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Nuclear War Prevention Programme (User Story (Middle (Player has 2 puzzles…
Nuclear War Prevention Programme
User Story
Start
User awakes in the nuclear bunker
Red warning light is flashing
Can be turned off
Alarm is ringing/blaring
Audio or visual script that tells them they need to disable the missile
Other members are stuck outside the room, which is locked shut
Comms screen on door displays video
Middle
Player has 2 puzzles to solved to get two keys
Puzzle one - Images of Phenetic Alphabet
Images/letters
Whiskey (Bottle of Whiskey)
Alpha (Alpha Symbol)
Echo (Audio waves bouncing off wall)
Hotel (Monopoly hotel Piece)
these images correspond to 4 digit letter code, which is on a note amongst notes of other 4 digit codes
Code is entered onto a computer which then unveils key
Puzzle two - Binary to numerical
Numbers
4 - 0100
2 - 0010
8 - 1000
7 - 0111
Binary can be converted with "Binary Dictionary" - Basically match the binary to the number
the numerical code is then entered into another computer, unveiling second key
Can make this more difficult if required
Video footage of soldier worrying on door comms screen
Every time the timer runs down by a set amount (10,5,1 mins left) Voice states how much time is remaining to launch
End
Player gets keys and turns them both in their slots to disable bomb
Video on screen of missile launching on fail
Assets Required
Room
Structural
Door
Sliding door with interlocking middle
Comms screen beside door
Walls
Metal
Sheet like
Reinforced
Lights/Lighting
Vents in roof
Make gentle humming sound of fan extractors
Items
Swivel chair
Desk with papers and books on
Shelves covered storing food and books on nuclear missiles
Key Components
Keys
Some form of complex looking key - maybe 3 pointed?
Computers
Single Screen with keyboard attached
Box with flapping door by screen which contains key
When changing digits on computer screens, keyboard presses are heard (keyboard clicking)
Key Slots
Launchpad Screen
Large flatscreen tv style