Professional Documents
Culture Documents
INTRO
In this guidebook, you will find many entries that will help you
adapt to the new world you’ve awakened to. In the following
pages, we will inform you about the world (especially Warsaw
City itself) and its technology, game plot, and characters. At the
end, you will also find a glossary, so you can always take a look
if you forget a certain term or character.
4
WARSAW CITY IN
THE 22nd CENTURY
7
sabotaged by their competition. Gamedecs are also hired by
celebrities and politicians who have gotten involved in subtle
gaming relations and need discreet help getting out of it.
8
GAMEDEC’S
EQUIPMENT
9
So, the suit is extremely important
because it protects you; with proper
equipment, your gametime can reach
as far as four days straight. Playing
for longer than the allotted time is
extremely dangerous, and we do not
recommend it.
Your helmet is a very intricate piece of machinery. It’s very
expensive, it’s very complicated, and it does three things.
First, users need the helmet for devitalization, which discon-
nects the movement centers of your brain from your real body
so that you can move in the virtual world – in the sensory
world. You can move your hands and legs, but your real limbs
are lying still on the couch. It’s like dreaming. You can dream
of running or fighting, but your real body remains still. The
opposite of devitalization is revitalization, which is also done
using the helmet. And finally, the most important function
is the simulation of the game itself.
10
And now, let’s move on to the drugs. The first is nutriflu-
id. Well, it’s just nourishment. You attach it to the couch,
and the nutrifluid warms the couch. Then, you attach it to
the nano-socket in your forearm so that you don’t starve
while staying in the Net.
11
LOCATIONS AND
VIRTUALIAS
Low City
12
High City
The rich and spoiled have reached the tops of Warsaw City,
where natural sunlight is still shining through skyscrapers’
windows. High City is home to many corporations and fat cats.
Many people aspire to get out of the lower parts of the city.
Maybe, one day, they will succeed, but many have failed before.
13
Harvest Time
Harvest Time is a sensory world stylized as a Wild-West-
themed, free-to-play game where you can grow crops, milk cows
and enjoy a happy life filled with nature. Collect coins and spend
them to upgrade your farm, or show off with a kick-ass skin.
It’s a peaceful and bright place to be. Or is it?
14
Twisted & Perverted
Twisted & Perverted is a perfect place for thrill-seeking sadists
and nymphos. You get points for either having sex or killing
people - bonus points and multipliers if you combine these two.
People wear skins in T&P so that no one knows who they
really are.
15
Paradise Beach
Paradise Beach is designed for lonely hearts created by
Blue Whales Interactive. It is a dating game designed to look
like a beautiful beach. You can wear a skin that makes you
look more beautiful, and you’ll quickly meet a partner within
a few hours.
16
Happy Hunting Grounds
Happy Hunting Grounds is an illegal sensory world in which
sensory blockades have been lifted in the software, so every
injury feels real. When vital organs or blood vessels are
virtually damaged, the player’s autonomic nervous system
can react with shock or a sudden rise in blood pressure, lead-
ing to a stroke. You’ve been warned. This world is entered by
wealthy people looking for thrills, snobs, and really influential
people who are bored with the predictability of life.
17
Knights Code
Knights Code is a MMORPG game. The only support for the
players consists of drifting islands that carry Strongholds
and the small islands scattered between those on which
Strongholds can be built, used for gathering forces,
regrouping and fighting. Clans control their own Strongholds
and try to conquer the Strongholds of their opponents, thus
expanding their territory. A home to the Hon Clan, where only
extraordinary people are invited to be a part of.
18
CHARACTERS
Bliss
Bliss is a virtual companion designed and produced
by the Blue Whales Interactive corporation. Bliss acts
as Gamedec’s digital housekeeper: it pays the bills, orders
food for the empty fridge, and watches over Gamedec’s
safety while he is on the case inside a sensory world.
Bliss appears as a holographic projection and has
a universally appealing, symmetrical appearance.
Cam Grozny
She used to be the leader of the trolls. Then, she got
bored with aimless wandering, left the group to Tick, and
took up drug dealing. She still carries a lot of clout in the
bar, and all the trolls there respond to her. She formed
an unlikely friendship with Yet, but things have soured
recently. She has a Mid City job, and the drug dealing
supplements her income considerably. Despite her means,
she displays obvious signs of aging. She is known to troll
all those who are afraid of the passage of time.
19
manage this menagerie? He certainly holds a grudge
against Dr. Pax. He is accusing the doctor of a misdiagno-
sis that resulted in his husband’s body loss.
Eleonore Haggis
Self-absorbed Miss Universe. Vocation - wife. She’s
always looking nice, no questions asked, and taking
care of herself and her family. She has a son with
Geoffrey named Fredo. He is her everything. She allows
him to do whatever he wants and is overprotective.
She also understands that Geoffrey is not a good man,
but pretending otherwise is a part of the deal. She
drowns her sorrows in alcohol.
Fedra Phoebus
Corporate HR. She’s professional and good at her job.
A trained psychologist, she openly admits that she is
but a face for corporate AI. People feel comfortable talking
20
to Fedra. She has a warm look and a manner that helps
people to open up and trust in the decisions imparted
by the HR AI. After hours, she takes her frustration out on
her employees. She’s not above stalking them.
Geoffrey Haggis
Programming director of Blue Whales Interactive. Geoffrey
is a self-made man of power. As a Programming Direc-
tor, he married an ex-Miss Universe, Eleonore Podgorski.
He talks down to people until they prove themselves to be
equal partners, not tools. Brutal and vulgar, he shows
his caring side only toward his son, Fredo. He is some-
times abusive towards both his employees and family.
Herman Tick
Tick comes from the lower class. He lives mostly in the
games. Tick is a king of Trolls who takes pride in being
banned from many virtualias. Trolling is his way of life.
He’s a weirdo with a military past connecting him with
Old Yet.
Ken Zhou
Born in Low City, Ken has a massive sense of justice.
He played for Goodabads, one of the most popular
esports teams. Unfortunately, he quit his career in a fit
of rage provoked by Ticks’s Trolls. He vehemently hates
cheaters and trolls. Ken can be hot-headed. He will be
a mirror image of Gamedec in many ways and will try
to gain the player’s trust.
21
Kid
Old Yet
Ramona
22
Umbra
Venon Vera
These are some of the characters you will find along the way,
but certainly not all of them. The above information should be
useful when you traverse both real and sensory worlds looking
for clues and interactions.
23
DEDUCTION
24
So our approach is different. On the one side, you gather info
– this can be a statement, some intel, your findings, pieces
of evidence, etc. They unlock the possible interpretation of facts
(i.e., deductions). They are usually phrased in a precise way –
e.g., if someone tells you they were unconscious during the mur-
der, the deduction screen will state that “they say they were
unconscious,” and not “they were unconscious.” Finding and in-
terpreting contradictory statements is up to you.
25
of choices that unlock the next set of reasoning structures.
And, of course, there will be moments when you make the
deduction and are corrected minutes later (e.g., when you
deduce someone ran into the alley, and after going there you
see no trace of the perpetrator). But most of the time, the
game will allow you to roll with it.
What is extremely important is that what you think happened
is not the same as what you think *about* what happened.
So you can deduce that a person is responsible for murder
(and you may or may not be right), but you can still decide
whether you would condemn them or let them free, depending
on what you think about the whole context.
26
ASPECTS
27
if you have the “Rich” Aspect, people from higher reaches of
society will be more willing to talk with you. If you spend too much
money, you will lose the “Rich” tag, and dialogue options
available before will be greyed out.
28
PROFESSIONS
Every gamedec has a story to tell about a life they once had.
Every one of them has a background that shapes the way they
see the world and defines their approach to problem-solv-
ing. It’s like second nature - sometimes long forgotten, other
times locked away like a bad dream.
29
to journalist, reporter and, finally, a swapper), you would be-
come a real information broker. You have a press pass, your
own informants, the ability to install and disable micro-camer-
as, and an inhuman ability to find your way into any database.
30
CODEX
Codex tracks your progress, clues you find, and information about
almost every significant event or character you see on your way.
Unlike deduction, the codex collects information between all the
cases you have started and/or solved. Codex is a data center that
includes interviews about specific topics or characters. It might
be an advertisement or a piece from a newspaper. You can come
back to the codex at any time to get more data.
31
to another entry, which will further explain the term you were
reading about or is simply connected to the previous one.
We strongly advise you to carefully read the codex every time
you unlock an entry – it expands your know-how about the
world. It might cast a new light on the case you’re on at the
moment or describe the behavior of a specific character you’re
about to interview.
ENDING
Well done, Gamedec! Your training is now
complete. We feel you are ready to dive
into the game with basic knowledge.
Don’t be confused about the terms and
characters you might find along the way.
Happy case-solving. Warsaw City awaits!
32
Anshar Studios
Writer: Mateusz Greloch
Editorial Design: Marta Słupska, Marta Szudyga
Publisher: Eugeniusz Waloch
Illustrations: Gamedec Art Team
Project Manager: Jakub Kwinta, Krzysztof Wojdyła
Special Thanks:
Krzysztof Biegański, Marcin Rybiński, Marcin S. Przybyłek, Porsche Steele,
Dante Robinson
www.ansharstudios.com
www.gamedec.com
33