[X] Plan: Preparing Once More
-[X]Secure The Lower Levels
-[X]Lobby for Charon Corp License Deal:
-[X][RELOCATE]Create a New Bon's Burgers Menu
-[X]Surveil Emily Brook:
-[X][RELOCATE]Arcade Game Brainstorming:
-[X]Ward the K-9 Bunker:
-[X]Graduation Party: Its Sophie's highschool graduation. You haven't been a great guardian to her, some would say that up until the start of this year you've been pretty terrible, but you still want to help her celebrate it. And then talk to her about her future at BSI [THIS TURN ONLY]
-[X]Graduation Celebration: Sophie's party will be a good chance to network and connect with your employees outside of the office. [THIS TURN ONLY]
-[X]Work on some personal projects: You haven't actually tinkered in quite a long time. 74 kinda took all the joy out of it. But recently you've been itching to go into your shed and mess around some
-[X]Chat with the boss: Your employees are what keeps this company moving forwards. Choose a hero to spend time with. That hero gains a +10 to loyalty for the next 3 turns. This option can sometimes also lead to learning more about your chosen hero, possibly granting new traits or events.
-[X]Set up tutoring: The child has gone un-educated for far too long. It is time to start giving them the fruits of knowledge. The Intertubes has many avenues for doing this in a secure way.
Are we sure we want to take the Charon deal? It'll give us a lot of funding, sure, but it will also likely give us a tighter timeframe than the Relocate project to do stuff like "get the animatronics working well enough to have near people."
Are we sure we want to take the Charon deal? It'll give us a lot of funding, sure, but it will also likely give us a tighter timeframe than the Relocate project to do stuff like "get the animatronics working well enough to have near people."
Hello can someone tell me the lore of the k9 facility and walten files please, I literally don't know anything about the walten files and I am to scare to watch it
Hello can someone tell me the lore of the k9 facility and walten files please, I literally don't know anything about the walten files and I am to scare to watch it
Walten Files is an analogue horror series centering on the haunting of Bon's Burgers and the tragedies surrounding it. The story so far is that sometime in the 50s Jack Walton and Felix Kranken met in college as roommates and grew close enough that they decided to work on an animatronic fast food joint down the line.
Years later in the late 60s they've both married, with Jack having three kids, Sophia (the oldest) Edd, and Molly. The two have also created the BunnySmiles corporation (their own Fazbear Entertainment if you will) and partnered with Cyberfun (a robotics company I think) and are soon going to open Bon's Burgers to the public. In 1974, a month before Bon's Burgers would open the first of the tragedies happened. Felix, a struggling alcoholic, was asked by Felix to take Edd and Molly to a school party because Jack was stuck doing paperwork and Rosemary (Jack's wife) had to take Sophia to a dentist appointment, Felix reluctantly agreed and took them to the party, and proceeded to get drunk in the adult area of the party. Edd and Molly had to find him to remind him he had to drive them back. As you can guess they got in an accident and the two kids died. Felix, fearing Jack's reaction and the guilt, buried the kids in the forest they crashed in.
Unknown to him, the two kids possessed their Rocket plushie (a gray rabbit that Jack and Felix made as a Christmas gift for the kids a few years back. Felix told the police he was in an accident but didn't know where Edd and Molly went. Of course, the cherry on top is that Felix's wife Linda left him that same night because of his drinking and went to Hurricane Utah (yes, the same place that Fnaf takes place in).
Just as Bon's opens to the public Jack goes missing, we aren't completely sure what happened, but it's widely believed that Felix may have done killed Jack when he confronted him over what happened to his kids and possibly stuffed him into Bon. Felix then becomes the sole owner of Bon's as his employees become slightly suspicious of him. Rosemary kept coming into Bon's hopping to find some answers as to Jack's whereabouts, asking the employees and her friends if they knew anything, which got to the point where Felix fired her from her position as an artist for the company and blacklisted her from the property. One night Susan Woods, the lead engineer for Bon's, stayed late to work on Bon when some glitching was noticed. As she began working Bon came to life, attacked her and paralyzed her, before mauling her and stuffing her into Banny. Meanwhile she went to a limbo of sorts and met a creepy spirit named Bon who revealed he attacked her to make her beautiful. He offered to help her posses Banny so her soul would pass on which she took. Felix presumably found her later and maybe his the body.
A Few days later Charles, another employee, went missing and was presumably stuffed into Bozo by Bon.
Nearly a month after the place opened up, Rosemary snuck into Bon's at night to find answers, where Bon lured her to a back room, where he killed her and stuffed her into Sha. She put up more of a fight and screamed so much that other people outside the restaurant heard it and the police were called, though no signs of Rosemary were found. It's also believed that Sophia may have witnessed Rosemary's death and traumatized to the point of needing medication to help her with the trauma. Though not long after Bon's Burgers was closed down after being opened for only a month.
After it closed, Bon and the other animatronics were moved to the K9 Facility, a Bunker in the Saint Juana forest (the same forest Edd and Molly are buried) along with other BSI junk. Over the years Felix had been leading the RELOCATE project, which was a plan to reopen Bon's and make BSI better. Most of the plan involved merchandise, cartoons, and the Bunnyfarm game. In 1982, three interns were sent in the Bunker to stay for a few days to examine the animatronics and see what could be done to repair them. They concluded they needed some serious repairs that they couldn't do themselves. On their last night there one of the interns, Ashley, wandered deeper into the facility than she should have while the others slept, found Billy, and a tape that name dropped a list of people that went missing/died at Bon's, which included Sophie (despite being alive and well). Bon found her and stuffed her into Billy. The other two interns left thinking Ashley left earlier. The Relocate Project failed and the K9 facility was kept guarded. One of its site managers, Brian. Went to the facility one night alone to run tests on Bon, who killed him.
After this, Sophie, now in her early 20s and in college, finds an intact demo of the Bunnyfarm arcade, plays it, and gets harassed by the spirits of the dead and her family, mind you she has some amnesia of her childhood thanks to her medication, but thanks to the arcade starts to remember stuff.
[X] Plan: Preparing Once More
-[X]Secure The Lower Levels
-[X]Lobby for Charon Corp License Deal:
-[X][RELOCATE]Create a New Bon's Burgers Menu
-[X]Surveil Emily Brook:
-[X][RELOCATE]Arcade Game Brainstorming:
-[X]Ward the K-9 Bunker:
-[X]Graduation Party: Its Sophie's highschool graduation. You haven't been a great guardian to her, some would say that up until the start of this year you've been pretty terrible, but you still want to help her celebrate it. And then talk to her about her future at BSI [THIS TURN ONLY]
-[X]Graduation Celebration: Sophie's party will be a good chance to network and connect with your employees outside of the office. [THIS TURN ONLY]
-[X]Work on some personal projects: You haven't actually tinkered in quite a long time. 74 kinda took all the joy out of it. But recently you've been itching to go into your shed and mess around some
-[X]Chat with the boss: Your employees are what keeps this company moving forwards. Choose a hero to spend time with. That hero gains a +10 to loyalty for the next 3 turns. This option can sometimes also lead to learning more about your chosen hero, possibly granting new traits or events.
-[X]Set up tutoring: The child has gone un-educated for far too long. It is time to start giving them the fruits of knowledge. The Intertubes has many avenues for doing this in a secure way.
[X] Plan: Securing the Showstoppers
-[X] Better Showstopper Security (DC 55)
-[X] Lobby for Charon Corp License Deal (DC 80)
-[X] Find new Brand Deals (DC 40)
-[X] Surveil Emily Brook (DC 55)
-[X] Arcade Game Brainstorming (DC 55)
-[X] Ward the K-9 Bunker (DC 75) (Charles)
-[X] Graduation Party [THIS TURN ONLY]
-[X] Graduation Celebration [THIS TURN ONLY]
-[X] Work on some personal projects
-[X] Chat with the boss (Charles)
-[X] Buy a Maize Machines Computer
The other plan is good, but I'm not sure if we're ready to storm the lower Bunker yet, and not only is Showstopper Security easier but it'll probably also make our Occult action for them easier as well.
[X] Plan: We don't need the Liminal Land Deal
-[X]Better Showstopper Security
-[X]Make local connections
-[X][RELOCATE]Create a New Bon's Burgers Menu
-[X]Surveil Emily Brook:
-[X][RELOCATE]Arcade Game Brainstorming:
-[X][RELOCATE]Determine Spiritual Condition: [DOGGED FOOL 1] (Charles)
-[X]Go to the Range: Okay you have a gun, now to learn how to use it. You never really bothered shooting your old 9mm, but you've started to pay attention to the news more recently. Maybe it'd be a good idea to know how to shoot.
-[X]Graduation Party: Its Sophie's highschool graduation. You haven't been a great guardian to her, some would say that up until the start of this year you've been pretty terrible, but you still want to help her celebrate it. And then talk to her about her future at BSI [THIS TURN ONLY]
-[X]Graduation Celebration: Sophie's party will be a good chance to network and connect with your employees outside of the office. [THIS TURN ONLY]
-[X]Work on some personal projects: You haven't actually tinkered in quite a long time. 74 kinda took all the joy out of it. But recently you've been itching to go into your shed and mess around some
-[X]Look into Vita Carnis: The most outwards supernatural threat to humanity on this world is the strange 'meat plant known as Vita Carnis. The out of the way location of your compound will let you cultivate some of the stuff and do further research on it.
Not 100% sure if the liminal land thing is something we absolutely need to pursue, so drafted this plan as an alternative, (though if we fail going for it, there is the possibility we could try for it next turn and get the dogged fool bonus).
Don't have a strong preference for Charles's personal action and can be persuaded to change that.
NOTE: this post is long already but if you don't read it all, just as a potentially important FYI you're allowed to spend national actions wherever in this quest as far as I know! so please don't keep to existing plans if you think there's something else that would work better!
oh! and remember to asign hero units as well, wow that's like 15 stat points we could theoretically lose out on in a roll, which would suck
don't worry about any delay, I'm just happy the quest isn't gone forever (it's a pretty cool one:)
that other quest("An Analog Problem", I think?) you mentioned sounds cool as well, will have to give it a look
ok, here's my thoughts on everything (sorry if this is messy, I just kept speculating and writing my thoughts down and somehow didn't stop. it's hard to keep an eye on everything so might have left something weird).
regarding news updates, it's notable that cartoons are currently relevant. this means increased brand recognition, even with a chance of evil cartoons and increased competition or such. might make releasing a second season more worthwhile?
(liminal land is also relevant, will get to that below)
looking at new actions, we have a few that stand out, and quite a few relocate ones. there's a whole bunch so we probably need to be more efficient and take many RELOCATE actions that should be done sooner rather than later, especially ones that might help us/might unlock more things (get useful/important relocate actions out of the way with before useless ones?)
there's probably other things that have been on the backburner for a bit as well, mind.
if I were to make a plan I'd probably go for the following
[X]plan: immediately important implementations
-[X]Secure The Lower Levels
-[X]Better Showstopper Security
-[X]Lobby for Charon Corp License Deal:
-[X][RELOCATE]Animatronic Maintenance
-[X]Surveil Emily Brook:
-[X][RELOCATE]Determine Spiritual Condition: (Cthonaut C)
Felix Kranken
-[X]Graduation Party:
-[X]Graduation Celebration:
-[X]Work on some personal projects:
-[X]Go to the Range:
Cthonaut C
-[X]Buy a Maize Machines Computer:
overall, these seem like the most worthwhile actions from each section but research (which at the moment is a major action sink, so maybe best to wait until we've done related stewardship/occult actions to reduce the relevant DCs), while getting decent progress on our problems with the animatronics as a whole, which is both a core part of RELOCATE and likely to save us a lot of grief.
when it comes to reasoning behind this, the keyword is synergy. maintaining animatronics means they receive basic environmental damage repairs, and then we can put them somewhere where they won't suffer any more environmental damage so we don't need to worry about that being undone, and it means a better justification for the deception that the more secure area is for better preservation (since we'd obviously want that after spending resources on repairs)
at the same time, both the bunker and containment of animatronics is improved, meaning we don't need to worry about repairs allowing them to cause more problems (so we should be free to do maintenance). if we get all three (Secure The Lower Levels, Better Showstopper Security, Animatronic Maintenance), that should square away quite a few problems we have. only issue is that billy is inaccessible at the moment, though I'm not worried since their situation is probably different enough to need separate actions and they're probably accessed by securing the lower bunker anyhow.
the Charon Corp license deal isn't directly necessary, but as a time limited opportunity it's probably a more profitable version of regular brand deals, and if we end up needing to take those eventually we might as well take this one now, right? in particular it ties into the above options to manage our animatronics by giving us more funds to focus there, while also letting our robots be less super messed up and creepy looking (which will probably make us more marketable/reputable business-wise).
if we're lucky and Charon Corp keeps up the license deal, maybe in the future they'll even be interested in having franchises of our restaurant? something to look forward to
the option to Surveil Emily Brook may be less immediately relevant, but it's way easier to suppress bad press before it gets out of hand and doing so still needs multiple actions, so by getting this done now we won't be screwed over if we need to move fast. if it's even easier since we have a trait related to keeping dirty laundry a secret, that means even less reason to hold off on it to get boosted stats.
we want to take *some* occult action since we want Cthonaut on basically all of them and he can only boost one action at a time, meaning the category probably warrants constant chipping at. out of our options, determining the spiritual condition should unlock/buff the most actions compared to the other options, and it has a buff from dogged fool, sort of a no brainer?
there's not much competition for our personal actions. at the moment it seems better to forgo cold turkey (big investment/only worthwhile when it's dangerous), contacting linda (might be a trap option, so others are more pleasant options) and chatting with employees isn't needed when Cthonaut C already has a small buff from turn one and probably won't benefit from loyalty boosts yet anyhow.
meanwhile Cthonaut has spent the past two turns helping Evertt, so now may be a good time to start up some research, it might be important later. (Vita Carnis is less immediately relevant and many other groups are involved with it so it can sit for now)
also see my thoughts on the rest of the actions we have available at the moment, might have gotten carried away :P
martial has quite a few options.
contracts with HSH aren't perfect since it's outsourcing/their focus isn't super relevant to us,
arming bunker guards helps mostly against external human threats/lets us go into the third bunker section which probably isn't a major priority *yet*
securing the lower levels is a priority for progression/finding billy and might help to cut off any government vault issues by being able to keep an eye on the entrance
securing the animatronics seems great for both maintenance and preventing more shenanigans (but wow it's going to be expensive)
contacting the police might be useful in the future but it's operating at a malus, so maybe focus on other diplomacy actions first? the option to make local government connections in particular might make this easier/do similar things
(we don't really have a funds tracker, but if an action mentions cost in the description it should be pretty bad so I'm leery about it. we need to consider how much security we need to go for at this point, since as much as safety helps prevent issues it's going to keep being an action/resource sink that we might not be able to afford)
when it comes to diplomacy,
a brand deal with Charon Corp would help maintain our funds a lot (possibly needed to keep taking expensive options) and it's time sensitive so if we want it we should try now. plus, liminal land isn't even super evil, and should help promote our brand quite a bit. the DC' might be high but we can try it this turn and then if it fails we can do it again with a decreased DC, so it's way less risky than it seems.
various other connections would help with construction/robotics as well so should be taken before we invest in those sections big time, but they're easy to put off when other actions stand out
initial reopening marketing won't help us immediately but it might be important to do now rather than later if it needs to happen years in advance. so might be more of a priority than other RELOCATE actions that are only useful in the long-term?
stewardship. it's likely we have quite a few future actions in this category needed for opening a business (locked between actions both in this category and out of it. as such, it probably can't be finished off. since some of these would benefit from local government/cyberfun support, if we're going for those eventually it would make sense to get them before we take all the actions that they would help with in order to benefit the most
Animatronic Maintenance is a RELOCATE action, and one we've had since the start of the quest, so it possibly unlocks a whole bunch of things. personally think it's about time to take this with the boosts to security we can now have and since theoretically their condition might still be worsening as time goes on (so best to do it now so they don't get damaged irreparably)
producing season 2 of our cartoon is a good way to promote our brand, and brand awareness possibly makes it easier to sell various products and negotiate with other companies. personally prefer the time limited brand deal but this is definitely worth considering.
brand deals mostly just nets us cash. not bad, but for the time being other stuff is higher priority unless we need funds/want an easy action.
refurbishing the restaurant will probably let us do things inside the restaurant, so we can assume it's the next "core" part of RELOCATE. that doesn't mean we need to take it this turn though, there's plenty of other things to do
working on a new menu seems like a lower priority out of all the RELOCATE actions, though it might help with advertising? probably not much major behind it so we can leave it for the time being
intrigue seems minor (and a lot of these do not require much resources wow) but neglecting them could probably screw us over big time.
researching Fazbear Entertainment will probably unlock actions to compete against them better, but for now it seems aspirational. we can improve fine without taking this action after all so probably shouldn't have it as a high priority.
I'm of the opinion the cult might be less of an issue once we figure out wards and eventually deal with the haunting. at the very least they're not actively invested in us? they probably focus on a whole lot of supernatural stuff and there's probably a bunch of them scattered about, so it might be more effective to drown out any rumours they make with marketing and promotion (it's not a scandal, so unless they find something that can be made public it should be easy enough to dismiss them pr-wise.). there is the risk they do something physical, but it probably doesn't warrant actions yet
Emily Brook isn't a threat yet, but if we take it as a given they'll cause problems with opening a restaurant, it makes sense to shut that down before they can do so.
learning
all of the reprogramming actions are necessary, but there's a whole bunch here so we might be better off putting them on hold and first getting other animatronic related actions(butter up cyberfun, proper maintenance, occult etc) to lower DC's so we can at least reliably do them without needing two attempts because the action failed or such. would be great if we can compress the reprogramming actions into fewer actions but best not to get hopes up
designing new animatronics seems silly at this point in time, especially with the costs involved and how it probably would require cyberfun's support to build
arcade game brainstorming is something that would be a good action if we needed to find somewhere to invest resources, but we probably don't. something to hold off on for now, though not hold off on until the last minute (since I bet they'll take at least another action for construction as well)
occult. due to Cthonaut C these are easier than others, but at the same time they're really our only guy who knows what he's doing so anything he's uninvolved with isn't likely to go well even if it rolls highly
bug fixing sounds good, but save it for now? other actions seem more important, and it's a "Hype boosting" activity that might want to wait anyhow (either for when it's more useful to promote our other stuff, or to ride off of increased attention of cartoon season two). having the game would be nice, but it's nice in terms of "extra funding/brand awareness", not "mitigates things going terribly wrong"/"is essential for us to continue operating as a business" nice like the other two options
warding the bunker is also nice, and a "prevent fires" nice to boot. luckily it doesn't need picking right this second, since physical security measures and having recently quashed rumours can cover our deficiency there. should compensate for a lack of magical security for the time being.
figuring out the specifics of our haunting that what we failed last turn should unlock or improve a lot of actions, so definitely stands out to me. as a bonus, the DC is decreased due to dogged fool which means more reason to keep up at it
personals:
it's been previously established that with our stats a booze roll of 2-5 won't hurt us more than the malus for avoiding it will, so unless we're doing something actively dangerous with the robots and fear rolling a 1 going cold turkey probably isn't necessary (and long-term progressing the personals we have would probably help us more than trying to deal with alcoholism (though we probably need to consider the latter eventually or it probably won't happen ever))
if not managing booze there's 6 possible options, but conveniently it's a simple enough decision since we can probably easily enough forego socialising with Cthonaut C and contacting Linda(though even if it's a trap we may need to bite the bullet eventually).
make sure to note things could go poorly since taking them isn't a sure-fire thing, but it's better to try and fail then never try. having a better relationship with various employees in particular seems a good call..
for Cthonaut C, i'm of the mind that buying a computer would be higher priority than getting tutoring for/bonding with Evertt. he should have enough stimulation for the time being(especially with the high rolls the past two turns) so we might want to take the chance to set computers up, give Cthonaut a chance to progress with them in the background, and see if there's anything important hidden behind it. also means possibly giving Evertt the chance to settle down in the meantime? Evertt having a tutor should help long-term, but not immediately having one probably won't screw us over?
if nothing changes in turns after this, bonding and then setting up tutoring would be my preferred order.
understanding more about vita carnis could really help us not make stupid decisions regarding it, but it's not strictly our problem
(looking at other plans, in securing the showstoppers it might be a bit silly to ward the bunker before figuring everything out since that already has dogged fool active, and I'm not sure about going for brand deals and the liminal land deal in the same turn (they both probably just increase our resources, which seem like something that would be better to top up over time? it doesn't advance our endgame much)
wait, does everyone realise that you don't need to pick one action from each category, but can mix and match action points wherever in this quest? seems like every plan follows that rule so it would suck that stuff like the arcade game brainstorming is just being thrown in there to distribute evenly
hopefully everyone sees this, since I'm just editing to my already long post :/ would hate for everyone to miss out based on false impressions, and i'm not just saying that to try and convince people to change plans :P
rip, my bad, definitely not a good look on me when I'm being so assertive when it comes to other people's plans, I know...
that's just the sort of issue that'll happen from copy-pasting action names and failing to grab one one time, I guess. should be fixed now, thanks for that.