Raising Red Flags/Transcript

*[The mission starts in the front area of a casino in the Northeast End, at night, in the rain.]*

**JAMES (INNER MONOLOGUE)**: Joey, Melanie, Charles and Pete are safe for now. Alright, that’s good. Now, Chris and I can focus on a master plan to eliminate Father Time, without any distractions.

*[Chris calls.]*

**JAMES**: Hello?

**CHRIS**: Yo, James, Charles is detecting enemies headed your way.

**JAMES**: How will I know where they are?

**CHRIS**: They’re in vans, I think. Right Charles? Yeah, he says yes.

**JAMES**: What kind of vans?

**CHRIS**: Like grayish-blue vans. Charles says to lead them into the casino parking garage nearby. There are some things in there he can hack remotely, like toll booths and spikes and shit.

**JAMES**: Alright, those will help to take down the vans.

**CHRIS**: Then hit them when they’re down.

*[All of a sudden, the vans appear in sight.]*

**JAMES**: I think I see the vans. I’ll call you back when I’m done.

*[The player must head into the nearby parking garage, while in-sight of the vans, so the vans follow him inside. Inside, the player must navigate through the parking garage while avoiding getting hit by other cars. Along the way, the player will pass obstacles such as toll booths and spikes, that Charles will activate when the player passes them, which will disable the vans following behind.]*

*[There are five vans. When there is only one remaining, the van will stop, five Mercenaries will get out and open fire at James. The player must take them all out.]*

**JAMES**: Alright, they’re stopped. Now to take out the others.

*[The player must find the remaining thugs from the other four vans. Each van had five thugs so the player must find each van and take out the thugs around it. When all enemies are taken out, James calls Chris.]*

**JAMES**: Hey, Chris, all the enemies are dealt with.

**CHRIS**: Alright, that’s good.

**CHARLES**: James? I’m detecting something fishy from inside the van near you. I think it’s raising red flags, this isn’t good.

**JAMES**: I’ll check it out.

*[The player must examine the van. Inside the glove compartment is a small electronic device with a blinking red light on it, and a button. James presses the button, but nothing happens. He calls Charles back.]*

**JAMES**: Charles, I found it. It was a small device thing with a button on it. I pressed the button, I don’t think it did anything.

**CHARLES**: Oh, it DID do something. Signals are popping up on my computer now. I don’t know what they are but the device you found must’ve been a signal jammer. Thanks, James.

**JAMES**: No problem. Where do the new signals lead?

**CHARLES**: Inside the Mall on the Boardwalk. There are three signals coming from rooms inside the mall.

**JAMES**: What do they lead to?

**CHARLES**: Lemme see... I’m tapping into a security camera inside a room where one of the signals is pointing to... Got it. It seems to be some kind of generator box on the wall. There’s a port on it, seems like some kind of key-like device has to be inserted inside.
JAMES: Are there any enemies around?

**CHARLES**: The whole mall is loaded with them. It doesn’t really seem like any civilians are around, they must’ve cleared the place out.

**JAMES**: Whatever this is, whatever’s up Father Time’s sleeve, it’s over. You said there were three signals, right?

**CHARLES**: Yep. I’d assume three signals equals three boxes.

**JAMES**: So three key devices I have to find.

**CHARLES**: Yes. And make sure you’re not spotted.

**JAMES**: No problem.

**CHRIS**: Good luck, James.

*[The player must head to the Mall now, and find a way in. Once they’re in, they must navigate the mall and find the three keys, which are small box-like devices. Then, they must follow each signal back to a small room with a generator box in it, and enter the key into the box, all WITHOUT BEING SPOTTED. After each box is complete, a checkpoint is triggered.]*

*[When the third key is entered into the generator box, a view of an antenna on the roof is shown, energy is shown flowing through it, then the energy gathers in the tip of the antenna and shoots out high into the air, creating a huge force field made of energy which encases the Mall.]*

**JAMES (INNER MONOLOGUE)**: Oh, shit! What the hell did I do? I gotta get out of here, NOW.

*[The player must escape the building, which is now under high alert, without being spotted. Once they’re a safe distance away, James tries to call Charles, but the signal is blocked.]*

**JAMES**: Oh, boy.

*[The force field encompasses a three block radius of the Mall. The player cannot try to exit the area because if James touches the energy, he instantly dies. Father Time begins speaking with James.]*

**FATHER TIME**: You think you’re smart? You think this is a way of defeating me? Do you know what you just did?!

**JAMES**: Not really. Why?

**FATHER TIME**: You just amplified my powers. Oh, you silly goose!

**JAMES**: Oh, shit.

**FATHER TIME**: Yeah, “oh shit” is right! I’m twice as strong as I was before! How did you even find out about those generator boxes? I had my men guarding those until I needed them for my ultimate plan, which was very soon. But thanks to you, you’ve completed that part of my plan for me! How generous of you!

**JAMES**: No.

**FATHER TIME**: Your stupidity defeated you, James. Give up. You’re dead.

**JAMES**: No!!!

*[All of a sudden, Father Time teleports behind James, grabs him, and smashes him against the ground, which leaves a small crater. He then teleports in front of James, throws him into the air, punches him, then teleports behind him again WHILE he’s in the air, and smashes him against the ground AGAIN. He then teleports away. James is badly injured at this point. Then, Chris shows up.]*

**CHRIS**: JAMES!

*[James is conscious, but very weak. Chris looks up toward the Mall.]*

**CHRIS**: The antenna! The force field’s coming from there! But it’s encased with time energy, I can’t take that down. James, can you?

**JAMES**: No, it’s too strong! But maybe...

**CHRIS**: Maybe we can together! I mean look, remember when we combined powers, and took down…

**JAMES**: Yeah, I remember it. So let’s do it!

**CHRIS**: Alright, but we have to get very close.

*[The player, as Chris, must now head up to the antenna. James is on his feet now, and follows. Along the way, Father Time will randomly teleport in front of the two to try and attack, but the player must evade these attacks by pressing buttons on the keyboard fast enough. When the player finally gets to the antenna, a cutscene begins.]*

**JAMES**: Chris, you get on that side, I’ll take this side!

*[Chris and James stand on opposite sides of the antenna, combine powers, and destroy the antenna and the time energy encasing it. The antenna collapses into the mall below and explodes. The force field dissipates, and Chris and James fist-bump.]*

**CHRIS**: Hell yeah!

*[Father Time suddenly teleports in front of Chris and James again, but over the wreckage.]*

**FATHER TIME**: This isn’t over.

*[Chris and James laugh out loud (lol) together. Father Time looks mad, and teleports away.]*

**CHRIS**: You were right, James. Father Time’s probably the most cliché villain EVER. Like, worse than Dr. Mermallar from *Stinky and the Bean*!

*[James and Chris chuckle. They walk off-camera as the screen fades to black, and the mission ends.]*