SCRIPTS FOR YOUR OPPONENT IN "CHECKPOINT" Note: O = opponent, C = compartment, RV = rear vestibule, PO = passobject. Rules: If you knock out O, script is suspended until O wakes up. If you kill O, script is suspended forever. If O is spy and you show McGuffin to him/her, O shoots you on the spot. "S" script ("spy"): 0. If you take traveler's viewpoint, this begins when stranger is killed. 1. O starts at RV in car just behind yours and heads for "your" C. (Reason: O is looking for case and saw stranger reach roof from your car.) 2. If O reaches room where case is (and not hidden), O heads for that room. 3. If O reaches room where blood spot is, O heads for that room. 4. If O sees you and case is in same place as you, O heads for you and starts "FY" script. 5. When O reaches destination, 5a. If blood spot is on floor: If O can see you, O starts "FY" script. If O can see case, O "looks triumphant". 5b. In any case: If you're holding case or O can't see it, O heads for C1 behind diner. Else O takes case and starts "WC" script. "T" script ("traveler"): 0. If you take spy's viewpoint, this begins 10-15 minutes after story begins. 1. If O isn't holding case: 1a. If case is sitting on floor, O takes it. 1b. If case is elsewhere in room, O "tries" to take it. 1c. Otherwise, O heads for your location and starts "FY" script. 2. O examines latch, turns it, opens it, opens case, examines scrap. (1 min each) 3. O examines case. If McGuffin not in case, go to step 5. 4. O takes camera, examines it, opens it, examines film, loads camera, closes it, cocks it, photographs McGuffin, opens camera, pockets film, puts away camera. (1 min each) 5. O closes case, closes latch, turns latch (if long var.), takes case. (1 min each) 6. If PO is knife, O heads for diner's RV and starts "SK" script. 7. If PO is flower, O heads for RV (if O not in restroom) and starts "SF" script. 8. Else, O heads for nearest restroom and starts "FM" script. "AR" event ("train arrives at station"): 1. If you are spy and station is Frbz or Gola, O heads for platform and starts "FC" script. 2. If you are spy and station is Knut and O has PO: 2a. If you are not on train and O is on platform, O boards train, heads for C5 and continues "T" script. 2b. Else, O heads for RV and starts "ST" script. 3. If O is following "I" script, O heads for RV. "DP" event ("train departs from station"): 1. If O has identified you, O (boards train and) heads for you. "F" script ("flee"): When O reaches destination, O continues "T" script. "FC" script ("find contact"): 1. O walks from one end of platform to other, looking for contact. 2. If and when O finds contact, O shows PO, and talks to contact (1 min each). 2a. If station is not Gola, contact whispers and O starts "RR" script. 2b. If O has film, O gives it to contact, and story is over. "FM" script ("flush McGuffin"): When O reaches restroom, O flushes McGuffin (1 min) and waits. "FY" script ("follow you"): 1. En route, if O discovers case and you're not holding it, O takes it and starts "WC" script. Else if O can't see you, O heads for you. 2. If O reaches destination, O waits until you move again. But if you are still there, alone in a C or booth, O immediately threatens you with gun. 3. While O waits: If you stay in a C or booth, O threatens you with gun. Else O heads for your location. 4. After gun threat, if you don't leave immediately, O shoots you dead. "I" script ("imitate"): 1. When O reaches RV, O leaves train and heads for north end of platform. 2. When O reaches north end (not at checkpoint), O heads for south end. 3. When O reaches north end (at checkpoint) or O reaches south end, O boards train and heads for C5 in car #5. 4. En route, O searches the crowd. "PC" script ("passed customs"): 1. When O reaches any destination but diner RV, 1a. If PO is lighter, O heads for diner RV. 1b. If PO is flower, O heads for RV and waits. 2. When O reaches diner RV, O kicks machine, starts "SL" script and heads for front of train. "RR" script ("restroom"): 1. O heads for restroom of contact's gender. "SF" script ("seek flower"): 1. When O reaches destination, O waits. 2. When train reaches meadow, train stops, O leaves restroom (if in one), leaves train, picks flower, boards train (1 min each), and waits. "SK" script ("seek knife"): 1. When O reaches diner RV, O pulls stop cord and heads for galley. 2. When O reaches galley, O takes knife and heads for C1 in next car rear. 3. When O reaches C1, O waits. "SL" script ("seek lighter"): 1. When O reaches front of train, O heads for rear of train, and vice versa. En route, O tries to acquire lighter from passenger. 2. If O acquires lighter, O heads for rear of train. "ST" script ("seek ticket"): 0. When train reaches Knut, O leaves restroom if in one. 1. When O reaches RV, O leaves train and heads for ticket area. 2. When O reaches ticket area, O buys ticket for Gola and heads for middle of platform. 3. When O reaches there, O waits. "WC" script ("with case"): 0. If you talk to O, O hurries away toward destination. 1. O heads for C5 in car #5. When reached, O tries to open case. If case was open when O took it, no problem. Else: 1a. If latch OK or long story: 1a1. If McGuffin is in case, O just waits. 1a2. If scrap is in case, O reads it and either heads for diner RV to start "SK" script, or heads for RV to start "SF" script, unless O already has PO. 1a3. If O identified you, O starts "FY" script and heads for you. 1a4. Else O starts "I" script. 1b. Else O takes gas and dies. (So does anyone else in O's C.)