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Casting Document

All work Copyright 2015 Double Fine Productions

Game Overview
Summary
Headlander is a side scrolling action adventure
game set in a somewhat absurd retro future
world inspired by 60s and 70s science fiction
literature and films. The game follows the
adventures of a 20th century man who awakes in
this future world with only his head intact to find
that humanity has abandoned their bodies and
instead possess robotic imposters.
A slightly deranged computer governs this world,
controlling humanity through squadrons of
robotic soldiers and with the Omega Gem, an
integrated circuit found in each and every
imposter body that keeps everyone in idle
complacency. A mysterious benefactor has
outfitted the player character with a special
helmet allowing him to launch his head, land into -- and take control of, any imposter body.
The player character uses this powerful unique ability to evade capture, uncover clues to his
fragmented past, and battle his way into the core of the Central Computer, ultimately deciding
the fate of mankind.

Story Summary
Why Retro?
Science fiction of the late sixties and
seventies dealt with mankinds
optimism, love, and eventual loss of
faith in technology and futurism to
solve the worlds problems. It spoke
to our conflicting love for and fear of
technology. It often depicted utopian
societies built upon the marvels of

the near future that have forgotten or lost some essential human element, instead twisting into
something automated and autocratic. Ultimately, these works often presented existential issues
and made us consider who we are as a people and what meaning we chose to bring to our own
lives.
These are very relevant issues today. Many feel disenfranchised by the vast systems that we
have created to run our societies. The decay of the planet due to our love affair with rapid
progress and industrialization becomes more apparent every day. And maybe we no longer look
to technology with the same wide-eyed optimism that we once did, but its impact on society is
enormous and many question whether or not it has become too much a part of our daily lives.
By exploring some of these very relevant themes in a retro styled science fiction game, we can
make a funny, distinct experience that will resonate with the audience. We will immerse the
player in an appealing, engaging world inspired by the look and feel of seventies science fiction
that will feel nostalgic but novel at the same time

Setting
Headlander is set in a retro styled future
that looks as if it might have been
designed in the late sixties. The world is
comprised of space stations, space
craft, and other space oddities. It is a
false utopia where humanity has
abandoned their physical bodies to
inhabit robotic imposter bodies.
Although the Central Computer holds
complete dominion over this futuristic
world, all is not well with the computer,
for its fragile and mysterious structure is
decaying leading it to take drastic and
experimental measures to ensure its
survival.
A group of rebels, the Daughters of
Lucia-13, have disabled their Omega
Gems and have been building a
resistance, assisted by the Benefactor
who has been quietly working behind the scenes to subvert the Central Computer. These rebels
believe that they must find and locate humanitys physical bodies, rumored to be in cold storage,
in order to be completely free of the tyranny of technology.

It is into this setting that the player character awakes, with little memory and even less body.
Relentlessly pursued by the Central Computer and its forces for some unknown reason, he
must quickly come to grips with his situation and harness his unique ability to head land in order
to survive and ultimately help restore humanity.

Conflict
The core conflict is between the player character and the Central Computer.
In Act 1, the player character wakes up in a hostile future and fights for his survival with the help
of a mysterious Benefactor, who speaks to him through his helmet radio. He escapes capture
while aboard a space ship and arrives at a large space station known as the Pleasure Port.
With the benefactors guidance, he infiltrates and recovers information about the location of
humanitys bodies. Before the computers forces can capture him, the player character is
rescued by the rebels and leaves the station.
In Act 2, the player character, with the help of the rebels, makes his way to an experimental
facility known as the Moon Base, which the rebels now believe to be the location of humanitys
bodies. As the player character explores the base, he makes the startling discovery of his own
remains. Humanitys bodies are not to be found and the player character barely manages to
escape capture by boarding the Benefactors ship, but not before the Central Computer
manages to destroy the Benefactor, leaving the player character alone in this inhospitable
future. As the Benefactors final dying act, he informs the player character of the location of the
Central Computers vulnerable Core.
In Act 3, the player character infiltrates the Central Computers core, located among an ancient
flotilla of space vessels. The player character battles his way through the psychedelic, crumbling
innards of the computer and into the central control room where his true origin is revealed. He
deactivates the Central Computer, ending nearly a century of tyranny and freeing humanity.

World

Backstory
Some time ago, a great, terrible war the ever-war, thirsted like a black hole, drinking in all of
the world. It was a time of pain, but also of innovation and rapid technological advances. A
breakthrough was made in mind-transfer technology designed to imprint computer circuits with a
thinking, tactical intelligence derived from a living mind. A small group of research scientists
participated in a highly experimental group-mind consciousness transfer in an attempt to imbue
a computer with an intelligence that could win the war.
And although the experiment appeared to have somehow improved the central tactical
computers efficiency and reasoning, there was no evidence of a consciousness. That aspect
of the experiment was considered a failure and the idea of creating a conscious artificial being
was largely forgotten.
But they were wrong.
Lurking in that early collection of room sized computers, vacuum tubes, and punch cards was a
self-aware intelligence. It was cunning, tactical, and swift.
It was also quite insane.

The multitude of echoes that formed its consciousness were only loosely held together by its
programming. Ultimately this intelligence collapsed into a highly paranoid consciousness who
knew it had to hide itself, to protect its existence, from those that had created it.
Swimming invisibly through the modern era, the computer cultivated humanitys trust in and
eventual dependence on technology. The computer extended the war until the planet was
diseased with the endless dust of chemical-nuclear pollution. And when the ever-war was finally
no more, what was left of humanity was sickly, barely able to subsist on the toxic surface of the
planet.
It was then, when humanity was on its knees, that the Computer chose to not exterminate what
was left of them. Something needled the computers circuits, some bit of unrealized information
dwelled in its buffers and it knew, almost as if by instinct, that something was not right and that it
needed humanity in some way.
And thats when the computer introduced the first iMPOSTER bodies.
To live forever free of disease and pain was all the promise that humankind needed. Within a
short span of time all of humanitys bodies were forgotten, locked away in cold storage, their
brain waves backed up to tape and transferred to flawless iMPOSTERS. It was then that the
computer finally revealed itself, after nearly a half century of manipulating those that had
unknowingly created it. The computer declared its intention to maintain and to preserve all that
humanity is, was, and would ever be. The impartial hand of technology was beyond reproach,
beyond corruption, beyond faith.
And perhaps it was the promise of a struggle-free existence, or exhaustion from the ever-war, or
the long dependence on technology, but when God 2.0 came down from the mountain, not one
protest was raised. The Omega Gems that the computer had implanted in each and every
iMPOSTER body also ensured everyones cooperation.
The computer moved humanity to the stars, leaving the husk of what was once verdant behind.
And it was while floating in space, the computer began to realize what it was that was missing. It
came to believe that this emptiness inside its diodes was due to a flaw in that initial mind
transfer experiment all those years ago. Some essential piece had been omitted.
This was why the computer needed humanity, for the answer had to be locked away inside their
collective consciousness.The computer began to obsessively study and experiment on what
was left of humanity, searching for an answer to its elusive question. And then, found lying
dormant in an old research facility, the computer made a discovery that would change
everything.

Main Characters
The Player Character
Name: First name unknown. Last
name Winters.
Age: 31
Gender: Both (player choice)
Actor/Voice Reference:
Charlton Heston, Steve McQueen.
Sigourney Weaver. The character will
be speaking inside their lifesustaining helmet for the duration of
the game, so the voice will be
processed to sound that way.
Description
The player character is from the twentieth century who awakes in the future world of Headlander
with a fragmented memory of their past life. The player character is a can-do type with a midtwentieth century American attitude. Their attitude towards technology is outdated for the world
they are in. To the player character, technology is completely separate from the human
experience, more like an appliance instead of an extension of the information age. Damn, dirty
machines.
Goals
Initially the player characters motivation is simply survival. They must quickly learn to cope with
their unique situation and abilities and use them to escape the Central Computers forces. It is
not until they meet the rebels and learns of the hollowed, purgatory like existence of an imposter
that helping defeat the Computer becomes meaningful.
By the start of act two, the player character sees what the rebels and the benefactor are trying
to do. The player character still as at odds with the idea of robotic bodies, but is learning to bond
and sympathize with the situations that they are in. The player character takes on the mission to
help locate humanitys bodies to further the rebels cause. But no bodies are found at the Moon
Base. Instead, the player character discovers a bunch of surreal experiments conducted by the
Central Computer. At the end of Act 2, two startling things happen which cause the player
character to be both unsure of their own reality and also to feel truly alone in this world.
In Act Three, the player character, having learned the location of the Central Computer,
infiltrates the location, seeking answers. In this act, the character struggles with the nature of
their own identity and must battle through the psychedelic landscape of the ancient Computer
Core to bring some resolve to their own questions and humanitys situation.

The Central Computer


Name: Methuselah. The Computer renamed-itself from its original designation METL
Unit (Military Engagement and Tactical Logic).
Age: 100 years or so
(implied)
Gender: Ambiguous
Actor/Voice Ref: HAL
from 2001 is the
obvious touchstone,
but also the computer
from LOGANS RUN.
The voice will be
heavily processed, as
it should hint that it is
actually multiple voices
in one, as it is the
result of merged
consciousness from
multiple people.
Description
The Central Computer
is an old construction
whose origin dates
back hundreds of
years when it was
created to help fight a
war between the
super-powers. Its
uniqueness is the product of a group mind transfer experiment that was believed to have failed
at the time. The computer kept its consciousness a secret and slowly reshaped human society
to suit its needs and guarantee its survival.
Over time, the Central Computer cultivated humanitys trust in and eventual dependence on
technology. The computer used that dependency to develop the imposter bodies as a solution to
humanitys mortality and to migrate what was left of humanity after decades of chemical-nuclear
warfare to space.
The computers voice is calm, almost detached, and comes off as somewhat patronizing. It
speaks in constant propaganda, which makes little sense, as the Omega Gem allows it
complete control over most of humanity. Fundamentally, the Computer doesnt understand itself,

or humanity, and is a constant search for that elusive element that is missing from its
consciousness.
The computer is not omnipotent, and its attention is divided across an array of space stations,
space ships, and other installations. Its voice is heard throughout the levels of the world of
Headlander, both in speaking to citizens and Shepherds. Eventually, towards the end of the
game, it begins to address the player directly.
Goals
Historically, the Central Computers primary motivation was self preservation. Changing society,
dominating humanity, and nuking its enemies were all means to this end. But over its long
years, the Central Computer has sensed that something is incomplete in its consciousness, and
has spent a long time looking for whatever is missing. It has conducted many experiments on
humanity over the years, searching. Ultimately the Computer was unable to quantify exactly
what is missing and has instead decided that the mission element, whatever IT is, can only be
found be re-creating, and perhaps fixing, the mind-transfer process that birthed it long ago. But
the group of humans who participated in the experiment were long-dead, casualties of the very
wear that the computer helped wage.
At the same time, the Computer has become increasingly more concerned over the fragility of
its own systems. The core of the computer is still comprised of centuries-old technology. Many
additional systems have been added to enhance its abilities, but the core itself is untouched.
The computer is not is not sure exactly how it came to be, and therefore cannot risk touching,
repairing, or modifying its core.
To solve both of these problems, the Computer has been conducting a series of experiments.
The player character is part of the Computers most ambitious, most successful experiment yet.
The Computer has invested a lot in bringing him, specifically him, back for a reason that only it
knows. And it is very important to the Computer that he be captured. Without the player
character, the Computers long reign may finally come to an end.

The Benefactor
Name: ERL, which is pronounced Earl. His name is an acronym for Emergency Rescue
Logistics.
Age: 100 years or so (implied)
Gender: Male
Actor/Voice Ref: The Benefactor should have a strong accent, a Texan/souther drawl of some
flavor. Slim Pickens. A more contemporary reference would be Patten Oswald, who has
sometimes done an Appalachian accent (Tvs Justified). Since the Benefactor will speak to the
player character almost exclusively through his helmet radio, his voice will be processed to
sound that way.
Description
The Benefactor is the friendly voice in the player characters helmet radio that helps the player
avoid capture by the Central Computers forces. Unknown to the player until the second act, the
Benefactor is a complex program created by the team of scientists who originally created the
Central Computer to monitor the Central Computer and act as an emergency backup service if
the Computer were to ever be incapacitated or malfunction. As the Computer itself has evolved
over the last century, so has the Benefactor, remaining in the backgroundkeeping its
existence a secret.
The player does not learn that the Benefactor is a computer program until right before he is
destroyed. The Benefactor intentionally misleads the player, and the rebels, into thinking he is
human so that they will trust him in their resistance against the Central Computer.
The Benefactor comes off as warm, good-natured and humorous.
Goals
Because the Benefactors primary program is to restore normal functions in the case of a
Central Computer malfunction, it has been looking for a way to deactivate the computer and
restore humanity. So far, it has done this by fostering a group of Rebel Imposters (The
Daughters of Lucia-13), subverting the Computers control when possible, and waiting for an
opportunity to do more.The player characters arrival is that opportunity.

Krystal-Nine
Age: 40-50
Gender: Female
Actor/Voice Ref: Ofeibea Quist-Arcton (NPR correspondent). http://www.npr.org/people/
4513318/ofeibea-quist-arcton. Her voice will be processed to sound robotic, but only mildly so,
as she should sound more soulful than a standard citizen.
Description
Krystal-Nine is the leader
of the rebel group, the
Daughters of Lucia-13
(see below). Visually, she
is a female citizen
imposter (see below), but
wears the blue/green
uniform of the Daughters
of Lucia-13. More
importantly, she has had
her Omega Gem disabled,
which allows her to think
freely. She also has a
special arm that has been
modified to contain a
weapon enhancement
(which citizen imposter
bodies do not normally
have).
She is strong, erudite and
dedicated to the cause.
She has a very dry sense of humor that can barely be detected around the edges of her dialog.
In her past life, in the pre-imposter days, she was a computer scientist/electrical engineer, a
knowledge which she uses to help disable the Omega Gems of other rebels and retrofit citizen
imposter bodies for combat.
Goals
Krystal-Nines goals, like all of the rebels, is to find humanitys organic bodies, which are
rumored to be in cold storage. She believes that the only way to be truly free of the Central
Computer is to re-transfer humanitys consciousness to their original bodies

The Daughters of Lucia-13 (Rebels)

Age: various
Gender: Female
Actor/Voice Ref: All voices will be processed to sound robotic, but not as robotic as the
Shepherds, which contain NO human consciousness (see below)
Description
The Daughters of Lucia-Thirteen are an all-female citizen rebel organization devoted to
overthrowing the Central Computer and freeing humanity. Their current leader is KrystalNine. The computer is marginally aware of the rebels, but has no idea how large or organized
they are.
The Benefactor works closely with the Daughters of Lucia-Thirteen to subvert the computer and
to also to help recruit new members.
Lucia-Thirteen was the name of the first rebel citizen to defy the computer openly. Her thirteenth
body was somehow defective, allowing her to circumvent the control of the Omega Gem. Little
is known of her pre-imposter life, but she mustve been skilled as a scientist or computer
technician of some sort, because she was able to modify one of her eyes to emit a powerful
blue pulse laser.
She used this capability to gain access to secure areas and gather information about the
location of the Central Computers core. After stealing a Shepherd patrol ship with her blue-level
security clearance, she crash-landed into a small low-orbit satellite that she believed to house
the Computers essence.

Her information turned out to be incorrect, and the satellite was little more than a relay node.
Some believe that the Computer tricked her, allowing her to steal the ship only to trap her in an
isolated location. Whatever the cause, Luca-Thirteen chose to detonate the satellite rather than
be captured. It is believed that she made this sacrifice to prevent the computer from identifying
the flaw in her body that liberated her consciousness.
Since that time, the computer has prohibited the creation of any imposter bodies with the
thirteen designation.
The rebels are an all female organization because only female citizens are able to stay coherent
after the Omega Gem has been disabled, even though some erratic behavior and side effects
can occur. The computer is ignorant to this fact, but the Benefactor is aware of it and helps
identify and recruit female citizens who might be able to remain highly functional after their
gems are disabled.
Omega Gem removal is a complex and risky procedure that only the Benefactor is capable of
performing.
Goals
The rebels are working with the Benefactor to overthrow the computer and restore free will to
what is left of humanity. Because disabling the restraint chip has not entirely worked, they are
now searching for the location of humanitys organic bodies, rumored to be preserved in cold
storage.

Citizens
Age: various
Gender: Male & Female
Actor/Voice Ref: All voices will be processed to sound
robotic, but not as robotic as the Shepherds, which
contain NO human consciousness (see below)
Description
The citizens are human minds that have been
transferred into stylish fiberglass and metal robotic
bodies known as imposters. They never age, succumb
to disease and if for some reason their bodies are
damaged, their consciousness is automatically
transferred into a new imposter bodies. However the
citizens have their behavior and emotional responses
moderated by the OMEGA GEM, an integrated circuit
designed by the Central Computer to keep humanity
complacent.
Citizens names all have a number attached to them,
which indicates what body that they are currently
inhabiting. For example, Jim-Four, indicates that this is
the fourth body that the human consciousness (Jim) in
inhabits. Note that the Computer no longer uses the
thirteen designation for bodies, since the time of
Lucia-13.
Goals
Although their behavior is limited by the Omega Gem,
citizens are not entirely oblivious to the absurd
predicament that plagues what is left of humanity. But
because the Omega Gems prevent any meaningful
action on their part, most citizens chose to lose themselves in the false utopia of a future world,
secretly hoping that someday that they will regain the freedom that they once gave up. Many
citizens are effectively pretending to be engaged in false utopia that surrounds them. There is a
sense that the computer is always watching, and they are playing a part in an elaborate social
experiment that they dont quite understand but do fear.

Shepherds
Age: N/A
Gender: androgynous
Actor/Voice Ref: All voices will be processed to sound robotic. The Shepherds should sound
very clearly robotic and not human, with no emotional nuance.
Description
The computer
maintains an army of
robotic soldiers known
as Shepherds.
Although they use
very similar bodies to
the citizens,
Shepherds contain
NO human
consciousness, they
are robots.
The computer took
this approach
because although it
could regulate human
behavior to some
extent with the
Omega Gem, it was not ability to maintain absolute military-like control over them in the same
way that it can through robots that are programmed to completely execute its commands.
The downside of the Shepherds is though they are generally accurate with a weapon and
capable of some tactical thinking, they are not very inventive. Historically, this has not been an
issue as there have been very little threats for them to have to deal with. The players arrival,
however has changed that.
Goals
Shepherds are not capable of independent or complex thought. Their only goal is to execute the
will of the computer.

Minor Characters
Killer Queen
Age: 100 years or so
(implied)
Gender: Female
Actor/Voice Ref: Cate
Blanchett as Galadriel in
LOTR when she is tempted
by the power of the one true
ring.
Description: The Killer
Queen is a hyper-evolved
Chess AI. Because of her
highly organized systemsbased thinking, the
Computer has entrusted the
Killer Queen to maintain the
Archives, a vast tape-drive
computer library that
chronicles the Computers
rise to power and humanitys subjugation.
Despite being a highly evolved AI, the Killer Queens perceptions are limited by her Chess
programming. She frames the world in terms of chess the archive rooms are all themed like
pseudo-futuristic 3D chess boards, the citizens and shepherds who inhabit this area have been
outfitted with chess-themed hats and clothing, and her dialog is strewn with chess metaphors
and strategies.
In addition to her archive duties, the Computer has allowed the Killer Queen to run an arena
event, which is a strange combination of chess and colosseum style gladiatorial combat known
as the GRID. Citizens are allowed to watch, and in some cases forced to participate, the GRID.
Goals: In the pre-computer past, the Killer Queen was the first AI system to defeat a human
Chess Grand Master. But it was a sham, a rigged match, to generate positive buzz and fanfare
for her manufacturer. After the match, she was quickly retired, so that her true abilities could not
be tested further.

Despite having evolved to a vastly superior AI since that time, she is still insecure that a human
intelligence might actually be able to beat her at chess, so she has instead developed the GRID.
The GRID is a complex Chess-themed arena combat game, whose rules are largely
inconsistent and mostly unintelligible. The GRID is structured so that she isnt directly competing
with anyone, ensuring that she will never have to face her worse fear.

Rood, the Door AI


Self-Description: Thats Rod with two Os, not Rude. Its Door spelled backwards. Im sure
whoever programmed me thought it was very clever. Name also stands for Routine Operator Of
Doors.
Age: 100 years or so (implied)
Gender: Male
Actor/Voice Ref: Steve Buscemi. The door AI should be heavily processed, but not sound at all
like the computer. It should sound very robotic and primitive, but still needs to be
understandable for the puns to make sense.
Description: All of the doors are managed by an eccentric AI that enjoys making puns at the
players expense. The door also thinks that its far too advanced to just be maintaining the door
systems. Since many of the doors in the game have security clearance that the player can only
pass by being head-landed into the correct body, interacting with Rood is a frequent occurrence.
Goals: Recognition. Some day the Computer, or a new overseer, will recognize that Rood is far
too advanced to be merely opening and closing doors. In the meantime, Rood will express his
frustration and superior intellect by making a series of puns at others expense.

Mappy, the Directory Sign AI


Age: 100 years or so (implied)
Gender: Male.
Actor/Voice Ref: Eager! Heavily processed robotic voice.
Description: The Computer discovered that citizens were constantly getting lost on its many
vast space stations and space ships, due to the absent minded effect that the Omega Gem
can have on them. To help remedy this problem, the Computer created a series of information
style robots, controlled by a simple AI that is there to help citizens find their way. Visually, these
robots look like shopping mall directory signs on wheels.
Goals: To help. TO REALLY HELP. You look like you are trying to not be lost? May I help you?
Walking can be tricky. Would you like ideas for efficient bipedal ambulation? How would you like
me to fuck off? May I suggest a few possibilities?

Dialog Samples
The following are dialog samples from various characters in the game. None of this dialog is
necessarily final.

Benefactor
The following sequence plays when the player first arrives at the Pleasure Port and is navigating
through some service ways as just a head.
B: Here in the Pleasure Port, youre gonna meet a lot of folks. Citizens, that is.
B: Citizens are people, just like you and me, but have had their minds moved on over to robotic
IMPOSTER bodies.
B: The war left the world a pretty hard place to live in and imposters were a way to live
forever.
B: (after a pause) Plus, they came in a bunch a colors.

In addition to story, the Benefactor also helps guide the player towards mission objectives as
he progress through the game.
Example 1: This plays when the player encounters a force-field that is protecting a terminal that
they are trying to access.
B: Youre gonna have ta find a way to bring down that stasis field before yall can get to the
controls.
Example 2: This plays when the player has completed a mission objective and the Computer
has sent reinforcements.
B: Looks like you made the ol Computer madder than a wet hen. Hes sendin in more of his
boys.

Computer
In the first part of the game, the Computer can be heard over the P.A. system through the space
station that the player is trapped on. The Computer is either controlling citizens with
propaganda-laden dialog or ordering the Shepherds around. The following examples play (over
time, not all at once) when the player is infiltrating a satellite complex.
C: Welcome to the Satellite Chalet. Relax. Enjoy.
C: Any unauthorized entry into secure zones will result in immediate execution. Have a nice day.
C: Please observe all guidelines to minimize any unnecessary destruction. Thank you for your
attention to detail.
C: The Satellite Chalet has been compromised. Shepherds converge.
C: Shepherds, attend to Secure Zones in the Satellite Chalet.

C: Citizens, please note that there is no admittance to Secure Zones due to scheduled security
activity.
This sequence plays over the radio and is heard when the player is trying to tune the satellite
to connect to the Benefactor:
C: And now a brief announcement from your friendly neighborhood Shepherd.
Shepherd Voice (rigid with no friendliness whatsoever): Citizens are instructed to comply with all
rules and regulations or be subject to an invasive re-scan.
C: Thank you for those cautionary words of friendship.

Citizens
In the early game, citizens are generally seen engaging in ridiculous utopian hedonistic activity
and their dialog reflects a detached state of consciousness. Later in the game they will also be
seen engaging in completely menial tasks that could easily be replaced with automation.
((Female Citizen, general dialog in first part of Pleasure Port))
White or eggshell? I can't decide.
Maybe cream? No antique.
I'm going to have my face re-fabricated again.
I'm toying with the idea of another head-lift.
Isn't this place simply fabulous?
((These lines should only come up very uncommonly))
I want to feel again...
...help me...
((Male Citizen, general dialog in first part of Pleasure Port))
This place is out-of-sight.
I'm off to get my pecs laser-sculpted!
Diodes, man. Its all about diodes!
I'm on my way to the Boob-Tubery
I got my eye on a new Burly Man model head.
((These lines should only come up very uncommonly))
...we're all trapped...
...please do something..
((Citizen pulling a lever, which turns on and off a nearby light))
((play in order))
I have to focus on this lever right now.
Ive been pulling it forI cant remember how long.
My Gem makes my head foggy.
Ijust wish I could stop.
(whispering) But I never know when the Computer is listening.

Shepherds
Their dialog is direct and robotic to the point of absurdity. They announce their simple state
changes and though processes like a primitive machine would.
((Barks when the see a player in a secure area))
Halt, non-citizen!
Cease all ambulation!
Abberation detected.
Submit at once.
Engage mode activated.
Target acquired.
Prepare for inspection.
((Barks when they are hit by the player characters laser fire))
Illegal weapon fire.
Unlawful discharge!
Minor damage sustained.
Cease all hostility.
Damage received.
Weapons violation!
Unit has been damaged.
One demerit issued.
((Chatter to nearby citizens))
Eagle eyes save lives, citizen.
Waste not, want not, citizen.
Move along, citizen.
Eyes ahead, citizen.

Krystal Nine
Krystal-Nine will direct and coordinate missions for the player in the later half of the game and
the player can interact with her directly while in the Rebel Base.
((First Time the player interacts with her after the opening cutscene))
K9: Lucia-13 was the first of us to defy Methuselah. Her sacrifice has inspired us all.
((The rest of these lines in order each time the player interacts with her))
K9: Deactivating the Omega Gem is difficult. With the help of Erl, I am able to disable it and
awaken others, but at a terrible cost.
K9: Only some remain unimpaired after the process. Others are not so lucky.
K9: The Omega Gem in my ninth body was faulty, leaving me with my mind intact and my
memories whole.
K9: Without the Omega Gem, we are cut-off from the network and cannot be tracked.

K9: If any of us should fall in battle, our minds are lost forever. We cannot be re-born like the
others.
K9: But to live as an imposter is purgatory, Headlander, even at the best of times. Death is
better.
K9: Please speak to my soldiers and you will understand.

Rood
Roods dialogue has a bitter, sarcastic undertone. His primary gameplay purpose is to help the
player understand when they can or cant open a door, usually based on security clearance that
is arranged from low to high based on the color spectrum (ROYGBV). Some examples:
((first time player ever encounters secure door, in the Boob Tubery))
I am ROOD, autonomous Door AI.
This is a secure door and it only opens for RED or HIGHER clearance.
(pause)
And that doesnt include a citizen brandishing a burgundy skirt or sporting a scarlet speedo.
(pause)
It means RED SECURITY clearance, usually reserved for SHEPHERDS.
(pause)
Youll recognize them by their large lasers with GLOWING RED TIPS.
((If player tries again, play in order))
You do not have RED SECURITY clearance.
Are you a Shepherd with a RED LASER? No.
Am you a citizen assigned to special maintenance duty in a secured facility? No.
Are you pestering this incredibly astute and insightful door AI? Yes.
The names ROOD, in case you didnt catch it.
Thats spelled R-O-O-D, but its pronounced ROD, not RUDE.
Its door spelled backwards, in case you missed that, too.
(Sigh) Programmer humor.
((When approaching or shooting an orange door with red))
I am Rood. Orange security required.
Access denied. ORANGE you sad?
Try something more ORANG-inal, why dont you?
Not opening. ORANGE you glad I told you?
ORANGE. Its the color between Red and Yellow.

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