKS DETECTIVE AGENCY
Outside, you see Jack sitting on the steps, smoking a
cigarette, waiting on you.
P.I. JACK
Ah there you are. Much luck?
NARRATOR
I think so, towns records proved
to be somewhat useful I suppose.
P.I. JACK
Well we can discuss it inside.
INT. P.I. JACKS OFFICE.
Once inside Jack's office, an interface showing the case
files and what you've learned from your going about will be
displayed. There are several ways this will turn out.
1) If you have only looked at the records, you will
highlight the information about the book club and how the
building used was owned by crime families throughout the
past few decades, making it a location worth visiting
In going by this route, Jack won't prepare to face off
against the mob family when you go to visit the book club,
only bringing a small pistol and a pair of handcuffs.
P.I. JACK
Huh. Good work. Although I'm not
too worried about this book club
place, but it certainly seems
worth a look. I get your hunch,
but for all we know, it's just a
book club now and we don't want to
go in guns blazing and end up with
a lawsuit on our hands.
NARRATOR
Still, I'd at least prepare
yourself a little bit.
P.I. JACK
Don't worry, I'll bring old
faithful.
2) If
about
crime
front

you have looked at the records AND spoke to Frankie


the book club, you will be be more certain of the
family involvement given that it's being put up as a
for a book club.

58.
In going by this route, Jack will prepare perfectly and will
bring 2 heavy pistols, some homemade body armour and a pair
of handcuffs.
P.I. JACK (CONT'D)
Well I'll be damned. So it's not
even a book club at all? Well, I
really slacked there. Didn't even
consider asking Frankie about the
club.
NARRATOR
So what we gonna do?
P.I. JACK
Well if these Sempiterno's are
operating from here and given that
people aren't just telling the
truth about it not being a book
club, I'm certain it is them, then
we'll need to pack heavy. Our 3
missing are gonna be down there
and I don't think they'll be
unguarded.
NARRATOR
Something bothers me though.
P.I. JACK
Why would a crime family be
helping foreigners get jobs?
NARRATOR
Yeah, I mean, I definitely think
this is suspicious, but they don't
seem to be trying to act
malicious.
P.I. JACK
I was thinking the same. Only one
way we can get an answer I
suppose.
NARRATOR
True. You get yourself ready and
I'll brief Andrea.
P.I. JACK
Oh no need. She had to head off.
Had some family issues to deal
with.

59.
NARRATOR
Ah. Well you got anything I can
use before going down there?
P.I. JACK
One second...
Jack goes into his office desk and pulls out two heavy
pistols which he puts into his holsters before pulling out
another slightly lighter and smaller gun.
P.I. JACK (CONT'D)
Best I can do I'm afraid.
NARRATOR
Well, if it shoots, it does
something.
P.I. JACK
Optimism. I like it kid. Anyway,
lets get going.
EXT. WINTFIELD BOOK CLUB
Dependent on whether or not you went for option 1 or 2, you
and Jack will now approach the book club and you'll be
tasked with finding a way in as the front doors are gated
closed.
P.I. JACK
Well, looks like we're gonna need
to find another way in. I'll keep
watch, you go find somewhere.
Roaming around the area, you can find 2 separate ways to
enter. One of which is finding a key for the gate under a
pile of trash, that you need to repeatedly dig through
before you find it. The second way is through an open window
to the bathroom, just big enough for you and Jack to force
your way in through.
Once again, dependent on your choice of entry, you will have
different outcomes.
P.I. JACK
So partner...find any way in?
You will be presented with options, dependent on what you've
found. If you only find one of the two, the other will be
greyed out and unapplicable. If you find both, you have the
choice to choose between them both.
1) Front door

60.
NARRATOR
Found a key to that gate. Just
need to kick the door down and
we're in.
P.I. JACK
We'll make a detective of you yet
kid...or a criminal with that
slyness. Come on, lets head in.
2) Open window
NARRATOR
There's an open window around the
corner
P.I. JACK
Think it'll be big enough?
NARRATOR
Just, but we'll both be able to
fit through.
P.I. JACK
Perfect, lets get going then.
INT. BOOK CLUB. FRONT DOOR
If having picked option one, you will kick through the front
door and be faced with a Sempiterno gang member who was
guarding the door, which hit him forward. You can either
knock him out or shoot him, both of which will cause alarm
to those behind the next set of doors. Of whatever you
choose to do, he will respond in kind with:
SEMPITERNO GUARD
You motherfuBehind the two doors, you will hear a commotion of people
running about the floor, their feet clapping against the
ground.
P.I. JACK
Well, we certainly rustled a nest
in here. Be on your guard.
The set of doors will be locked if attempted to open,
forcing you to turn the corner. The gameplay will now be
changed to a cover shooter in which you will have to take
out the guards that are hiding behind objects in the
hallway. Dependent on where you aim, you can either
incapacitate or kill them. This persists until you reach a
set of stairs leading down to a lower level.

61.
INT. BOOK CLUB, BATHROOM
If having picked option two, you and Jack will slide through
the window and into the bathroom. When landing down, a guard
will hear you.
SEMPITERNO GUARD
Hey...Tony? That you? I'm trying
to take a piss here.
You will have the option of breaking the lock on the toilet
door or shooting throw it to kill the guard. Regardless of
your decision, you will be able to move through and out of
the toilet. Once exiting the toilet, you will be faced
against two henchmen dressed differently than the guards.
One is named Hayleigh and the other Bernie.
HAYLEIGH
Well look at what we got here. Two
sneaky cop looking fellas.
BERNIE
They aint no cops, that one's
Jack. P.I.
HAYLEIGH
Ugh a P.I. Hate you guys. Don't
think anyone's gonna miss you if I
just popped you right now. What
you think Bernie?
BERNIE
(Chuckles)
Well his momma might.
HAYLEIGH
And what about you huh?
NARRATOR
Me?
HAYLEIGH
Yeah, what are you supposed to be.
P.I. JACK
He's a Multiverse traveller
HAYLEIGH
(Laughs)
Is that right huh? Well the boss
is gonna love to meet you, but
Jack, I don't think he's gonna be
too happy to see you.

62.
BERNIE
Oooh no not at all.
P.I. JACK
And why's that?
HAYLEIGH
Boss isn't too fond of having
someone snooping around. Been
trying to take you off the scent
for a while. Let em get on with
his plans.
BERNIE
Hey you
(To the Narrator)
You're new around here I
think...we not seen you around
these parts
HAYLEIGH
Been hiding a new friend from us
have ya Jacky boy? Well allow us
to introduce ourselves. I'm
Hitpunch Hayleigh.
NARRATOR
Why not just hitter or hit?
HAYLEIGH
Hey! Don't. Interrupt. I like
Hitpunch. I lets you know that I
don't just hit you once, you get
it twice...got it?
NARRATOR
Sure...and what about you, what's
your superhero name?
BERNIE
I'm Brass Bernie.
NARRATOR
And why's that? Got a brass tooth
or something?
BERNIE
(Chuckles)
Nah. I got these
Bernie lifts his hands to show brass knuckles on his hands.
At this point, dependent on how much information you
gathered, one of two things will happen.

63.
If you only looked at the town records and Jack has come
minimally equipped, he will be beat to death, taking out
Bernie before being finished off by Hayleigh.
HAYLEIGH
(Panting)
Hah...he put up a fight...not good
enough though...now you...whatever
your name is...you're coming to
see the boss...
Hayleigh will then drag the Narrator down towards the
basement level.
If having found the records and spoke to Frankie, coming up
with the most information, Jack will be more prepared and
upon the first punch to his gut, Hayleigh's fist will make a
cracking noise, her hand breaking, before Jack pulls out his
two heavy pistols and takes a shot at Bernie and Hayleigh,
hitting each of them in their knees.
P.I. JACK
Ooft. That could've ended badly.
HAYLEIGH
It fuP.I. JACK
Now now Hayleigh, watch your
language. I only have one
question.
BERNIE
Ahhh god damn it. We aint
answering shit.
NARRATOR
Well I mean, he could shoot your
other knee Bernie. If you enjoy
the pain that much.
HAYLEIGH
Bernie, it's fine. Trust me.
(To Jack)
What's your question pig?
NARRATOR
Ouch, pig. Well, I wanted to know
where your boss is.
HAYLEIGH
(Laughs)
That's what you wanted to know?
Hell, I would've taken you down to
him. He personally would've liked
(MORE)

64.
HAYLEIGH (CONT'D)
to have rid you both. You moreso
Jacky.
P.I. JACK
I'm sure whoever this guy is would
love to. Guess I'll go introduce
myself. Now you twoo don't go
running anywhere. Come on Nate.
INT. BOOK CLUB. BASEMENT
There are two opening scenarios that can play out in this
last act of this universe, dependent on how things played
out elsewhere.
If having went through the front door with or without the
body armour or having went through the window with the body
armour, Jack will be fine and standing next to you as you
walk towards the center of a room where electricity is
sparking everywhere, whilst three masked figures work on a
device that a fourth is overseeing.
OVERSEER
Well, well, well, isn't this a
surprise.
NARRATOR
Your voice...
P.I. JACK
Not a man at all it seems.
OVERSEER
You can't blame these guys for
thinking otherwise. With a name
like "Almighty Andy" for their
boss, what else would they think?
NARRATOR
It's not that she's not a
man...she sounds familiar.
P.I. JACK
Just sounds like another broad to
me. So what is all this?
ANDY
Well I suppose you already know
it's not really a book club and we
weren't exactly being innocent
getting these folk jobs. In fact,
we were actually looking for
specific people. Smart ones.
Scientific people. Miss Vasquez,
(MORE)

65.
ANDY (CONT'D)
Mr Leboun and Mr Favoroli. My
three masked friends here. They
all fled their homelands after
being forced to work on all manner
of weapons for their Government.
Can hardly blame them.
NARRATOR
And why do you need scientists?
ANDY
Good question. This device they're
working on...well, they're fixing.
It's not just any normal looking
device. A friend of mines and
Jack's came through here many many
years ago. A traveller. He told us
about the different worlds he'd
been to, the many things he did
and yet all he did for us was
leave us this. Then boom. He was
gone.
NARRATOR
Who is he?
ANDY
Well if you're travelling like he
used to, I'm sure he's waiting on
you.
P.I. JACK
Nevermind him, what the hell is
that thing.
ANDY
I've tested it a few times. It
does some interesting things Jack.
Like this.
Andy flicks a switch on it and with a vibrating tone, Jack's
guns and yours disintergrate into dust.
ANDY (CONT'D)
Neat huh?
NARRATOR
So this traveller left you with a
weapon that can disintegrate guns.
Amazing.

66.
ANDY
(Chuckles)
Oh hun, that's just one of the
many settings. A few tweaks and
this will disintegrate anything it
pleases. People, bank vault
doors...dimensional barriers.
P.I. JACK
Who the hell are you? You've done
nothing for the past 5 years
except shady bits of business and
now you're going to what? Chase
after some stranger?
Andy chuckles and then lowers his hood, revealing Andrea,
Jack's assistant.
ANDREA BOYCE
You look surprised Jacky.
NARRATOR
Wait...what?
P.I. JACK
Andrea?
ANDREA BOYCE
Ding ding ding. Got it in one. You
look so dumbfounded Jack. What's
the matter? Starting to realise
how stupid you've been? How I was
under your nose the whole time?
Why else do you think you could
never get any leads on this case?
"P.I. Jack, reputable and quick".
That was the image you had of
yourself. But our traveller, he
spoke to me when you were too busy
to be interested in his stories.
He told me about what the universe
has to offer. He left me this.
Told me that one day someone else
would come through and I would
activate it then.
P.I. JACK
But that doesn't explain all this.
Sempiterno family? Shady dealings?
What is all this?
ANDREA BOYCE
Do you really think he just came
here, dropped off a device and
then left again? This is his. All
(MORE)

67.
ANDREA BOYCE (CONT'D)
of this. And he told me to
continue it before he left.
NARRATOR
And why didn't you go with him?
Andrea makes an annoyed grumble and taps her foot.
ANDREA BOYCE
He didn't exactly invite me. He
just up and vanished one day after
telling me this was all mine.
That's why I'm doing this. To find
out why.
P.I. JACK
You haven't explained any of this.
If you wanted to chase after him,
why didn't you just ask for help?
ANDREA BOYCE
Oh Jack, have you seen the way
people like me are treated.
(To the Narrator)
Let me guess, from your world, you
aren't as back dated as this town.
NARRATOR
Well, I mean, it does seem
pretty...old fashioned.
ANDREA BOYCE
Exactly. I get no respect here. I
hardly get to talk about my day to
you Jack, so where did you think
I'd find the time to bother
talking about this whole thing.
P.I. JACK
I'm sorry Andrea...really.
ANDREA BOYCE
Yeah, now you are. Well, funny how
things turn out huh?
Andrea turns around, smirking as she does so and flips all
the switches on it, causing the machine to begin shaking and
vibrating, making loud whirring noises as electricity
flashes off of it. The 3 victims run out and up the stairs
as a breach begins tearing in front of the device, slowly,
much like the breach in Universe 43, dragging everything
around it inwards, starting with Andrea and objects around
the room, the device levitating as it holds open the breach.
More and more of the room starts being sucked through it

68.
until eventually Jack and the Narrator are pulled through,
the world behind them following through, the book club
building vanishing, leaving a large crater, much like what
happened in universe 43. The Narrator gets split from Jack
and is pulled through into another world.
If having went through the window with no body armour, you
will be dragged down by an out of breath Hayleigh who will
throw you in front of the overseeing man.
ANDY
Well, well, well. Good to see
you...Nate.
HAYLEIGH
(Kicks the Narrator)
This is Almighty Andy, our boss.
Say hello.
NARRATOR
How do you know my name Andy?
ANDY
This is gonna come as a surprise,
to you too Hayleigh, but...I'm not
actually called Andy.
HAYLEIGH
Who are you?
The figure pulls down their hood and reveals themselves to
be Andrea, Jack's receptionist.
ANDREA BOYCE
I'm Andrea. Nice to finally see
you with my actual face Hayleigh.
You've done some wonderful work.
HAYLEIGH
You too boss. Wow. A lady in
charge of all this. World really
is changing huh?
ANDREA BOYCE
You don't know the half of it.
(To the Narrator)
Now onto you. I take it you're a
bit confused. Why did I have Jack
killed, why am I being all evil
and brooding, what the hell is
this device over here, etcetera,
etctera. Well, maybe if Jack were
somehow still here, I'd explain a
lot of this, but that's not why I
(MORE)

69.
ANDREA BOYCE (CONT'D)
had you brought down. No, no, no.
I brought you down because we have
a mutual friend, even though you
haven't met him yet.
NARRATOR
This traveller, like me, right?
ANDREA BOYCE
Exactly. He told me one day you
would come through here. Maybe not
on purpose, maybe by his decision,
maybe not. He was always a
mysterious man. Told me I had to
be here, had to stay with this
device, had to wait upon your
arrival. Then...
Andrea flicks a switch on the device and it sends out a
vibrating pulse towards Hayleigh, disintegrating her in an
instant.
ANDREA BOYCE (CONT'D)
Well...that's just one example of
what it can do.
(Chuckles)
She was going to be a loose end
anyway. But, time to show you what
this device really can do.
Andrea goes to the device again and flicks on all the
switches, causing the machine to begin shaking and
vibrating, making loud whirring noises as electricity
flashes off of it. The 3 masked figures run out and up the
stairs as a breach begins tearing in front of the device,
slowly, much like the breach idn Universe 43, dragging
everything around it inwards, starting with Andrea and
objects around the room, the device levitating as it holds
open the breach. More and more of the room starts being
sucked through it until eventually the Narrator is pulled
through, the world behind them following through, the book
club building vanishing, leaving a large crater, much like
what happened in universe 43. The Narrator gets split from
the breach sucking everything in and is pulled through into
another world.
UNIVERSE 1800
INT. GLADIATORIAL ARENA
Tumbling out of the portal, you immediately fall into an
active arena, the portal breach filling an entry gate for
the warriors to the arena. Being the sole opponent against

70.
the three facing brutish looking warriors, an important
looking man stands, above at a podium, looking down.
EMPEROR ORCANIUS
Greetings warriors and our new
entrant. As you can both see, you
have multiple weapons to choose
from as well as shields. I bid
you, new arrival, to get yourself
prepared as your opponents have
already gotten themselves ready.
At the sound of the claxon...well,
may the best man win.
NARRATOR
(To himself)
Just couldn't get a nice place.
Had to land in another violent
place. What I wouldn't give for
some relaxation...
(To the player)
What? Do you think I'm enjoying
this? Believe it or not, falling
through those breaches actually is
a pain in the arse.
The Narrator shakes his head and walks over towards the
weapons, giving the player the option now to select
something to use. There are a variety of weapons with
attached descriptions describing their abilities and such.
Once a weapon is picked, a notification will come up telling
you to pick up a wrist shield too (a wristband which
projects a solid state holographic shield. All the
aforementioned pieces of kit are all modern with Roman era
designs on them.
Once fully kitted up, the actual form of gameplay will
begin, with the Narrator being pitted against the opponents
in the arena. After defeating them, the Emperor will address
the Narrator.
EMPEROR ORCANIUS
Good show warrior. Very good show.
Guards, bring this one to my
chambers so I can discuss matters
further.
INT. EMPEROR'S CHAMBERS
Inside the Emperor's chambers is a large bed to the side,
with a desk sitting behind a long table. Behind the table,
the Emperor sits, awaiting your presence.

71.
EMPEROR ORCANIUS
Ahh, my lad. Welcome. Please take
a seat. Could we get you a drink?
Some food too maybe?
NARRATOR
Eh...I'm fine thanks. Look, I
ended up heEMPEROR ORCANIUS
Oh we can chat about how you ended
up here later. I'm more interested
in celebrating your fine victory.
Never have I seen a man look so
confused when picking up weapons
and owning the battlefield with
said weapons. Absolutely splendid.
NARRATOR
Well, thanks, but those menEMPEROR ORCANIUS
Oh don't worry about them.
Criminals. Like yourself. You
should never feel too bad about
taking a life in the arena. Normal
rules don't exist in there.
NARRATOR
Oh, I'm not a criminal SirEMPEROR ORCANIUS
Please, call me Emperor.
NARRATOR
Okay...I'm not a criminal Emperor,
I justEMPEROR ORCANIUS
Shh, shh, shh. It doesn't matter
if you weren't before. You've
killed men nowNARRATOR
In self defence, if you remember?
EMPEROR ORCANIUS
...Is that any way to speak to an
Emperor?
NARRATOR
Well you're trying to treat me
like I deserved to be down there.
It-

72.
EMPEROR ORCANIUS
I've heard enough. Thought you'd
be fairly happy to have an
audience with the Emperor.
(To the Guard)
Take this one down to the cells
until I decide what to do with
him.
GUARD
Yes my Emperor.
INT. ROYAL CELLS
In comparison to the Emperor's chambers, the cells are dark,
dank and dirty in comparison, with straw bedding on the
floors. The cell you're put into is with an older looking
man who appears dirtied and weak.
PISENTIUS
You...what...what brings you here?
NARRATOR
Hey I'm... Nate. Nice to meet
you...
PISENTIUS
Pisentius. Or Piss. Whatever is
easier.
(Chuckles)
Just pulling your leg. Piss was a
nickname in school.
NARRATOR
Regardless, I think I'll stick
with Pisentius. Glad to hear being
stuck down here doesn't destroy
your sense of humour.
PISENTIUS
Be down here as long as me, you
learn to find the best in the
small things.
NARRATOR
I'm hoping my recent luck
continues in the same fashion,
then I shouldn't be here too long.
PISENTIUS
Recent luck?
NARRATOR
You're either gonna think I'm
mental or, by some crazy miracle,
(MORE)

73.
NARRATOR (CONT'D)
you'll believe me, but I've been
travelling between
universes...well more tumbling,
and that isn't by choice.
(Puzzled sound)
You don't seem too surprised by
that.
PISENTIUS
(Chuckles)
Universe traveller, hopper between
worlds, etcetera. I've met someone
like you before. I know, you
probably thought you were gonna be
the special case huh? Well, long
time ago, this guy, he tumbled on
in. Emperor was just a teenager at
the time. Saw something special in
him, decided to make him part of
his guard.
NARRATOR
Wait, so this "traveller" he WAS
here? So how did he leave?
PISENTIUS
Good question, I think he probably
wants to know the answer to that
question too. Was in the Emperor's
chambers and zapped out of here.
NARRATOR
By the look of your weaponary, you
have scientists here. Why didn't
anyone investigate it?
PISENTIUS
Oh they looked into it. We know
about world breaches and stuff,
but this wasn't one of them.
NARRATOR
Hm. How do you know so much?
PISENTIUS
Let's just say its a job of mines
to keep in the know.
NARRATOR
Like a reporter then?
PISENTIUS
Sure, you could say that. Anyway,
I've been working on a way out of
(MORE)

74.
PISENTIUS (CONT'D)
here for a few months now. But
it's a two man job.
NARRATOR
Months?
PISENTIUS
Oh yeah. I know what you're
probably thinking, but the other
cells were usually unoccupied so I
never got a cellmate to help.
NARRATOR
So what plan do you have?
The screen will black out during this discussion and will
fade back in with Pisentius laying on the floor, passed out
and the Narrator at the bars of the cell.
NARRATOR
GUARD!? GUARD!?
The Guard walks over the hits the bars with a baton like
object.
GUARD
What do you want prisoner?
NARRATOR
My cell mate. He was talking to me
about something then he passed out
and I don't think he's breathing
properly.
GUARD
I've seen this a million times. I
come in, he wakes up, you both
attack me, yadda, yadda. And I saw
you in the arena, so I know you're
not exactly the most non-violent
of people.
NARRATOR
Look, you can send another guard
in or three guards, hell you can
bring the entire army down here if
you want, but he needs help.
GUARD
(Grumbles)
Right, fine. But don't try
anything funny okay? I'm trusting
(MORE)

75.
GUARD (CONT'D)
you, but only because you don't
look like you're bluffing.
The guard opens up the cell and tightens handcuffs around
the Narrators hands, putting him against the wall, facing
into it. He then walks over to Pisentius and starts checking
up on him. Here you're given a minigame to keep the sound of
your chains from rattling and making sure the guard doesn't
turn round whilst you approach him to take his gun. Once
successful, Pisentius will wake up whilst you have the gun
aimed at the guard.
PISENTIUS
Good job kid.
GUARD
What? Oh come on. Piss, I thought
we'd been over this. You aint
escaping. You're an old man now.
(To the Narrator)
And you, I thought you promised
you weren't going to do anything?
PISENTIUS
I told you you were too soft for
this.
NARRATOR
Up against the wall.
GUARD
Fine, fine. The gate is open you
can try and leave. On you go.
PISENTIUS
Perfect, come on bud, lets get out
of here.
NARRATOR
Can't yet. He still needs to
uncuff me.
GUARD
(Laughs)
And you think I'm going to do
that, why?
PISENTIUS
Come on, just uncuff him.
GUARD
Nah, he doesn't have it in him to
murder someone in cold blood.

76.
PISENTIUS
Yeah, but I do, so uncuff him.
GUARD
Can't, sorry.
PISENTIUS
Can't or won't?
GUARD
Can't. I can put those cuffs on
anyone, sure, but there is only 3
ways to take them off and the
easiest for you right now is
chopping his hands off.
NARRATOR
Look, lets just go. We'll sort
this out later. Get his keys and
we'll lock him in.
PISENTIUS
Alrighty.
Leaving the cell with Pisentius, he locks the guard behind
you and begins walking in one direction. When trying to
follow him, he stops you.
PISENTIUS (CONT'D)
Woah, woah woah. What're you
doing?
NARRATOR
Eh...coming with you?
PISENTIUS
Oh no, you're a liability right
now with those cuffs. We're gonna
have to go separate ways to even
out the guards.
NARRATOR
So where do I go?
PISENTIUS
I'd say the armoury, which is that
way.
Pisentius points to the opposite side of the corridor before
disappearing down his own end where you hear the mumbling of
guards.

77.
NARRATOR
(Sighs and then turns to the
Player)
Well, we're in another one of
these situations it seems. Guess
it's up to you to get me out of
these, but my best bet would be
finding this Emperor and getting
him to sort it out.
With this, control is returned to the player, if trying to
go the same way as Pisentius, a notification will come up
saying "Much too dangerous. Maybe we should get a better
weapon first". Going the opposite direction takes you to a
weapons room.
INT. ROYAL DUNGEON, ARMOURY
In the room, much like at the arena, there is a variety of
weapons on display and at the far end of the room, a rack
with the wristbands that project the solid state holographic
shields). From this room, there is only one door, which when
interacted with has a voice come from the other end of it.
ETERNAL KNIGHT
Target detected. Approach with
caution. Take in alive.
With this, the Eternal Knight bashes through the door,
knocking the Narrator back. The Eternal Knight is a towering
beast of a man, his entire body plated in a mysterious metal
that is black as night, but has a strange glow to it. His
face is shadowed by his large helmet, although his eyes
appear to be a dark red.
ETERNAL KNIGHT (CONT'D)
You will stand down and come with
me.
NARRATOR
Right, because that's a convincing
argument, as opposed to what?
Getting past you and escaping?
ETERNAL KNIGHT
(Forced, almost robotic
sounding laugh)
If you would like to try, I won't
stop you. My orders are to bring
you in alive. Nothing is said
about being unharmed.
With this a battle starts against the Eternal Knight in
which your main attack only slows him down slightly. When
trying to interact with the door to escape a notification

78.
pops up "With your hands still cuffed, you can't reach both
of the latches at the same time to open it. Find a way to
break your cuffs". With this, you have to attack and dodge
the Eternal Knight with your shield and weapon until he
charges up an EMP cannon that you have to jump in front of.
Jumping in front of it deactivates the cuffs, but also
destroys your shield and gun. The backlash of the blast
knocks the Eternal Knight off his feet and gives you the
chances to open up the door and lock it behind you.
INT. ROYAL DUNGEON, ROOM 1
Entering into the first room, you see it filled with tens of
guards, all curiously listening through the wall at the
noise in the armoury. Upon seeing you enter, they ready
their weapons, pointing them at you.
GUARD #2
Halt! You aren't meant to be here
prisoner.
NARRATOR
Trust me, in a few minutes, if
that, you're not gonna want to be
here.
GUARD #2
Was that a threat scum?
NARRATOR
A warning actually. I'll make it
simple. Whatever you heard in
there? Wasn't me.
GUARD #2
Oh bugger. Guards, to the Emperor.
We must protect him at all costs.
And you prisoner...if you know
what's best for you, you'll be
sure to keep away.
The guards all clear the room and after rummaging around and
looking through, you are able to find a blaster and an
upgraded shield. The shield has a note attached to it
explaining it's properties.
INT. ROYAL DUNGEON, ROOM 2
In the second room of the dungeon, the guards are scurrying
through a passageway, before one of them turn around to see
you following on.

79.
GUARD #2
Guards, lock up the passageway,
our FRIEND decided to follow us.
I'll deal with him.
NARRATOR
I just need to speak to the
Emperor.
GUARD #2
That's what a lot of people say.
Our last Emperor had someone who
"just wanted to speak with him".
You know who that man was?
Arturus.
NARRATOR
Eh, who?
GUARD #2
Who? I can't believe my ears.
AR-TUR-US. The Emperor Eradicator?
None of this ringing a bell?
NARRATOR
I'm new here.
GUARD #2
Pssh. I will not take this
ignorance for our history.
The guard pulls out his rifle and aims it towards you. You
can either dodge and try shoot at him or take your shield
out last minute to deflect his blast back at him. The hit
will be one shot and you will be able to pick up his rifle
from him (as well as holding onto your current weapon -both
have different ammunition types, so you'll be able to switch
between guns if one runs out).
INT. ROYAL DUNGEON, ROOM 3 AND 4
This room will be fairly bare on story plot points and will
mainly focus on fighting through guards with your blaster
and shield. At the end of room 4 though, The Eternal Knight
crashes through walls in the maze like room and pushes you
forward into room 5.
INT. ROYAL DUNGEON, ROOM 5
Falling back, your health is lower to 5/100, the impact
being a hard hit to you.

80.
ETERNAL KNIGHT
Traveller, this is your final
chance to surrender.
NARRATOR
(In a puffed out gasp)
You make a convincing argument.
ETERNAL KNIGHT
This violence is fully optional.
You are being required to be
brought in. Your actions haven't
gone unnoticed.
NARRATOR
Well, over my dead body.
ETERNAL KNIGHT
I will settle for unconscious.
The fight against the Eternal Knight will begin in this
fifth room. Whilst fighting him, the Emperor's guards will
begin coming in from the sides, providing health when
defeated. Defeating the Eternal Knight will require you to
avoid his EMP blasts (holding your new shield up against it
will over charge the device putting a cool down on usage of
it). Finding the Eternal Knight's weakpoint (which is the
power core for his armour at the back of him) will be the
best way to defeat him, although every 1 shot on the power
core will cause him to cover it with one hand and spray
around the room with his rifle. After defeating him, his
armour will put a forceful weight on him, pushing him into
the floor.
ETERNAL KNIGHT
(Weakly speaking)
Smart...smart choice. Wasn't
told...to expect...such a
challenge.
The Eternal Knight will then go quiet and you are able to
progress to the next room.
INT. ROYAL DUNGEON, ROOM 6 AND 7
These 2 rooms are filled with more difficult guards than
room 3 and 4, as well as traps scattered about that you need
to avoid. Once again, fairly void of story.
INT. ROYAL DUNGEON, ROOM 8
This room is fairly empty besides one or two guards who are
passive towards you, cowering away when you approach them.

81.
When you have one of them completely cowered against a
corner, you can speak with them.
GUARD #3
P-p-please, Sir, we surrender.
NARRATOR
...surrender?
GUARD #3
Yes! We lay down our weapons.
NARRATOR
But why?
GUARD #3
You're exactly like him...the
Emperor promised us you'd be
different.
NARRATOR
Wait, like who?
GUARD #3
Just leave us, please...
Reaching the end of the room, you can find a weapon upgrade
which allows an EMP blast that has a 5 second effect time.
INT. ROYAL DUNGEON, ROOM 9
Inside this room are 4 guards in power armour that looks
fairly similar to the Eternal Knight, but made from a
different material and a little bit more bulky with a
typical centurion design.
GUARD #4
The man of the hour has finally
arrived.
(Sarcastically claps)
Gather round guys.
GUARD #5
Ha, I would be quivering in my
boots if I were him.
NARRATOR
Your armour...it looks...
GUARD #4
Familiar? I believe our shared
acquaintance has something
similar.

82.
GUARD #5
Well, why don't we show our friend
what these can do?
The battle against these guards will begin, with them
charging up their weapons one after the other. As they've
surrounded you, there's no easy escape, so spinning around
to deflect each of their blasts back at them is the easier
way to get out. If you are hit by all 4 blasts, your health
lowers to 4 (each blast doing 24 points of damage to you).
Using your EMP upgrade on them will give you a chance to
shoot at their respective power cores, but isn't the only
way you can defeat them. If you dodge a blast aimed at you
and it subsequently hits one of the other guards, they will
be stunned and will allow you to destroy their power core.
Upon defeating all the guards present, you will hear a slow
clap coming from one of the walls in the room. If shot at a
few times, it will open up a secret passage. The slow
clapping will continue until you enter the room.
INT. EMPEROR'S CHAMBERS
Entering into the room, through a passage that comes out
from the back of the room, the Emperor is sitting on his
throne continuing to slow clap until you come into his field
of view.
EMPEROR ORCANIUS
I was right about you.
NARRATOR
What?
EMPEROR ORCANIUS
Absolutely splendid. You got
through my toughest guards. All
the way back up here. Quite
impressive. Most men I put through
this trial tend to fail at the
fourth room
(Chuckles)
NARRATOR
What are you talking about a
trial?
EMPEROR ORCANIUS
Oh he didn't tell you did he. He
loves his games so he does.
The Emperor claps his hands to summon a hooded figure that
bows and takes a place next to the Emperor. Lowering his
hood, it's revealed to be Pisentius.

83.
EMPEROR ORCANIUS (CONT'D)
You do love your tricks don't you
Pisentius?
PISENTIUS
You put me in a cell with yet
another one of your would be
bodyguards and expect me to play
by your script.
EMPEROR ORCANIUS
I am your Emperor afterall.
NARRATOR
Wait, explain. What's going on?
PISENTIUS
Ever since that traveller we spoke
of just disappeared from this
world, our Emperor has been
seeking out another like him. Of
course, he'd be hard to replace,
but something about you travellers
seems to be much more...special in
comparison to our other warriors.
NARRATOR
And what was the deal with that
big hulking guy?
EMPEROR ORCANIUS
Oh our four guards in the last
room? Yes, that's some
experimental armour that your
fellow traveller had begun work
on.
NARRATOR
No, not them, I mean the guy who
kept following me from the second
room.
PISENTIUS
Eh...
A loud crash is heard at the front doors as the Eternal
Knight throws through two of the experimental armour guards,
their suits wrecked. Stomping through, the Eternal Knight
raises his gun with a weakened grumble.
ETERNAL KNIGHT
You...you...you know how to make
hell for someone.

84.
EMPEROR ORCANIUS
You are marvellous.
(To the Narrator)
Is this your creation?
ETERNAL KNIGHT
(Weakly chuckles)
No, no, no. He's been summoned
elsewhere though.
NARRATOR
Well last time I checked I still
had no plans on coming quietly.
ETERNAL KNIGHT
I've got one fight left in
me...better make it count huh?
The Eternal Knight chuckles and crouches down as a light
comes from his chest, glowing brighter and brighter before
it engulfs the entire room. Once it darkens again, the
Eternal Knight has changed into the Eternal King, his form
much bigger and his power core now covered by a strong metal
panel.
ETERNAL KING
My Master's do tend to take
precautions when dealing with
those like yourself, traveller.
You WILL answer to them, but
first, you will face my justice.
The fight with the Eternal King is much different in
comparison to the previous fights as he has a much stronger
attack pattern, the EMP blast from your gun only managing to
do minor damage that he easily recovers from. After a minute
or two of surviving his onslaught, Pisentius shouts from the
side.
PISENTIUS
Use this.
Pisentius throws you a small device that is an upgrade that
combines your shield and rifle. Shooting the rifle normally
will still allow normal shots, as well as using the shield
will still allow normal shielding, but holding both buttons
at the same time will cause your rifle to charge a large
blast, which shoots a holographic projectile that self
sustains for a few seconds. You are expected to aim this
when the Eternal King manages to hit you and begins
laughing, his mouth opened, creating a hole to shoot down.
Once hit by this, the Eternal King will begin collapsing
down back into his Eternal Knight form, but not before
grabbing you and tossing you against the wall. The impact of
the hit causes your rifle and shield upgrade to shatter,

85.
leaving you with your basic weapon and shield again. The
fight that takes place after this requires you to do the
same fight you'd usually do with the Eternal Knight, but
this time, once you've exposed the power core, you are
required to continue shooting it until it breaks. Once
broken, the fight will end, the Eternal Knight letting out a
weakened groan.
ETERNAL KNIGHT
Most impressive...traveller...but,
you don't think it was going to be
that easy right?
NARRATOR
What are you going to become next,
the Eternal Queen? Look, just give
up.
ETERNAL KNIGHT
That's exactly what I'm doing...
The Eternal Knight's systems power down before a slowly
loudening noise comes from him, a breach beginning to open,
pulling the Knight through and slowly pulling you in towards
it too.
NARRATOR
Oh come oWith that, the Narrator gets sucked through and the room
goes back to relative normalness.
EMPEROR ORCANIUS
Can you explain what just
happened?
PISENTIUS
I believe...I believe that was one
of those breaches he spoke about.
EMPEROR ORCANIUS
Well, I suppose it's time.
PISENTIUS
Are you sure? He did warn us about
what could happen.
EMPEROR ORCANIUS
Activate it, immediately.

86.
UNIVERSE 0
INT. JAIL CELL
Falling less harshly out of the breach, you land inside a
jail cell, which although dark, has a certain cleanliness to
it. Around you are other people imprisoned, shrouded by
darkness.
NARRATOR
Hello?
FPS NARRATOR
Greetings soldier! We are waiting
for our next objective.
NARRATOR
Next objective?
PUZZLE NARRATOR
We're trying to see what the way
out is. He's used to shooting his
way out.
NARRATOR
What about you?
PUZZLE NARRATOR
Usually solving something, like a
picture puzzle or something.
8 BIT NARRATOR
Bzzzt, bzzzzt, bzzzt.
NARRATOR
What?
PUZZLE NARRATOR
He doesn't have actual dialogue.
NARRATOR
Oh, okay.
TEXT NARRATOR
I walk up to the cell bars and
look at my surroundings. I see
many other figures discussing
there situation. I decide to speak
to them. Hello friends! I see you
are trapped here too?
PUZZLE NARRATOR
Still haven't figured him out. All
we know is we're all Narrator's of
(MORE)

87.
PUZZLE NARRATOR (CONT'D)
our own worlds, BUT he just seems
to narrate everything.
FPS NARRATOR
Maybe he's the narrator of this
world soldier?!
8 BIT NARRATOR
Bzzzt, bzzzt, bzzzt!
NARRATOR
This is gonna give me a hell of a
headache.
PUZZLE NARRATOR
Maybe one of you is an imposter
and I have to figure out which if
you isn't real so I can get out.
FPS NARRATOR
Or maybe we need to mash the A
button to break our chains!
TEXT NARRATOR
I decide to reply. Maybe we should
look about for a key!
8 BIT NARRATOR
Bzzt, bzzzt, bzzzzzt!!!
NARRATOR
Everyone be quiet a second. You're
all being way too confusing.
As you say this a loud thump is heard against the ground as
something mechanical begins descending the stairs to the
jail cells.
ETERNAL KNIGHT
Silent all of you!
NARRATOR
Ugh, you again.
ETERNAL KNIGHT
No prisoner, this unit has never
encountered you until now.
NARRATOR
Wait so...
PUZZLE NARRATOR
There isn't just one of them.

88.
NARRATOR
But what about the Eternal King?
ETERNAL KNIGHT
...YOU met THAT unit?
NARRATOR
I defeated THAT unit.
With an angry robotic growl, the Eternal Knight smashes the
ground with its spear, indenting it and causing pieces of
rock to fly about the room. With this, a man in a strange
looking gown enters and places his hand on the units
shoulder.
ELDER RODERICK
There there Knight.
NARRATOR
And who are you? The wise wizard?
ELDER RODERICK
I appreciate you calling me wise,
but no Narrator, I'm not a wizard.
I'm one of the Elders.
NARRATOR
Elders? Elder of what?
ELDER RODERICK
(Chuckles)
Why of the Multiverse of course
and you my young traveller, have
been causing quite the amount of
trouble. But before we discuss
that matter, how about you gather
up your companions here and make
your way to our council chambers.
NARRATOR
Eh...okay?
The Elder will leave, the Eternal Knight following behind
and your jail cells opening. The style of gameplay here will
be that of an MMO type of game, such as World of Warcraft or
something of the type. Once you and the other prisoners are
selected and brought to the exit, you will enter through and
into a hallway.
INT. HALLWAY
In the hallway outside of the jail cells, there are archways
leading into opened breaches that are stabilised, each one
displaying another reality. As you walk along the hallway

89.
towards the end of the corridor, your companions will make
comments.
PUZZLE NARRATOR
My word. These are quite
astonishing.
FPS NARRATOR
Where is the weapons cache?!
TEXT NARRATOR
I follow my new companions,
chuckling to myself at their
strange personalities, enjoying
the company of such strange
people. One thing that strikes me
as is their appearances. I decide
to speak up. Excuse me! Friends?
NARRATOR
Yeah?
TEXT NARRATOR
Isn't it strange how we all look
alike?
8 BIT NARRATOR
Bzzzt, bzzzt!
TEXT NARRATOR
I glance at the smaller one. Even
he resembles me slightly.
NARRATOR
You do realise that everything
you're doing, you're actually
saying out loud too?
TEXT NARRATOR
I look to the leader of this group
and think to myself "Bah, he's
just teasing". I look at my other
friends and see how they look at
me. He doesn't lie. Oh my
apologies! It must be quite the
irritation.
FPS NARRATOR
Shut the f8 BIT NARRATOR
BZZZT BZZZT!!

90.
FPS NARRATOR
-up!
NARRATOR
Thanks...Bzzt? That's a good point
what do I call you all?
ALL THE NARRATORS
Narrator.
NARRATOR
Ugh, this is gonna get confusing
quickly. Right lets sort this out
before anything else.
(Pointing to 8 Bit Narrator)
We'll call you Bzzzt, since you
only say that.
8 BIT NARRATOR
Bzzzt!
NARRATOR
(To Puzzle Narrator)
We'll call you Puz.
PUZZLE NARRATOR
Puz? That sounds like some sort of
disease.
NARRATOR
(To the FPS Narrator)
I'm just gonna call you Sergeant,
it's easier than finding some
clever thing from what you do or
say.
FPS NARRATOR
I like it soldier!
TEXT NARRATOR
Hearing these new names make me
curious. I ask about my name. What
shall I be called?
NARRATOR
I'd honestly call you Narrator
since all you do is narrate
everything, but I need some
consistency, so I'll be the
Narrator still. You're...ugh, I
dunno, Talky?
TEXT NARRATOR
The name seems a bit silly, but
complaint isn't an option here. I
(MORE)

91.
TEXT NARRATOR (CONT'D)
accept the name. Sounds good to me
Narrator!
All the character's names will change accordingly to their
newly assigned names. As they reach the end of the corridor,
they approach 2 large doors.
BZZT
Bzzzzt, bzzzt!
TALKY
Still not understanding the small
fellow, you curiously try to guess
what his excitment is over.
SERGEANT
I thought I told him to shut theNARRATOR
Sergeant, maybe just calm it down
a little?
SERGEANT
Fine. I thought I told him to shut
up.
PUZ
I don't think he can help it. Like
I can't help wondering what puzzle
we must solve to get us through
this door.
SERGEANT
Clearly we need to get explosives
for it!
BZZT
Bzzzt!
NARRATOR
Or we could just try pushing them
open...
TALKY
Seeing an opportunity, you step
forward. I push the doors to open
them. With a loud creak, both
doors begin parting, opening up to
a large room.
The doors to the room open as Talky opens them, the bright
light fading into the next scene.

92.
INT. ELDER COUNCIL ROOM
Entering into the room, an elevated platform sits with a
multitude of men and women dressed in gowns with a design
and colour similar to that of the Eternal Knight's armour.
Among the Elder's is a clear "head" of the bunch.
HEAD ELDER MAUREEN
Welcome. Please take a seat.
NARRATOR
I don't intend on staying too
long, so how about we just get
this over with?
ELDER BRUCE
Don't you know who you are
speaking to prisoner?!
HEAD ELDER MAUREEN
Please, calm yourself Bruce.
Narrator, as I'm sure you yourself
have heard, there has been
some...issues with a so called
"traveller" throughout the
Multiverse.
NARRATOR
I've heard of him. A few times.
HEAD ELDER MAUREEN
Well.
Head Elder Maureen brings up a screen of the visited
universes by the traveller and highlights the one's you went
to.
HEAD ELDER MAUREEN (CONT'D)
As you can see, he's had quite a
journey and in each world he left
a rather large footprint.
NARRATOR
Like the Sempiterno gang in 974?
HEAD ELDER MAUREEN
And InfiniBuilds in 43 or the
armoury in 1800.
NARRATOR
And your guards?

93.
ELDER PAUL
He took OUR designs and gave them
out like seeds to the birds.
HEAD ELDER MAUREEN
I hope you'll excuse Elder Paul.
Most of my council are rather...on
edge about all of this.
NARRATOR
Why?
HEAD ELDER MAUREEN
Well apart from the breaches he
seems to set up to go off in each
universe which is detrimental to
the fabric of reality, messing
with another universe can
unbalance the order of the
Multiverse.
BZZT
Bzzzt!
SERGEANT
The woman doesn't understand you.
Try thisHEAD ELDER MAUREEN
I'm not speaking with you others.
You are merely here to assist this
man, so please quiet.
NARRATOR
(Ignoring the interruption)
So what do you mean it can
unbalance the order?
HEAD ELDER MAUREEN
I'm more than certain you know the
theory behind this. For everything
that can or could happen, will
happen in one universe or another.
NARRATOR
That doesn't answer the question.
HEAD ELDER MAUREEN
Right, consider the structure of
the Multiverse.
Head Elder Maureen brings up a screen, demonstrating her
point.

94.
HEAD ELDER MAUREEN (CONT'D)
An infinite number of universes,
each different in a specific way.
You go to one and visit, play a
part in events of that world,
that's perfectly fine, it's not
like a timeline, you aren't
messing with that. You go and you
change things massively, it
unalligns itself with the other
universes and causes a forced
expansion.
NARRATOR
So it's basically overflowing?
What happened to the Multiverse
being infinite?
HEAD ELDER MAUREEN
(Sighs)
Right look
Head Elder Maureen brings up a diagram and goes through it.
HEAD ELDER MAUREEN (CONT'D)
These 2 universes are exactly the
same apart from one tiny detail
about a man taking the stairs
rather than the elevator. You go
here and change something major,
it now needs to expand a new tree
of Multiverses based on a
extensive about of variables which
causes the space between the
Universe to be filled, causing a
shift.
NARRATOR
Knocking against the other
universes and causing a domino
effect.
HEAD ELDER MAUREEN
Exactly.
NARRATOR
So what do you need me for?
HEAD ELDER MAUREEN
Well, this traveller has set off
quite the chain of dominos and has
since disappeared. We know where
he HAS been and our request for
(MORE)

95.
HEAD ELDER MAUREEN (CONT'D)
you and your...companions is to
investigate it.
NARRATOR
Too expensive to hire a
professional?
HEAD ELDER MAUREEN
(Chuckles)
Oh we have unlimited resources,
but we picked you because this
traveller has a certain...interest
in you. 974 should be proof
enough, he left things waiting in
anticipation of your arrival.
NARRATOR
Right so I've to trust a bunch of
what, "Elders of the Multiverse"?
You do realise how pompous that
sounds, right?
HEAD ELDER MAUREEN
Complain and criticise all you
wish, but we are necessary. Now
will you help us?
NARRATOR
I don't believe I have much
choice, plus things seem
rather...interesting here.
(Turns to his group)
Right, you guys want to help with
this or go back to the cells?
BZZT
Bzzzt
NARRATOR
I'm just going to assume that was
a yes.
HEAD ELDER MAUREEN
We can provide him with a
translator if you wish.
NARRATOR
He has a charm to him like that.
I'm just going to assume he said
yes.
SERGEANT
I'm with you soldier!

96.
PUZ
Well it sounds like this is
something that needs to be solved,
so of course I'll be coming along.
TALKY
The options are laid out. Return
to the cell, accompany the
Narrator, beg for mercy from this
"Elder". I choose to accompany the
Narrator. I'm with you!
HEAD ELDER MAUREEN
You sound like you have your
"teams" support. Now given the
current state of the Multiverse,
we're trying to avoid any missions
outside of this universe, so we
will be putting you through a
simulation of one of the last
worlds this "traveller" explored.
NARRATOR
And what do you want us to find?
HEAD ELDER MAUREEN
Anything that could lead us to
this traveller. A friend he made,
documents entailing his plans,
anything that points us to the
next step.
NARRATOR
Sorry, but I've got to ask again
why do you need US for it?
HEAD ELDER MAUREEN
Well...Elder Bruce, if you would.
ELDER BRUCE
We have tried, quite a few times,
but this...traveller has used the
simulation against us. Made it act
like a game. Adding obstacles and
the sort.
ELDER PAUL
And we can't even send the bloody
Knights in. Simulation needs
"Organic beings".
NARRATOR
And none of you want to go in
either I take it?

97.
HEAD ELDER MAUREEN
None of us are combat trained and
our closest were slain almost
immediately.
PUZ
Excuse me Ma'am, I'm...Puz. We
aren't exactly combat ready
either, at least I'm not.
HEAD ELDER MAUREEN
Oh we're quite aware of each of
your abilities and trust me, once
you enter this simulation, you
won't second guess yourself.
NARRATOR
Enough inspirational talk, what's
this universe?
HEAD ELDER MAUREEN
Universe 450, current status is
that it's nothing but a barren
wasteland, but at the time you'll
be entering, it was in those final
days.
NARRATOR
Caused by the traveller?
HEAD ELDER MAUREEN
Unfortunately not. An airborne
mutation infected a majority of
the population giving a lot of
them quite extraordinary
abilities, but with a particular
caveat.
NARRATOR
I'm listening.
HEAD ELDER MAUREEN
It drove them insane.
PUZ
Sorry to interrupt again, but you
say some of them have
"extraordinary abilities". How do
we even begin to challenge that.
HEAD ELDER MAUREEN
We thought about this a fair bit
before summoning all of you here.
Each of you have special abilities
you aren't able to utilise on your
(MORE)

98.
HEAD ELDER MAUREEN (CONT'D)
home worlds, but can in this
simulation.
NARRATOR
(To the player)
I'm so sorry about all this
chatter. Exposition and such. It
was gonna get put in some
documents, but it's just fun to
write about this stuff.
HEAD ELDER MAUREEN
What?
NARRATOR
Oh nothing, was just talking to
myself. How about we get going?
HEAD ELDER MAUREEN
You seem to be a little more
enthusiastic.
NARRATOR
Just wanting to get out of here
fairly soon, thanks.
HEAD ELDER MAUREEN
Elder Roderick, take these
gentlemen to the simulation
chamber.
INT. SIMULATION CHAMBER
Roderick leads you to a simulation room and the game opens
up a tutorial in which you can utilise each character in a
way that allows you to use each of their special abilities
in battle (Detailed in a separate document). You are pitted
against some low level mutants who are fairly easy to
dispatch of. Upon having cycled through each characters
abilities, Roderick approaches you.
ELDER RODERICK
Well you all appear to have
grasped this rather quickly.
Perfect. We're going to place you
into the proper simulation now.
Head Elder has watched and
believes we shouldn't waste any
further time, so you're up.
BZZT
Bzzzt!

99.
ELDER RODERICK
Once the mission is complete.
NARRATOR
You can understand him?
ELDER RODERICK
Of course. Multiversal Translator.
Head Elder offered you one, but
you turned it down.
NARRATOR
Still stands, just surprised to
hear someone understand him.
BZZT
Bzzzt!
ELDER RODERICK
Not too happy with you, that one.
NARRATOR
Well we're not here to become best
friends. Send us in.
The screen brightens up as Elder Roderick goes over to the
simulation panel and powers it up, sending you all in to the
actual world.
SIMULATION UNIVERSE 450
INT. APARTMENT ROOM
Coming into the world, zapping down gently through an almost
teleporter like beam, although clear in its digitalised
effect of a simulation entrance, the 5 stand in the
abandoned apartment.
TALKY
Taking a few steps around, notice
of the apaSERGEANT
STOP NARRATING.
NARRATOR
Please do just stop talking Talky.
TALKY
Trying not to appear offended, a
nod of agreement is directed
towards the group. Apologies my
friends.

100.
PUZ
(Ignoring the situation)
So Narrator, we're here to find
this traveller friend of yoursNARRATOR
I don't even know who he is, so
he's certainly not a friend.
PUZ
Okay. We're here to find this
traveller...person of yours. Any
suggestions on where to begin?
NARRATOR
I always say to check out the
local pub. Locals like to tell
their tales.
SERGEANT
That may be an issue soldier!
BZZT
Bzzzt!!
NARRATOR
What's up?
PUZ
Well, we could explain of you
could come look.
Going to the window where Sergeant and Puz are, you look and
see a large crevace splitting the street apart massively,
the opposite side of the street decimated in regards to any
sight of anything civilised.
NARRATOR
So what the hell do we do now?
SERGEANT
Back on my world, we did recon in
situations like this!
TALKY
The world is a simulation, with
many options you can potentially
explore. I decide to walk through
the opened window and allow a
pathway to carry me across.
NARRATOR
Wait, what are you doing Talky?

101.
Talky begins walking, a pathway at his feet as he slowly
takes steps.
SERGEANT
Holy shit. Blabbermouth might be
onto something soldiers!
As Talky looks back at the group, ralising his idea worked,
he begins to brag.
TALKY
I brag to the rest of the group
about my idea working. See! I told
you it'd work.
NARRATOR
To be fair, you didn't tell us
anything.
TALKY
Well without my help, you guys
would be stuck here, so how about
some gratitude?
As Talky begins getting cocky, the pathway beneath his feet
begins to crumble, sending him down into the crevace. Elder
Roderick's voice speaks to the group once he's fell.
ELDER RODERICK
So...I don't know what that was.
NARRATOR
He believed there'd be a path and
there was one. We should just do
it and not stop, right?
ELDER RODERICK
Right, except that was one of his
abilities. He says that he does
something and he does it.
PUZ
What and you couldn't have told
anyone we had abilities beyond the
fighting crap?
ELDER RODERICK
Eh...
NARRATOR
Just go away and we'll get back to
you when we've got something worth
your attention.
You now have the ability to interact with the other

102.
characters of the group to find a way out of the room.
Interacting with Puz shows that he has an ability to unlock
any door, but you must solve a puzzle minigame. Interacting
with Sergeant will send him on a recon around the room to
see if he can find anything of use (There's no minigame for
this action). Interacting with Bzzt will have his usual
nonsensical dialogue appear, but the first interaction with
him will have him standing next to a cracked wall, which
when selecting the only option on Bzzt's abilities will have
him break it, exposing the group to another room which can
bypass some of the hallway enemies.
At this point, you need to at least interact with Puz in
order to progress, his door minigame allowing you to go into
the hallway.
INT. APARTMENT HALLWAY, FLOOR 3
Upon completing said minigame, you will be faced with 2
enemy mutants with their respective special abilities. The
combat screen that opens will be rotational in regards to
the characters you can switch between for the battle (as
mentioned earlier, each of them having their own ability in
combat).
Once defeated, you can progress down the hall to the
staircase, which has a cracked wall that Bzzt can break down
(the room you could break into from the starting room).
INT. APARTMENT HALLWAY, FLOOR 2
On the next level of the building, you are faced with
several more enemies, the last one of the group being a
minor boss. Upon defeat, you open dialogue with the minor
boss character; Sylvio.
SYLVIO
Impressive. Didn't realise you
resistance fighters had it in you
to actually defeat some of us.
SERGEANT
We aint no resistance fighters
scum, we're on a mission.
NARRATOR
Now now Sergeant, don't want to
give too much away.
SYLVIO
Let me guess, you're trying to
find this "Traveller"?

103.
NARRATOR
Wait...how the hell do you know
about him?
SYLVIO
He's the head of the resistance.
Went missing, last thought to be
around this complex.
NARRATOR
So we're after the same guy then?
SYLVIO
Apparently so, but we're not
planning on taking him back alive.
So you're going to meet some
opposition if you try save him.
NARRATOR
Trust us, we're not trying to save
him. Just investigating him.
SYLVIO
(Laughs, coughing from his
internal wounds)
Investigating him? We have our
best men on the job and none of us
could ever investigate him. He's
like a shadow.
PUZ
So how did you track him down to
here?
SYLVIO
Because he wanted us to. My
superiors aren't exactly the
brightest, so they sent us down
here to find him and get rid of
him.
NARRATOR
But?
SYLVIO
It's a suicide mission, but it's
either die with honour of be
slaughtered in court.
BZZT
Bzzzt!

104.
SYLVIO
(Laughs again)
You think I'm just going to tell
you? That is OUR intel.
BZZT
Bzzzt!!
SERGEANT
(To the Narrator)
How can everyone understand that
little thing but we can't?
NARRATOR
(To the Sergeant)
Question for another day.
When the Narrator and the Sergeant turn back round to Bzzt
and Sylvio, Puz is trying to pull Bzzt off of him.
NARRATOR
(To the rest of the group)
What the hell is going on?
PUZ
Bzzt went a bit nuts.
SYLVIO
Get that freak away from me.
BZZT
Bzzzzzzzt!!!
SYLVIO
If you keep away from me I'll tell
you.
BZZT
Bzzt.
SYLVIO
He's in the crevace. At the
bottom. I swear.
NARRATOR
And how are we meant to get down
there?
SYLVIO
I don'tSERGEANT
Don't worry soldiers, I always
bring spare chutes with me.

105.
PUZ
...And you waited till NOW to tell
us?
SERGEANT
You didn't ask earlier.
NARRATOR
It's usually helpful to mention if
you've got anything useful.
SERGEANT
I didn't think jumping into pit
was particularly useful a notion
at the time.
NARRATOR
We can argue about that later.
What do we do with this one?
BZZT
Bzzzt!
SYLVIO
NO!
NARRATOR
Okay a suggestion other than his?
SERGEANT
Throw him in the crevace?
SYLVIO
I thought you said a suggestion
other than that ones?!
The group turn to look at Bzzt with a surprised look. Bzzt
merely shrugs in response. Elder Roderick's voice appears
again.
ELDER RODERICK
Hey guys, so I couldn't help but
overhear you and wanted to remind
you that this is in fact a
simulation. Look.
A zapping sound is heard and Sylvio disappears.
ELDER RODERICK (CONT'D)
See.

106.
NARRATOR
IF you can do that then why have
you had issues in the past with
enemies.
ELDER RODERICK
THAT enemy was defeated. No longer
hostile. We can clear non-hostiles
easily, but hostiles remain
permanent.
SERGEANT
I'm not gonna say it makes sense,
but I don't have the patience to
argue. Can we just move on?
NARRATOR
Yeah, lets.
EXT. APARTMENT COMPLEX
The group all parachute out the window of one of the
apartments in a small cutscene as they descend through the
crevace. On their way down, before reaching the bottom, they
are shot out of the air and land on an edge.
EXT. CREVACE, EDGE
Beneath them a man masked with a cloak (Benjamin) on points
a rifle at them and demands they surrender.
BENJAMIN
Hands on your head. You're in
custody of the resistance!
NARRATOR
We're just looking for someone
down here.
BENJAMIN
Oh I know exactly what you're
doing down here mutants. You're
looking for the leader.
NARRATOR
Well we're not mutants, but yeah,
I suppose we're looking for your
leader.
BENJAMIN
Not mutants? You aren't wearing
our colours and you came from up
top. What do you take us for?

107.
PUZ
Us?
BENJAMIN
(To the cave behind him)
Boss? Come on out.
From the cave emerges a man with a long coat, an eye patch
and several robotic enhancements on his body. The man is the
Traveller.
THE TRAVELLER
Well well well, appears they
couldn't get enough of me. Take it
the Elders sent you?
NARRATOR
How could you know that?
THE TRAVELLER
Let me guess, they gave you the
"simulation" crap? Did the same
with me when I trained with them.
Try to make you not feel guilty
about the killing.
NARRATOR
But they said...
THE TRAVELLER
"The fabric of reality is ripping
apart due to this travellers
inference in the Multiverse".
Funny, they say that and yet do
nothing themselves. Makes me think
they maybe have a problem with me.
PUZ
Seems like a lot of effort to go
to.
THE TRAVELLER
(Chuckles)
I'll explain it a bit more easily.
They gain your trust, show you the
"justice" they want to bring,
recruit you AND at the same time,
get rid of me.
BENJAMIN
Sir, what are you talking about?
THE TRAVELLER
It's nothing important Benjamin.
Go get the equipment ready.

108.
(To the Narrator)
I get the feeling you aren't quite
satisfied with that, so if you
want to come find me, Universe .
As The Traveller gives the detail, a zapping whirring sound
surrounds the group as you're brought back to Universe 0.
UNIVERSE 0
INT. SIMULATION CHAMBER
As you return to the simulation chamber, Elder Roderick and
several Eternal Knight's surround you.
NARRATOR
No welcome back?
ELDER RODERICK
Head Elder's orders. Knight's
seize them.
NARRATOR
Woah woah woah, why the "seizing"?
ELDER RODERICK
The Traveller said too much. All
he needed to do was give us his
location, but compromised you
recruits.
NARRATOR
So that wasn't a simulation?
ELDER RODERICK
Of course not. We could simulate a
universe sure, but what use is
that going to do? It's hardly as
if the Traveller can tell us where
he is through some fake world.
PUZ
So we MURDERED people?
ELDER RODERICK
Well if its any consolation, you
didn't in another universe.
(To the Knights)
Bring them to the main chambers.
The Eternal Knights begin closing in on the group,
initiating a combat screen in which you must fight through
them. Once defeated, Elder Roderick will look over in
terror.

109.
ELDER RODERICK (CONT'D)
Your abilities shouldn't work here
too. How? What do you possess that
allows you this?
NARRATOR
(To the player)
Good job bud.
Elder Roderick runs out of the room and once followed is no
where in sight.
INT. HALLWAY
In the hallway, all the Multiverse breach rooms have been
closed and locked down. In front of each door is an Eternal
Knight, guarding all the way through the infinite hallway.
PUZ
So I don't think we're going that
way.
NARRATOR
Sergeant, what do you have in your
arsenal?
SERGEANT
I HAD a variety of weapons before
I got brought here soldier! They
stripped me of them.
NARRATOR
Well lets get to the jail cells,
see if we can't find them.
Going through the hallway you encounter a variety of
different types of Eternal Knights, each group with unique
abilities to them.
INT. JAIL CELL
In the jail cell, the doors are left wide opened as had been
when you were last there. In the corner is a locked gate,
behind it being a miniature armoury and stored items of the
group. Sergeant will begin shaking the door trying to get at
his weaponry.
PUZ
Sergeant, no need for the
hysterics. I'll open that door in
no time.
From outside of the room, footsteps are heard as well as a
whirring of something powering up.

110.
ETERNAL KING
Unit recharged and ready for duty.
ELDER PAUL
Good to have you back unit. We've
got some gentlemen in there trying
to cause some bother. Would you
mind dealing with them for us?
ETERNAL KING
Anything for the Elders Sir!
NARRATOR
Puz, you best be quick. We'll try
keep him off you for as long as we
can.
ETERNAL KING
That...that voice. I recognise
him.
The Eternal King then busts through the door, sending it
flying to the opposite side of thr oom as he approaches you,
Sergeant and Bzzt.
ETERNAL KING (CONT'D)
Surprised to see me?
NARRATOR
Surprised you recognise me
honestly.
ETERNAL KING
Well don't treasure this moment
too much.
A fight between your group and the Eternal King will begin,
the first 10 turns focussing mainly on dodging is attacks as
any attacks made against him are ineffective. After the 10
turns Puz will have unlocked the armoury and accidentally
activate the EMP blast from your previous world's rifle,
disabling a large amount of the Eternal Knights in the
surrounding area, but completely unfazing the Eternal King.
ETERNAL KING (CONT'D)
(Laughs)
Really? It worked once little man,
you don't get lucky twice.
The fight will continue with all of the group having their
weaponry as well as their respective abilities which can be
enough to lower its health to a minor amount.

111.
ETERNAL KING (CONT'D)
Bested again huh? Can't say I'm
surprised. Four of you this time
and still one of me. You're mmore
powerful than before. Maybe you're
more determine, hell maybe you
held back against me before.
You'll get to the Elders and on
the way destroy my brothers and
sisters, no doubt about it.
But...maybe it doesn't have to be
that difficult. Maybe...just maybe
I can spare them the suffering so
many others of us had to face.
The Eternal King begins to create the breach opening he had
done so in universe 1800 to bring you here. With a bright
flash, you and your companions are sucked through the
breach.
INT. ELDER COUNCIL ROOM
In the room, the Elder's are frantically discussing what to
do.
ELDER BRUCE
We just need to set more of the
Knights on them!
ELDER ROBERT
We did that already and they tore
through them like a hot knife
through butter!
ELDER RODERICK
Well we send a group of the
Eternal Kings after them?
ELDER PAUL
Yeah because the Eternal Kings are
so easy to make, remember how much
we had to put into making just the
one.
HEAD ELDER MAUREEN
Everyone be quiet. Just. For. A.
Minute. Think about it from their
point of view. We betrayed them
and had them kill so we didn't
have to dirty our own hands. When
they get here-

112.
ELDER ROBERT
WHEN? You're expecting them to get
here?
HEAD ELDER MAUREEN
I'd appreciate the lack of
interruption. They tore through a
group of our Knights. They will
likely tear through the Eternal
King they've been faced with. ONE
of them did it with 1800's
technology. I'm sure 4 of them can
do it with a variety of different
world's tech. So we need to decide
what we negocAs the Head Elder is about to finish their sentence, a
breach opens above the room, sending the group through and
into the centre of the room.
NARRATOR
I swear, one day I'll go through
one of those and not need some
sort of medical attention.
HEAD ELDER MAUREEN
H-how?
PUZ
Your "King" sent us through.
SERGEANT
(In a disgruntled tone)
Said he wanted to "save his
brothers and sisters".
ELDER PAUL
I told you we should never have
given it that breach tech.
HEAD ELDER MAUREEN
No, no, this is good. Narrator'sBZZT
BZZZT!
HEAD ELDER MAUREEN
No, let me justBZZT
BZZT!!
NARRATOR
What is he saying?

113.
ELDER BRUCE
Get the Head to the safe room
Knights. Elders, join hands.
HEAD ELDER MAUREEN
NO. You can't do that.
ELDER RODERICK
Head Elder, please. You tried your
way.
All the Elders around the room begin joining hands, the
light of the breach flowing between each of them as they
begin warping and changing shape.
NARRATOR
Right what the hell did you say
Bzzt?
BZZT
Bzz...bzz...I
SERGEANT
Did anyone else hear that?
BZZT
I...I ch...
PUZ
Bzzt, just let it out.
BZZT
I challen...I challenged t...
NARRATOR
You challened them?
BZZT
Y...yes.
NARRATOR
Why?
BZZT
Home..
Around the room the Elders have morphed into a large beast,
texture of the Multiverse breaches, but shaped into a
strange looking monster with clear eyes, mouth and the sort
depicted.
ELDER BEAST
You disobeyed the Elders, you will
face our true wrath.

114.
NARRATOR
To be fair, you betrayed us first.
PUZ
This really the time for specifics
Narrator?
ELDER BEAST
Listen to your little friend
Narrator. You took on the might of
our Knights and their King. You
made it through the Multiverse
this far. Now let us see how you
deal against the Multiverse
itself, in physical form.
The first few turns of the battle have all of the team being
completely beaten up and unable to land a single hit on the
beast.
Once all the team are down to their weakest health point,
the Elder Beast goes to engulf them, but as it opens it's
mouth the remains of the Eternal King tumble out. As it
falls onto the ground, its eyes begin to light up as it
struggles to bring itself to stand.
ETERNAL KING
Don...don't think...don't think
this means we're
friends...Narrator.
The Eternal King opens its chest and directs a beam of
energy towards the Elder Beast, before collapsing.
NARRATOR
What...what did you just do?
ETERNAL KING
Overfilled it on Multiverse
energy.
PUZ
So it's unstable now?
ETERNAL KING
Exactly...be rid of it.
The Eternal King's eyes then flicker out and the battle is
allowed to continue, although still challenging, allows the
players to land hits on the beast until it's health is fully
depeleted.
Upon its death, the beast crunches up into a standing fetal
position, before unleashing a wave of energy that spreads
throughout the entire Elder's facility, shutting down every

115.
breach. Once the beast collapses, the Elder's separate and
fall down around it, unconscious. The Head Elder is brought
back from their safety point.
HEAD ELDER MAUREEN
Knights, clear the Elders and take
them to the cells. Their mutiny
will not go unpunished.
(To the Narrator and the
group)
I apologise for what happened
there.
BZZT
Home...
HEAD ELDER MAUREEN
Yes, you will go home shortly,
butNARRATOR
No more missions for us. We've
found out where your traveller is,
now can we all just get back to
where we were.
HEAD ELDER MAUREEN
Of course, of course. I think we
owe you all that at least. Given
the closure of all the breaches
here, we will need to delicately
work back to reopening them over
the next few years so we don't
damage theNARRATOR
We don't care, can we just go
please.
HEAD ELDER MAUREEN
Fine.
Head Elder Maureen has two of the knights accompany Puz and
Sergeant into respective breaches, returning them home.
NARRATOR
And what about me and him?
HEAD ELDER MAUREEN
That was what I wanted to speak to
you about. Your friend here...

116.
NARRATOR
Bzzt.
BZZT
No...Miller.
NARRATOR
You're called Miller?
MILLER
Yes...I..am.
HEAD ELDER MAUREEN
Well, Miller here...how do I put
this? He's not quite like the
other companions you had.
NARRATOR
Oh fantastic, another twist. What
is it this time?
HEAD ELDER MAUREEN
He...he lives in a space between
the Multiverses.
MILLER
Centre.
HEAD ELDER MAUREEN
Sorry, he lives in the exact
centre of the entire Multiverse.
NARRATOR
So why doesn't he work for you
guys and why did you have him in a
cell?
MILLER
Technically...criminal.
HEAD ELDER MAUREEN
And an abnormality.
NARRATOR
What does that mean?
HEAD ELDER MAUREEN
No one is allowed to live in that
space. It's way too fragile.
MILLER
AND no one can live in that space.

117.
NARRATOR
Because?
MILLER
The gaps. Universe to universe the
gaps are miniscule. Shouldn't be
possible to survive in there.
NARRATOR
I get the feeling you're about to
say "But".
HEAD ELDER MAUREEN
But Miller seems to be able to. We
brought him in because...well...we
wanted to understand him.
MILLER
And I let them bring me in becHEAD ELDER MAUREEN
LET?
MILLER
Yes. Let. I let you bring me in
because I watched this one and he
seems to be able to adapt no
matter where he goes.
NARRATOR
So where is this going?
HEAD ELDER MAUREEN
We need you to go with Miller and
find . We originally planned to
go there through our breaches,
but...well you know the situation
now.
NARRATOR
And why can't one of these Knights
take us there?
HEAD ELDER MAUREEN
is...it's...you'll understand
when you find it.
MILLER
So you ready?

118.
NARRATOR
(To the player)
Well we don't particularly have a
choice, so I think we've GOT to
go.
The Narrator turns to Miller and nods, the Head Elder having
one of the Knight's open up a breach into the space between
the universes.
UNIVERSE: NULL
EXT. SECTION 1
Once you and Miller have entered, you are standing upon what
appears to be general nothingness.
MILLER
(Noticing your confusion)
I found it weird at first too, but
follow on and I'll get you to
something a little less
nauseating.
Following Miller, you begin getting to a more structural
sort of area, fragments of it appearing as you progress
forward, the background showing multiple other universes in
their respective bubbles.
EXT. SECTION 2
In the new area there are structures built with platforms
and doors leading to other areas in the complex. The whole
area is made of bits of pieces of random junk that are shown
to slip through the universes from time to time.
MILLER
It's taken me a good while to get
this place looking like this.
NARRATOR
You can't have done all this
yourself...this is...
MILLER
Astounding? And you're right, I
didn't. A good bit of the
foundations were just here.
Whether it came together itself or
someone else formed it, I couldn't
tell you.

119.
NARRATOR
(Pauses)
Sorry it's just weird to hear you
actually speak now.
MILLER
Not as weird as it is to have
someone understand me.
NARRATOR
(Bypassing what Miller said)
So how do we find ?
MILLER
Well you see all the way up there?
Miller points to the top of the structured area, the camera
panning up to follow, showing a large door, out of place
from the rest of the world.
MILLER (CONT'D)
THAT room is where you need to go.
NARRATOR
And how do you know?
MILLER
It'll probably sound way too
convienent but a few when I first
arrived here, apart from these
foundations being built, there
were scattered notes explaining
things about that.
NARRATOR
Who wrote them?
MILLER
Anyone could have. I spent a while
wanting to know too. Tried to
interpret what some of the missing
notes might be. Ended up realising
it was pointless, but what else
was I gonna do around here? Then I
got plucked out of here by those
Elders and here we are. Back where
I started.
NARRATOR
Doesn't really answer who wrote
the notes though.
MILLER
Does it really matter? It could be
a guy called John McGee but guess
(MORE)

120.
MILLER (CONT'D)
what? There's an infinite amount
of John McGee's out there.
Determining which specific one did
is literally impossible.
NARRATOR
Okay...
MILLER
Whatever. Look here is what I got
so far. You've got a few missing
pages to find. If there's any
consistency to it, they're spread
throughout this place. Here.
Miller puts a device around your arm which allows a
holographic display of a map, showing the explored areas of
the world.
MILLER (CONT'D)
I'd say to start going to the
places I haven't actually marked
down being explored here.
Likelihood will have notes.
NARRATOR
And the rest of it?
MILLER
Explore it if you want. Who knows,
you might find something I didn't.
NARRATOR
Anything else I should know?
MILLER
Eh...oh right yeah. You're
probably gonna want to get
something to defend yourself with.
I'm sure there's a blaster
somewhere on this floor.
Your map and objectives are updated to show where a weapon
can be found.
MILLER (CONT'D)
When bits of random debris fall
through these cracks in the
multiverse, so do some things from
those worlds.

121.
NARRATOR
Take it by your vagueness in
saying "things" you mean bad guys?
MILLER
Yeah. I meant bad guys. Just watch
out for yourself and come find me
here when you've found all the
pieces and then maybe we can
decipher what we need to do.
Miller marks on your map where his place is, which is also a
save point in the world.
Action is now returned to the player in which you are able
to begin exploring the area with a minimap of the area in
the top right, tracking your immediate position with an
ability to view the entire map and see where everything is
based on what's actually been explored and what is yet to be
explored.
INT. EXPLORED ROOM 1
In this room, what looked like it could have been an office
area, has files scattered about the place. Whether this was
Miller or this segment of world falling through the breach
is uncertain, but one of the monitors is left open on some
of the worlds logs, as if whoever came through the breach
knew they were.
As well as the above, this is the room you are able to find
the blaster in, which does decent enough damage to enemies
you encounter. The enemies are mainly throughout this world
as a nuisance rather than as a stragetical obstacle, unlike
the world itself.
INT. EXPLORED ROOM 2
In this room, is a police station with a similar look to the
office room, except with more police related furnishings and
obstacles, this room having the first enemies; crazed
officers.
The officers possess their guns and batons, doing
significant amounts of damage to you than enemies without
weapons do.
This room has little in it other than ammunition for your
blaster and health pick ups.
INT. EXPLORED ROOM 3
Within this room, are several pieces of theatre equipment
and costumes laid out across clothes racks. Platforming here
has you climb above the theatre stage in which there is a

122.
massive hole, preventing access across. On the opposite side
of stage is a page of the notes needed to help open up the
breach door, stuck on the foot of a crazed actor in a
knights armour costume (Almost like a mini-boss fight, but
not particularly difficult from the height, although they
throw spears at you to knock you down which drains a
significant amount of health).
(Although not explained, it's seemingly clear that Miller
didn't know a note was in this room as he avoided
encountering the knight.)
INT. UNEXPLORED ROOM 1
In the first unexplored room of the area you are surrounded
by the debris of one of the multiverses, with notes and
monitors detailing the world that it had come from, several
chambers filled with people in cryogenic stasis. At the far
end of the room, after some platforming is the note needed
for the first of the missing pages.
INT. UNEXPLORED ROOM 2
In the second unexplored room of the area, there is a game
creators office in which there is a demo version of "The
Untold Story of Chris and the Multiverse", suggesting an
alternate reality in which Chris was the main character.
When interacting with and playing the demo, the Narrator
will react.
NARRATOR
I can see why this is a demo, why
would you want to BE Chris?
Other files in the office have rejected ideas for the game
and pieces of concept art and audio. Once gotten through all
of them, if you choose to, the Narrator finds a early
concept weapon that replaces the blaster, with a much more
powerful blast and is able to temporary blast down platforms
if attempted, but it isn't ever explicity noted anywhere, so
it's mysterious unless tested. As well as this, the blaster
will also one shot defeat any enemy hit with it.
INT. UNEXPLORED ROOM 3
In the last unexplored room of the area, you find P.I Jack's
office, at the opposite side of the room, chained to a wall,
being Jack. Once platforming across, you are able to speak
to Jack.
NARRATOR
Jack?

123.
P.I. JACK
What?
NARRATOR
You don't recognise me?
P.I. JACK
Should I?
Miller comes in on the wrist map, which appears to have an
inbuilt comms unit in it.
MILLER
Multiverse remember.
NARRATOR
Oh right.
(To Jack)
Sorry, you reminded me of someone
I know.
P.I. JACK
Yeah well, would ya mind helping
me out of these chains. My partner
Andy ran off with an important
case note.
NARRATOR
Andrea?
P.I. JACK
What? No, Andy. Andrew. He's a
sneaky son of a bitch.
NARRATOR
(To himself)
Well some things don't change.
P.I. JACK
You gonna help me get out or
monologue to yourself?
NARRATOR
The first option probably.
With a blast towards the chains, Jack is released and he
begins jumping across the platforms to a secret area hidden
above the room.
MILLER
Huh. Didn't know that was there.
NARRATOR
Well I suppose I should follow?

124.
MILLER
That note he thinks is for his
case is probably gonna be one of
these notes. So yeah, follow.
NARRATOR
Read my mind.
INT. UNEXPLORED HIDDEN ROOM
In the room above Jack's, is a void room, which platforms
going all the way to the top of the area. With Andy having a
lead ahead, you are to reach the top and catch Andy in order
to get the note.
Once reached and caught, Andy will look down and see Jack
still trying to make his way up.
ANDY
So let me guess, not your first
rodeo in the void?
NARRATOR
Actua- Wait how do you know where
this is?
ANDY
You're the Narrator right?
NARRATOR
Yes but...the Traveller?
ANDY
Bingo. Said you liked a bit of a
challenge, because I was honestly
just gonna give ya the note. Save
us all the bother, but who am I to
deny an old friend a request.
NARRATOR
He certainly gets around. What
does he want from me?
ANDY
Well I'm sure you're gonna find
out sooner rather than since
you're getting ever so closer.
Give him my love. I do miss the
devil.
NARRATOR
Sure? Although I'm not exactly
going to meet him on peaceful
terms.

125.
ANDY
But you're not enemies either. Not
yet anyway.
Just as the narrator is about to ask what he means, Andy is
sucked through a breach that appears behind him. After Andy
disappears, Jack makes it up.
P.I. JACK
Right Andy...
(Looks around confused)
Where is he?
NARRATOR
He...he disappeared.
P.I. JACK
For fu...nevermind. Back to my
office I suppose.
NARRATOR
Why? You're not in your world.
P.I. JACK
My world? Pssh. You're talking
like there are other worlds. The
place might look a bit weird right
now, but it's still home.
NARRATOR
Okay then.
P.I. Jack shakes his head and descends back down the
platforms, leaving the scene.
INT. MILLERS ROOM
Miller's room is a selection of 8-bit world related type of
things, with a world map to his home and pictures of his
friends and such put up on the walls.
If having collected all the pieces of the notes, Miller will
be able to be interacted with.
MILLER
Found them all? I wasn't expecting
you to be so quick. Eager to leave
huh?
NARRATOR
Remember what the Elder's said?
Traveller destroying the fabric of
the multiverse?

126.
MILLER
And I thought I was the overly
serious one sometimes. Let's see
the notes.
Miller will takes the notes and bring them together, forming
the notepad you are able to interact with once created, but
Miller will tell you the next steps regardless.
MILLER (CONT'D)
Right, so it seems there are two
ways to open the door.
NARRATOR
Yeah?
MILLER
Well one way is destroying the
universe relevant to the person
that touches the main panel, in
order to power the magnetic lock.
NARRATOR
Or?
MILLER
The void will collapse in on
itself in order to open the door.
NARRATOR
Well obviously we should do the
second option right?
MILLER
That's what I think whoever made
this door wants though. Think
about it. The void is here to be a
space between the universes. What
happens when it's gone?
NARRATOR
Multiverse collapse...
MILLER
Exactly, at least only the
surrounding ones that this void
sits between.
NARRATOR
And which universes are they?
Miller looks through a device on his desk and begins
transferring the data of the surrounding universes to you.

127.
NARRATOR (CONT'D)
Universe , that's the Travellers
world. What's even there?
MILLER
Well it's been locked since the
Traveller got there, but it's
believed to have been a wasteland.
Empty.
NARRATOR
Universe...132. That's my world.
MILLER
Yeah it gets worse.
NARRATOR
Universe 43, Universe 974,
Universe 1800 and Universe 450.
These are all places I've visited.
Why are they all here? How do
those numbers even make sense?
MILLER
I don't think its a coincidence.
They've seemed to reallign as you
went between each one.
NARRATOR
But there were breach openings
that already pulled parts of those
worlds through.
MILLER
I don't know how to explain that.
Look we either let all these
worlds crash into each other or
destroy one of our home worlds.
NARRATOR
I'm not willing to kill my
universe.
MILLER
And neither am I.
NARRATOR
IF we do choose to destroy the
void, what's the worst that will
happen?
MILLER
There's not really a "worst" type
scenario here. What WILL happen is
that each part of the universe
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128.
MILLER (CONT'D)
that crashes into the other will
mesh in with them.
NARRATOR
So?
MILLER
It screws up the Multiverse
majorly. 2 universes that are
significantly different can't
coexist in the same space, because
then you have a missing link and
"infinite universes" becomes less.
Imagine the amount of messing up
you do when you push 6 universes
into each other.
NARRATOR
Do people die this way though?
MILLER
Technically, no.
NARRATOR
Technically?
MILLER
A convergence like this isn't
destructive on a physical side of
things, BUT it pushes
dopplegangers of people from the
other worlds into becoming the
same person.
NARRATOR
But that's...that's 6 memories of
people, 6 lives meshing as one?
MILLER
Exactly. Technically, no, but one
of the lives need to become the
dominant part in order for it to
function. The other parts will
still be there, but they'll be not
be the same as either of their old
selves.
NARRATOR
It's still better than killing
everyone from one of our worlds.
MILLER
Is it? I refuse to sacrifice my
world because they aren't a part
(MORE)

129.
MILLER (CONT'D)
of this, but your world, they have
2 outcomes here. Either they all
die or they all get lost and
become other people.
NARRATOR
I'm not going to kill them.
MILLER
Fine. We'll destroy the void then,
but YOU will have to live with the
consequences. And I'll tell you
something else, I don't think the
Elder's are going to be happy you
did one worse than the Traveller
and actually forced universes into
one another.
NARRATOR
Just shut up and lets get to the
door.
EXT. SECTION 2
Once out in the main area of section 2, the breach door
above, a voice will play throughout the area.
COMPUTER VOICE
Void shut down protocol
recognised. Please proceed to the
door in a mannerly fashion.
As the voice finishes the void areas begins shaking and
grumbling, the ground beneath your feet beginning to break
away, making the race to the top a race against time. If
failing to reach the top, you just restart from the voice
speaking about the protocol again.
INT. UNIVERSE BREACH DOORS
Once reaching the top, the doors will appear wide opened
with a breach to Universe inside. Once ready, Miller and
the Narrator jump through, going through into the next
universe, although Miller disappears midway through.
UNIVERSE

(CONT'D)

EXT. TEMPLE
Arriving from the sky again, you fall face down into the
world, the screen panning up to show the multiple universes
collapsing down upon one another, merging together, the
surrounding area warping and changing to resemble previously

130.
visited worlds from the game. Turning around, dusting
yourself off, your weakly climb the stairs of the temple,
the fall from the breach being tougher than previous ones.
INT. TEMPLE
Inside the temple, across the hall, the Traveller sits in a
throne, tapping his hand against the seat.
THE TRAVELLER
You made it! Good to see you're
almost fully together. I remember
when I "travelled the Multiverse".
Ah, good days. Although I remember
looking much more handsome myself.
(Chuckles)
But, by the looks of you, you
don't seem to have bought what I
said about the Elders way back in
450. Well, you're smarter than you
look. A lot of people think I'm
trustworthy because I'm missing a
few limbs and an eye. Sympathy
trust. It's a blessing in place of
a curse.
NARRATOR
What are you doing?
THE TRAVELLER
I could ask you the same thing.
Bringing all these universes into
mine. I didn't know you wanted to
get me such a good gift.
NARRATOR
Better than the alternative. I
wasn't going to kill a world.
THE TRAVELLER
For sure. Instead of killing one
universe and stopping my plan, you
just give me 6 and follow what I
wanted right? You see, as I'm sure
your friend told you, when all
these worlds come together, all
the people will merge together
too. They will all be so very weak
to begin with. Dealing with that.
That's where I step in. See, the
Elder's were right. I was causing
a disruption in the multiverse,
but it was merely to get their
attention. Everything that's
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131.
THE TRAVELLER (CONT'D)
happened has been designed to
happen. Everywhere you ended up,
my plan.
NARRATOR
So you got the Elder's attention
for what? So they'd get a task
force to bring you down?
THE TRAVELLER
Exactly! You're the narrator
anyway, you should know this
story. I'm quite shocked you
didn't realise it was gonna come
to this to be honest with you.
NARRATOR
I don't know the story. I just
tell it as it happens. You speak
like you DO know the story though.
How?
THE TRAVELLER
I've spent a LONG time travelling
Narrator. I've seen a lot of
worlds, but there was one. One
very...unique one. The one where a
friend of yours controls things. I
visited there and somewhere in
that world was the story of you.
NARRATOR
But why would it even matter?
THE TRAVELLER
You're on a roll today. Asking the
right questions. Why would I want
to know your story? Well...you
stole my story from me.
NARRATOR
What do you mean?
THE TRAVELLER
After you left me, I had two
options. Spend my days rotting in
a cell or chance going through
without any protection. With my
lack of imprisonment, you can
quite clearly see I chose option
two. Not without it's costs.
Luckily I ended up in universe 43,
your first stop too. I made
InfiniBuilds, because I knew if
(MORE)

132.
THE TRAVELLER (CONT'D)
you ever ended up there, it'd be
too familiar sounding. After I got
out of there, I reached 9NARRATOR
I know the story, I've been living
most of it myself. Still doesn't
answer my question. Who are you?
THE TRAVELLER
I'm Chris you idiot. Remember? The
friend you were narrating for. You
took my place in the story and
left me. What did you expect I was
going to do? All I'd ever wanted
was to travel and go on an
adventure and you stole that from
me. Why? To please someone not
even you can see.
NARRATOR
Look Chris, I'm sorry, but if you
saw that it was writtTHE TRAVELLER
I saw how it was written, but I
also saw how it could have been
written. Me as the hero. You
ripped that away from me, so now,
I'm going to rip this away from
you.
The Traveller presses a button on his throne and several
Eternal Kings step down from pillars surrounding the rooms,
each coming down with a thud, shaking the ground, knocking
you off your feet.
THE TRAVELLER (CONT'D)
Kings, send him somewhere he can't
possibly find his way back from.
ETERNAL KING
(In unison)
Yes Master.
With this, all the Eternal Kings focus their arm canons
towards you, creating a connected breach between them which
opens up and sends you away.
EXT. PLANET X
When falling out of the breach, the Narrator finds himself
stuck on a dark planet, his multiverse travelling equipment

133.
lifeless and his gained weapons from throughout the game
broken.
THE TRAVELLER (VOICE)
I spent so long giving you the
adventure you desired so
selfishly, I think this is a
fitting end for you Narrator.
Maybe you can tell yourself some
stories.
At this point, the screen pans from the Narrator, showing
the planet to be in its own system, far off from Earth,
abandoned, sealed off from being able to access.
Before the screen goes dark, text appears on the screen
saying "To Be Continued".
UNIVERSE 3423
The final universe is a text adventure minigame, which has
the credits of the game displayed as you play through it,
with prompts on how to advance.
Although not actually said, in this sequence you are playing
as Talky, the text adventure narrator.
AFTER CREDITS
After the credits are over, an extra cut scene plays, one
that will play even if the credits are skipped.
The scene shows Elder Maureen speaking to a mysterious
figure.
HEAD ELDER MAUREEN
And so, the Narrator went missing.
We believe he's somewhere in
Universe but we haven't had any
luck contacting him. He's one of
the only people we trust to be
able to take out the Traveller
once and for all. We managed to
pull you out of the breach, which
is why you got separated from him
way back. Are you willing to help
us?
The mysterious figure can be one of two characters. The
first character who will always appear, unless the second
condition is met is Old Sandy.

134.
OLD SANDY
Aghhh, sure. Kid helped me, least
I can do.
HEAD ELDER MAUREEN
You weren't ever our first choice
Sandy. We're not actually sure
what you can bring to "the table"
but you helped him out before.
OLD SANDY
Jeez, who are you trying to
justify this decision to?
Alternatively, if during universe 974, you managed to keep
P.I. Jack alive, he will be the mysterious figure.
P.I. JACK
Finding a missing person?
(Chuckles)
When do I start?

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