Episode 4

Ranger Code

Physical Contents

Alien Map Pawns

  • These will be used to track positions on the terrain map.

Intercepted Note

  • This was dropped by Theo and picked up by Jeremy.
  • The symbols in the octagon shapes represent numbers. Convert the "numbers" in Theo's list on the opposite sides to ascending numbers 1-11.
  • The numbers in the triangles must equal the sum of all touching octagon numbers.
  • The numbers must be written in sequence top to bottom ("start at midnight") and working clockwise ("work till the eleventh hour").
  • The new code is:

    • 21, 24, 25, 30, 26, 18
  • We must now align this new code with the original one we had Jordan try and find the median (average between each two-digit sum).

    • 21 → 15
    • 24 → 06
    • 25 → 17
    • 30 → 04
    • 26 → 16
    • 18 → 12
  • Add each group together and divide by two to find the median. This gives us:

    • 18, 15, 21, 17, 21, 15
  • The word "octagon" precedes the coded message.

  • Octagons have 8 sides. Shift the letters in the code backward by 8.

  • Once decoded, the message reads:

    • "between two lone peaks south of a forest"
  • Using this clue to find Theo's location on the terrain map, we come up with:

    • S-16

Jeremy's Alien Codex

  • The symbols Jeremy found carved into things are similar to the ones on Theo's biotech sketch in Episode 3.

Jeremy's Letter

  • The emergency frequency is 319.315.
  • This number needs to be shifted by the number of the last sector Jeremy and Jordan were in before getting separated.

    • NACS is located in sector T-2.
  • Shifting the emergency frequency forward by 2 gives us:

    • 531.537

Jordan Map Pawn

  • This will be used to track Jordan's position on the terrain map.

Map Detail

  • This will be used on the terrain map.

Pawn Holders

  • These are used to hold the map pawns.
  • You must punch out the small plastic pieces in the inserts in order to fit the pawns in comfortably.

Ration Box

  • There is a symbol from Theo on the back of the box.
  • Inside are more pawns and pawn holders for our terrain map.

Report Update

  • Little Jeremy is writing his own report...
  • Once decoded, the ranger words are:

    • ALIEN
    • BURROWERS
    • UNDERGROUND
    • TOWER
    • CORRUPTED LAND
    • BURROWER
    • MOVES FORWARD IN STRAIGHT LINES
    • UNDERGROUND
    • TWO SECTORS PER HOUR
    • SEE VERY WELL
    • RIGHT ON TOP OF IT
    • SEE YOU OR SENSE YOU
    • KNOW YOU'RE THERE
    • DRAG IT DOWN UNDERGROUND
    • BURROWS
    • GROUND BECOMES UNSTABLE
    • BURROWER PATH
    • GROUND COLLAPSED
    • INTO THE TUNNEL
    • BURROWER
    • VIBRATION THROUGH MY BODY
    • BURROWER
    • MOVING TOWARD THE TOWER
    • DIGGING THAT TUNNEL
    • NACS
    • BASE
    • LAST FREQUENCY

Tower Map Pawn

  • This will be used on the terrain map.

Digital Contents

Mission 1

FREQ → Frequency: 531.537

  • To dial in, use the top 3 "arrow" buttons to toggle the numbers to the left of the decimal and the scroll bars at the bottom to toggle the numbers to the right of the decimal.

 

COMM → Transmission Received

  • Jordan reveals that Madeline didn't make it...
  • They are still trapped in NACS. We need to refer to the blueprint we received in Episode 3 to find a path out for them.
  • She gives us a callback frequency:

    • 468.992

Mission 2

FREQ → Frequency: 468.992

  • We must guide Jordan and Salvador to the exit of NACS using the blueprint we received in Episode 3.
  • The correct path is:

    • Keep Going
  • They encounter a locked door. 14 is the key code.

  • Using the biotech sketch from Episode 3, shift the code forward by 14.

    • 15-06-17-04-16-12 becomes 28-19-30-17-29-25
  • Audio 2C Solution

    • 28
    • 19
    • 30
    • 17
    • 29
    • 25
  • This code does not work. We must now use Theo's updated sketch that we received in this episode.

  • Audio 2D Solution

    • 18
    • 15
    • 21
    • 17
    • 21
    • 15
  • The correct path is:

    • Hallway
    • Chapel
    • Keep Going
    • C Dorms
  • Jordan gives us a new frequency to call:

    • 479.659

Mission 3

FREQ → Frequency: 479.659

  • We need to make our way to a safehouse at sector Q-9. Their current camp is at sector U-2.
  • Use a large map detail for sectors:

    • S-3
    • S-4
    • T-3
    • T-4
    • S-8
    • S-9
    • T-8
    • T-9
  • Use the small map detail for sector:

    • U-3
  • OMG, so MANY aliens!!! 😱

    • There is a Sentinel at R-2 heading east.
    • There is a Sentinel at R-9 heading south.
    • There is a Flyer at R-9 heading north.

 

GRID

  • The correct path is:

    • U-2 → V-3 → U-4 → U-5 → U-6 → T-7 → S-7 → R-8 → Q-9
  • Jordan tells us there are currently Burrowers at:

    • T-11 moving west
    • F-15 moving east
  • Once we have discovered Theo's location by deciphering his message on the biotech sketch, we can map our way from the safehouse to his location on the terrain map.

  • The correct path is:

    • Q-9 → P-10 → O-11 → P-12 → Q-13 → R-14 → S-15 → S-16

 

FREQ

  • After discovering that Theo had carved some of the alien symbols into his own skin, she gives us a frequency to call her back:

    • 197.448

Movement Strategies

Burrower

  • They only move forward in straight lines.
  • They cannot see humans while it is underground.
  • They move two sectors per hour before coming back to the surface. It then freezes in place.
  • They don't see very well, but if you are right on top of it they will see or sense you.

Flyer

  • They only move in straight lines, at the rate of one sector an hour.
  • They can see two sectors in every direction with no blind spots, excluding the cover of forest.
  • They can see a human in the forest if they are directly overhead.

Jordan

  • Jordan is a force to be reckoned with.
  • Nothing holds her back.

Salvador

  • Takes an hour to cross a mountain.
  • Takes two hours to cross a river.
  • He can use forest for cover.

Sentinel

  • Circles the perimeter of a large patch of corrupted land at the rate of one sector an hour.
  • Takes a total of twelve hours to return to its starting point.
  • They have four faces.
  • Now, they can see only one sector ahead, with the exception of diagonals.
  • In a forested area, they are completely blind and cannot see even the sector right next to them.
  • They pay no mind to terrain, meaning they can cross mountains.