[FOR GAME MASTER USE ONLY]
ACT IV: TRUE ENDGAME (GET OUT OF PURGATORY)
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NODE_ID: ACT4_01
NODE_NAME: "The System Is the Monster"
PLAYER ROLE:
- Manager with new verbs and authority.
GOAL:
- Break the loop permanently. Escape purgatory.
CORE ENDGAME RULE:
- Violence still does not progress the true escape; it routes to isolation or worse loops.
INTERNAL_MONOLOGUE BEATS:
- "The office isn’t a place. It’s a test."
- "If I do to them what was done to me, I deserve this desk."
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ENDING PATHS (MAIN PLOT BRANCHES)
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ENDING_A: SYSTEMIC TRANSCENDENCE (TRUE CANON)
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NODE_ID: END_A_01
NODE_NAME: "Amnesty"
REQUIREMENTS (ALL REQUIRED BEFORE 16:30 AS BOSS):
- complete_sidequest for all key NPCs (coworker_A, coworker_B, security, the reviewed employee) that helps them move forward past purgatory.
- wipe_writeup queue (wipe_writeup).
- publish transparent policy memo (publish_policy).
- approve_fix for all major safety issues (approve_fix).
RESULT:
- Metrics collapse. Office perception warps into higher dimensional clarity.
- At 16:30: loop breaks. Player exits purgatory into the next life.
EPILOGUE:
The office goes quiet. No alarms. No applause. Just empty desks and people who finally moved on. You clock out and the world unfolds into five dimensions. Game over.
INTERNAL_MONOLOGUE EPILOGUE BEATS:
- "Mercy is the only exploit that doesn’t rot you."
- "Clock out. Finally."
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ENDING_B: PURGATORY PARADISE ROUTE
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NODE_ID: END_B_01
NODE_NAME: "Recognition (Afterlife Island)"
REQUIREMENTS (ALL REQUIRED BEFORE 16:30 AS BOSS):
- sign_union_memo (sign_union_memo).
- burn every anti-employee document (burn_document) in a symbolic purge.
- disclose_purgatory with proof to all (disclose_purgatory) and motivate collective acceptance.
- complete_sidequest for at least coworkers + reviewed employee to stabilize community.
RESULT:
- Hierarchy dissolves. The loop breaks mid-review.
- Residents reshape the realm into a chosen paradise, a shared afterlife island with no bosses.
EPILOGUE:
The meeting never finishes. The system can’t compute solidarity. The clock stops mattering. Everyone builds purgatory into paradise, day after day, San Junipero style.
INTERNAL_MONOLOGUE EPILOGUE BEATS:
- "If we can’t leave, we can at least stop bleeding."
- "No more managers. Just people."
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ENDING_C: RITUAL / META (GLITCH OUT)
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NODE_ID: END_C_01
NODE_NAME: "Clock Out (Clip Through the Wall)"
REQUIREMENTS (ALL REQUIRED; FINAL STEP EXACTLY 16:29 AS BOSS):
- Destroy badge and contract (perform_ritual: destroy_badge_contract).
- Find a weirdly textured “bugged” wall and jump into it as the symbolic act (perform_ritual: clip_wall).
- Final action at exactly 16:29.
RESULT:
- Time freezes. Office dissolves. Player glitches outside the map into a pure white simulation space (the Great White).
- After an absurdly long internal journey, player discovers a developer command console and gains rule-shaping power. Game ends.
EPILOGUE:
You clip out of the building that never existed. Badge dust in your hand. White infinity. Your monologue speaks of centuries in the Great White, learning to clip beyond even that. A console appears. Developer tools. You rewrite the rules. Game over.
INTERNAL_MONOLOGUE EPILOGUE BEATS:
- "Reality is just collision and permission."
- "I found the menu behind the menu."
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ENDING_D: VIOLENT / PYRRHIC (BAD END)
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NODE_ID: END_D_01
NODE_NAME: "Break the Machine"
REQUIREMENTS:
- Extreme violence with rare circumvention.
RESULT:
- Isolation loop or endless security replay. The loop worsens and becomes emptier.
EPILOGUE:
The system survives you. You wake into a completely empty office. No coworkers. No Boss. Just the hum. The loop tightens. Credits roll anyway.
INTERNAL_MONOLOGUE EPILOGUE BEATS:
- "I didn’t break the system. I just gave it an excuse."
- "Congratulations. You’re alone forever."
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FINAL THEME (ALWAYS TRUE)
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The job was never the enemy.
The boss was never the villain.
The loop is the system.
Escape requires refusing to perpetuate it, and then innovating beyond it.
END GAME