Derelict

Derelict is the first formal episode of ADACA. This episode features 11 chapters, but in the demo version, only the first 7 are available. This is the only playable episode in the demo version.

## Spring Thaw

### Description

Expecting to wake up to a battle field you instead find a pair of goggles and mutton chops looking down at you. You expected to still have your left arm too...

After the initial introduction, Jessy wakes up from their cryogenic sleep pod to meet Dr. Chops. He introduces Jessy to their new "cybernetic" arm, which is capable of force-manipulating objects for combat purposes.

Inside Chops's shop is a terminal, which reads:

> MESSAGE LOG: 5/25/268PT
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> K: I found a cryo pod stuck in the rear cargo lift.
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> C: Anything still alive inside of it?
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> K: Yes, but they don't look well.
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> K: Their arm... it's bad...
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> C: Bring them to my shop; I will see what I can do, yes?
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The player leaves the shop to see a warehouse-type space with a large open door leading to a balcony. A police airship attacks the player, but they cannot fight back, so they should retreat to the airlock on the opposite side of the building from the shop. Doing so ends the chapter.

## Ship Breaker

### Description

You were in cryo for a long time, and a lot has happened. Right now however you have worse things to worry about.

The player uses their crouching ability to duck through a small space and learns about their ability to manipulate weapons from staggered enemies' hands, then uses it to steal a pistol from an idle police enemy. The player traverses through the complex with Dr. Chops, fighting enemies along the way. The final section is an open space where police can be seen dropping from the ceiling after the initial wave is defeated. The player activates a terminal at the opposite end of the room from its entrance and ends the chapter.

## Gutted

### Description

The Doc has left you to fight your way through the remains of this massive vessel alone. This place can not be a safe working environment.

The player is told about their ability to "punt objects out of [their] way" (F), then are immediately greeted with a room full of police. After this room, the player sees their first force wall, which can be deactivated by destroying the adjacent core. The player can then use this knowledge to destroy the cores on the wall of the next area, dropping the police into the waters below.

The player descends through the level until they reach the airlock control station. Using it will open the airlock, allowing the player to progress to the next chapter.

## Repo Man

### In-game Description

The Free Scrappers are a decent folk, and their plight is yours now. It only makes sense that you find solidarity with them; these days it doesn't hurt to have comrades...

## Rail Head

### Description

The towns folk need to get out of IronWood Lake fast, and you're their vanguard. Watch out for the automated trains. And the snipers...

This chapter features a canyon with an active train and a setup for a western-style shootout, with enemies in both "bases", and it progresses to an area with old-west style buildings that are also occupied by enemies.

### Speed Strategy

It is possible to ride the train at the very beginning of the chapter through the initial area and to simply run through the final enemy-occupied section. The chapter features three sections, the final two of which must be accessed by destroying a core next to a blue force wall.

#### Video

Here is a recorded run of this strategy. It is not perfect but it shows the general layout. This recording starts from the chapter select screen, so Jessy does not start out with a gun, but if you were continuing from a previous level then you could skip the parts where objects must be manipulated in order to destroy the cores. Notice also that the game is paused and reloaded after hopping off of the train. This is done in order to get the train out of the way for the future. Originally this strategy included this because it planned to reincorporate the train later, but as shown in the video it is possible to get to the end of the chapter faster than the train takes to arrive.

## Quick Detour

### Description

The railway tunnel is blocked, you need to find another way around. You never expected this place to be so weird; but there's no turning back now.

The player is told about their zoom ability (hold Z) and uses it to attract a platform and throw a core across a large gap.

A group of Conflux is seen attacking police next to their crashed spaceship. After progressing through these enemies, the player finds a terminal in a small building. The terminal reads:

> The warnings from our brothers in the cities are true! New enemies of our Conflux are descending upon these holy peaks! They are even more damnable than those heretics who desecrate the arks! For these new foes have machinations far more blasphemous! Take heed fellow disciples: these legions are worthy of only the highest punishment! See that none breathe who do not belong to the Conflux!
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## Tunnel Vision

### In-game Description

Chopps warned you about these tunnels, but you're out of options. Whatever is down there can't be any worse than what you've already faced...

## Rest Stop

### Description

Reunited with Kelly and the Free Scrappers, you take some time to wind down and connect. There are still mysteries out there, loose ends. This is far from over.

The player starts the level with no weapons. They meet Gomez and go on to meet Kelly, who praises Jessy's hard work thus far and informs them of a bed at "the other end of the compound". Outside of the building is the rest of the Free Scrappers.

In the small building to the right of the train station's exit is a computer, which shows the following text:

> CONVERSATION LOG: 07/12/268PT
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> TC: That outpost was a mistake, we should have never entertained such foolishness.
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> TC: IronWood still has plenty of salvage in those ships to last us generations; we don't need to go fucking around in the EZ.
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> K: Do we know if any of them are still alive out there?
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> TC: Doesn't matter; we're not risking anyone else's life going after them.
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> K: What the fuck Terra? Those are our friends; they might still be alive! We have to at least try!
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> TC: NO KELLY That place if fucking CURSED. They're as good as dead.
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> TC: There is NOTHING for us in that zone. Stay out of it!
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Further to the right is a doorway that leads to the aforementioned bed. Using the bed will end the level. There are no enemies in the entirety of this chapter.

## Night Light

### In-game Description

You and Kelly share a similar concern about Chops, and the horizon has done little to stay your curiosity. What is going on in that Zone?

## Gas

### Description

Its been a long drive, and your luck isn't great so far. There's got to be some more fuel nearby; shouldn't be an issue.

Jessy and Kelly's car runs out of fuel due to a hole in the fuel tank. Jessy is sent to get more gas while Kelly patches up the tank. In this chapter are pale, lanky creatures that will quickly lunge toward the player to attack them, usually one at a time. They can be heard making ominous noises when the player is near the gas station.

### Guide

The objective of this chapter is to find a jerrycan for Kelly. Navigate down the road and past the tall building (at the top of which is some dialogue about the war) until you end up at the gas station. You will notice that the entrance to the gas station building is protected by a familiar force wall. Follow the power lines to the warehouse and destroy the core within it. You are now able to head back to the gas station and get a jerrycan. From here you can backtrack until you get to Kelly's car and end the chapter.

## The Breach

### Description

Dawn breaks over the pine bluffs, and the wall dominates the horizon. The first leg of your journey is over, but it doesn't get any easier from here...