iStory:Friend or Foe/Operation Splinter
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|Friend or Foe/Operation Splinter|
Operation Splinter is the first volume of the Primatech iStory.
|First mentioned:||November 8, 2008|
Operation Splinter is the first iStory (or "Interactive Story") in the Friend or Foe volume for users that choose to complete a mission contract with Primatech Executive Services. The following summaries are for each chapter and explain what must happen in order for the reader to complete the mission successfully.
Chapter 101: Operation Splinter (released 11/8/2008)
|Meanwhile, Primatech was about to capture the Kill Squad, a splinter group of former Primatech personnel with a lethal grudge against people with abilities, when an unidentified third party interfered. Now Primatech must go outside the Company to get to the truth...|
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|Upon receiving an email from Primatech, the player heads to a big gym in Chadspear, a town four kilometers outside of London. There, amongst many people working out, the player meets Agent Jeremy Woo and follows him into the facility. Once inside, Agent Woo briefs the player about the Kill Squad's attempt to kill Elle and shows a related photo. According to Woo, the Company has formed a new team called Task Force KS6 who have been assigned to track down and eliminate the rogue squad. KS6 was to take down the Kill Squad during their assault on Elle, but an unknown third party interfered and killed one of the Kill Squad's men. Since it is unknown as to whether KS6 was compromised, the player is sent alone on a reconnaissance mission to find out more about what occurred.
As directed, the player heads to a car rental agency that rented out a van that exploded during the incident. The player encounters a skinny man who works there, and based on a selection of interrogation method is able to learn either that the van was rented by Robert Greene or that there is a second identical van that was rented by the same person that has yet to be returned. When reporting back to Agent Woo by phone, he directs the player to head to the local police station and find out what they know. By offering to trade information with one of the detectives at the station, the player gets to see a picture of the Kill Squad's next target that was found at the scene. It is a photo of Maya Herrera.
Upon leaving and calling Woo back, Woo uses speakerphone to allow Marie Dunn of Operations to direct the player to head to the Primatech safe house ahead of a Primatech recon team. Marie notes that they think the Kill Squad may have taken supplies from the safe house. Upon arrival, the safe house turns out to be an old apartment building.
If the player learned earlier that there were two vans, the player will be directed to disarm a bomb in the second van before heading inside. Once inside, the player heads into the Primatech apartment on the ground floor, notice that only high-tech sniper rifles appear to be missing, and take photos with your cell phone. Just then, an intruder shoots and just misses the player, the bullet skimming the player's leg. The player then has to try and negotiate with the intruder. The intruder will then flee upon the sound of sirens and the player heads back to a hotel room.
If the player instead learned about Robert Greene, the player will instead be directed to notice Robert's name on one of the mailboxes. Once inside the building, the player goes directly to Robert's apartment on the fourth floor. Upon entering Robert's apartment, the player photographs via cell phone a marked map of a large city and a picture of a studio apartment. The player is then shocked onto the ground by a large explosion outside, and the building catches on fire. The next step is to flee, and the only safe way out is to jump out the window. Just before the player jumps, there's a large explosion on the ground floor and some of the building gives way. Luckily, the player survives falling four stories with only slight injuries and heads back to a hotel room.
Agent Woo arrives to the player's hotel room, takes the player's cell phone photos and informs the player that the Kill Squad has fled the country and that KS6 is right on their tail. He adds that he will need some work done the Kill Squad's next target, Maya, so to keep a look out for a new email.
Chapter 102: Operation Splinter (released 11/19/2008)
|The Kill Squad has struck again, and one of Primatech's secret facilities is in shambles. But Primatech Executive Services has turned up evidence that not all is as it seems. Intelligence Chief Jeremy Woo calls on a contractor to expose the truth about what really happened that night.|
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|The player arrives at a farm in upstate New York, and meets up with Jeremy Woo, Tim Pope, and Marie Dunn in a corn field. Marie's Operations tactical team are roaming around near the farm house. The player is briefed that the farm house is a Primatech detention facility that missed a 48-hour check-in a few hours ago. A tactical team was sent over. The team found two agents badly hurt and the prisoner missing. Per the agent's reports, the Kill Squad attacked this facility two days ago, but they underestimated the prisoner and he got away.
Tim Pope explains that the escaped prisoner is named Ricardo Silva, codenamed Red Eye. Ricardo is a biochemist, researcher and part-time professor. He manifested in a Primatech lab, killing a few people, and has been kept in Level 5 and other detention facilities ever since. Tim continues that he has the ability of primal rage, and it turns people on each other like a dog fight. Jeremy then instructs the player to enter the facility to further investigate it.
The player enters the farm house, and sees the two wounded victims wrapped in bandages: one victim is badly wounded and one only lightly wounded. There is also an interrogation table in the middle of the room, a notepad on a small desk, and a file cabinet lying on its side. Papers are spread out covering the floor.
Questioning the badly wounded victim first, the contracted player learns his name is Harris. He claims one person entered alone wearing a commando mask, stuck him in a cell and beat him when he tried to fight. Harris continues that the attacker then took Red Eye out of his cell and tortured him. Harris couldn't hear what was said in the cell; but he claims another man came in during the torture, and Red Eye made them fight each other, then escaped.
Next, the player listens to the lightly wounded victim, named Carter, who claims he was sent from headquarters when a file on Red Eye went missing recently. Carter says that the Company thought the file might be in the facility. He continues that when he entered, there were two men, one standing over the other, with a gun. Carter says he didn't get to see the guy's face before he blacked out. He adds that he recalls grabbing the file cabinet and throwing it, feeling angry and scared, and then nothing until he woke up in a cell with a nasty bump on his head.
The player then checks out the interrogation table. It has straps to fasten someone down on it, and they are well-worn. There are also stains on the fabric of the straps. Paper from the file cabinet stick to the player's feet. Blood has fallen from the table on top of the documents.
Finally, the player examines the notepad. Bloody fingerprints indicate that the torturer wrote something on the notepad, but the top page is torn off. The player needs to pencil over the new top page of the notepad to see what the previous page had said. The message revealed reads:
Heading outside with the notepad, the player finds Jeremy, Tim and Marie being briefed by an agent in a Command tent. When Jeremy asks the player what happened, the player needs to report that Harris is lying. The player shows the others the notepad, and notes that it looks like Red Eye was doing the interrogating, not the Kill Squad member. Jeremy then asks if there is any other evidence that Harris lied, and the player should note that the blood around the interrogation table was on top of the papers from the file cabinet. The papers should have been on top of the blood if the Kill Squad member was torturing Red Eye before Carter arrived as Harris claimed.
Based on the evidence, the player deducts that Harris must be hiding that he was the one being interrogated and that he is a Kill Squad member. Harris took Red Eye out to kill him, but Carter walked in on them and Red Eye turned them against each other, and then tortured Harris for information about the Kill Squad.
Jeremy asks how would Red Eye know that Harris was with the Kill Squad, and the player replies that Harris might have said something before he tried to kill him, but it's also possible Red Eye already knew Harris because the Kill Squad and Red Eye have clashed before.
The player continues that the next problem is that Red Eye may be planning revenge on the Kill Squad during their next operation. Marie notes that it's Maya Herrera, and Tim thinks that will be good for them to tear each other apart. Jeremy then explains that it is a problem cause Task Force KS6 is in the area in hopes of ambushing the Kill Squad when they go after Maya, and notes that it would be a massacre that will most likely include civilians in the area. Marie then emphasizes the urgency to find Red Eye immediately, and Jeremy reaches for his phone.
Two hours later, it is getting colder and almost sunset. The player arrives outside a beat-up apartment building where Ricardo Silva used to have a second floor apartment. It appears thieves and vandals have stripped everything valuable from the building's exterior, and junkies and gang members are entering and leaving the building. A stoned, blond teenager is slumped on the front steps as the player approaches the entrance.
The blond teenager asks for help. The player recognizes her accent to be Russian, learns she has not lived there long, and suggests she come inside to get out of the cold. The girl replies that she can't walk, and it's dangerous inside. She clarifies that a man said so and that the player should stay outside. The player then asks to enter, claiming to want to visit an old friend, and the girl says that she's dangerous too.
The player then recalls a name from the farm house in upstate New York, and asks if her name is Anna. She is interrupted from answering by angry shouting inside the building. Next, a gunshot lights up the upstairs windows in the twilight. The player asks if the man's inside, and she says she said so. Then the front door opens and the player sees surging bodies, a baseball bat, screaming mouths, and a pair of glowing red dots. Suddenly, the player becomes enraged as well, screams back, draws a gun, and clenches a fist. The player then focuses on Anna, and aims the gun at her.
Chapter 103: Operation Splinter (released 11/26/2008)
|Primatech finally has the Kill Squad in its sights. As the murderous villains plant bombs in the apartment of unsuspecting Maya Herrera, Task Force KS6 moves in for the kill. But the escaped villain Red Eye has his own, horrific plan for revenge that could ruin everything. One contractor is the only obstacle in his path...|
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|As the effects of Red Eye's ability wear off, the player is punching a half-conscious gang member over and over. The player then rushes out to the front lawn, spots Red Eye's car screeching down the street, and starts pursuit using the player's car. While driving, the player calls Jeremy Woo via cell phone.
Jeremy, who has the player on speakerphone, advises not to intercept Red Eye. Tim Pope mentions on the phone that Red Eye is going into New York City, and confirms it is likely to get to Maya Herrera's apartment where the Kill Squad is planting bombs while she is out. Jeremy notes that Primatech believes the Kill Squad has history with Red Eye, but they don't know yet what role Anna plays so the player should assume she is dangerous.
Red Eye is sticking to the side roads. Marie Dunn comes on the line and asks the player to let them know when he picks a route into the city. Hours later, the player is still in pursuit. Dunn's Operation team tried to block Red Eye in, but a second car got caught in the trap too. The driver freaked out and rammed a delivery truck that was blocking the street. That gave Red Eye enough of a gap to escape through.
Jeremy comes on the line again, and says that Red Eye is getting too close to Maya's apartment. Marie takes down the player's location, and says the player need to stop him within three blocks or drop pursuit. Otherwise, the Kill Squad will get scared off. The player then throws the phone on the floor and continues the pursuit.
The player next needs to handle traffic blocking an intersection Red Eye already has passed. The player then briefly spots Red Eye's car driving down an alleyway, attempts pursuit, and is unable to avoid an accident. Then, the player must either flag down a taxi or steal the car the player just ran into. Either way, Red Eye gets away. The player contacts Jeremy's line again, and Dunn directs the player to join them at Maya's apartment.
Getting close to Maya's apartment building, the player notes the beginning of an eclipse and gunfire breaking out down the street. Upon arrival, the players sees Primatech Operations agents in unmarked SWAT gear surrounding a store. The Kill Squad is shooting from inside. Marie Dunn waves the player over, and allows the player to choose one of three squads: frontal assault squad, negotiators, and a squad circling in behind.
Not wanting to get hurt, the player should think back to what happened in the London safe house and choose the negotiating squad. Then, like in the safe house, the squad gets away but the player remains unhurt. However, one of the other squads is able to grab a couple prisoners, and brings them towards Marie Dunn. The player identifies one of them as Anna. Anna is clinging to the Kill Squad agent beside her as Marie approaches and grabs her by the throat. Marie asks where Red Eye is and where he is getting his info. on the Kill Squad, but since Anna is choking she cannot answer. Marie then releases Anna and orders for her and the squad member to be taken to a cell so they can be taken apart.
Chapter 104: Operation Splinter (released 12/3/2008)
|The disastrous battle against Red Eye and the Kill Squad in New York City has netted two captives, and Primatech is desperate to find out what they know. The Primatech contractor is sent to investigate Red Eye's former residence, where the truth about Red Eye will be revealed at last..|
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|The player contractor is in a Primatech interrogation facility and watches Anna through a one-way window of an observation room. She is strapped to a chair and her nose is bleeding. Two Primatech interrogators stand over Anna and one prepares to strike her again with his hand. Jeremy Woo watches Anna as the player looks away, and says that Anna must know something more than she's telling about the Kill Squad. The player suggests she isn't talking because she is scared of what she saw, but Jeremy replies that Anna still needs to let them know to stop them.
As the player turns to leave, the player realizes that a woman has been standing in the back of the room. Jeremy recognizes and greets her as Angela Petrelli. Angela asks if the player approves, and the player contractor notes it is not the contractor's place to say. Angela then says she thinks it's repulsive, but orders Jeremy to continue the interrogation.
Jeremy then instructs the player to head back to Red Eye's former apartment and take the place apart with an agent Tim Pope is sending to assist. As the player leaves, Angela asks if the player keeps a diary. The player denies it, and she says she sees and turns away.
Arriving at Red Eye's old apartment building, the player finds that police tape and uniformed men surround the building. Looking closely, the player notes that none of the uniformed men wear badges and heads upstairs to Red Eye's apartment. A pile of planks lies in the hallway that were removed from the boarded shut door.
Heading inside the apartment, the player finds it dark with spot lights on and dust hovering in the air. Then, a man arrives behind the player and the player says that Jeremy Woo hired the player as a contractor to help him. The player also admits to this person that the player has crossed paths with Red Eye. When the agent asks what the player would have done if he were Red Eye, the player must reply that the player would order him to surrender. The player explains that if Red Eye and the player were alone, Red Eye's ability could only cause the player to attack him. Seeing that the player knows a thing or two about Ricardo Silva, the agent admits that he too had met Ricardo once.
Next, the agent opens a leather-bound notebook and reads as he instructs the player to search the desk. On the desk are a bunch of photos of a woman and child, Ricardo's family. The player suspects that Ricardo must not have been in contact for a while, but the agent points out a card half-made out of construction paper. The card reads "Dear Daddy: I miss you very—" and could not be more than a couple months old.
Then, the agent asks the player to check the file cabinet as he continues reading the notebook. The player contractor removes the files from the cabinet and places them on the desk. Searching through them, the contractor finds that the cabinet contained mostly Primatech files, including Primatech medical records for Red Eye. The records show that he was recruited to do lab consulting for Primatech Paper soon after he began showing abnormal pheromone levels. The player reaches the conclusion Primatech hired him to keep an eye on him. Continuing to search the cabinet files, the player finds dozens of personnel files. Of those files, the player finds that all of them have abilities, and some are Primatech agents. There is also a file for a teenager named Claire Bennet. Finally, the player finds a bunch of email printouts. Most of the emails are filled with scientific jargon, and they are all sent to or by Gael Cruz.
The player deduces that Red Eye helped create the Kill Squad's target list, and the agent points out a document in the middle of pile, saying that Red Eye probably had no idea what he was doing, at first. The player thinks the document looks like someone crumpled it up, cut it into a dozen pieces and taped it back together. Looking closely, the player reads the letter: it begins "In order for Kill Squad to work, I need a charismatic leader, someone who believes in Kill Squad with a religious fervor. Kill Squad needs to be their god, their reason to go on living..." The player sees Gael Cruz's name is on the letterhead and realizes this is how he found out what exactly he was doing, but also notes that there are more emails afterwards and wonders why Red Eye continued helping.
The agent then closes the leather-bound notebook he was reading and admits that he had begun searching the place earlier, but the player is now caught up. Together, the player and this agent search the apartment and find a closet contains two dead bodies in plastic garbage bags. The agent then explains that the Kill Squad was keeping Ricardo's family hostage and killed them when he stopped being useful—probably when he manifested and was put in Level 5, the agent suggests.
Next, the agent gives the leather notebook to the player, says it is Red Eye's personal journal, and asks the player to take it and keep it safe. The agent then opens the apartment door and prepares to leave. But before he leaves, he tells the player he doesn't expect they will meet again, but the player can call him Eric.
A minute after Eric leaves, another agent arrives in a hurry. He says he is Agent Dulahey and that there were no other agents assigned here. Dulahey then grabs some of the files, says they have an hour to gut the place using an incinerator out back, and heads out. The player then tucks the diary inside the player's jacket and notices the apartment windows brightening as the eclipse begins to end.
Chapter 105: Operation Splinter (released 12/10/2008)
|The end of Operation Splinter is in sight. A massive Primatech army of P.E.S. Operations agents and contractors heads to Alaska in an all-out bid to locate Kill Squad's secret compound and destroy the group once and for all...|
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|The Primatech contracted player is on the player's knees with hands behind the head. One of the player's kneepads has come off and distant gunfire echoes in the surrounding hills along with the flat bang of a grenade. Someone then directs the player to lie down on the player's stomach and be quiet, but the player asks to see a picture and when there is no reply, the player stands up and turns around.
Three hours earlier, the player is on the Alaskan highway in a vehicle with Marie Dunn, Tim Pope, and Jeremy Woo. They are leading a convoy of chartered buses containing an army of Primatech agents and had left the airport hours ago. The player and the three leaders converse about traveling to the nearest town to coordinates latitude 60, longitude -139, and the fact that the coordinates are in the empty Alaskan wilderness. Marie ends the conversation by noting that the intel is all they have on the squad's potential army, and it is us or them this time.
The Primatech convoy follows street signs into the huge Neshwa Indian Reservation that spans an area along the Alaskan-Canadian border, and makes its way to just outside the sprawling town of Rowland, where the reservation's only official residents live. Jeremy and the player arrive to the town's main street, and Jeremy complains about the cold weather. The player tries to comfort Jeremy by recalling an experience the player had surviving a blizzard in Norway. The player's team had split in two tents that both got covered over, forcing them to dig out after the storm subsided. They never found the other tent. Jeremy thanks the player for sharing the experience and asks the player to never do so again. They both then head inside the local bar to seek some answers.
Jeremy and the player find the local tavern decorated with photographs of Alaskan landscapes on the walls and containing three people who appear willing to have a conversation: the bartender, a dark-skinned man wearing a coat with the logo of a wilderness-tour company, and a tall woman wearing some kind of uniform coverall. Talking to the bartender, they learn about a large vehicle that has been sitting behind the old loading dock on the north side of town. The tour guide, who has an Australian accent, tells them he saw a bunch of cars driving up to a house on the west side of town a couple hours ago. And the tall woman, who appears to be an INS agent, tells them there was a robbery at the local train station recently and six guys, who appeared to be professionals packing machine guns, loaded up a truck and headed out of town.
Jeremy and the player then head outside and radio back to the temporary Primatech command post just outside town. Tim directs them to pick one of their leads and go with it, and notes that Marie is on patrol outside town with a squad. Jeremy allows the player to choose a lead or go back to the bar.
The tour guide's tip is not necessary to explore: it's a dead end that lands them at a home where people are celebrating a birthday party. The bartender's tip should be checked out next as the large vehicle turns out to be a large rented bus similar to the ones Primatech is using. Inside, Jeremy and the player find a boarding pass for a flight from JFK Airport in New York City to Alaska. When INS agents arrive and question their search of the bus, the player should talk to the agents to learn they are tracking a cross-border smuggling operation and that the INS agents think the bus might be involved. The INS agents ask that they leave the bus there for now, and the player, pretending to be checking out the bus for someone that just bought the land, claims the employer will get asked about it and takes a business card with contact info. for the local INS office.
Jeremy and the player then check out the train station on the edge of town per the INS agent's information last. The station has a pair of parallel tracks, a concrete loading dock, and a single, empty railroad car rusting to one side. It also has a storage building by the dock. Most of it is boarded up and padlocked, but one side has a pick-able lock and they use to enter. Inside, they find wooden crates containing high-grade industrial explosives, and some empty pallets indicates some crates are missing. While pondering what their discovery means, a man arrives to the doorway through which they entered and raises his gun. Not being able to recognize his features, the player should stop Jeremy from shooting him. The person in the doorway then steps forward and appear to be a dark-skinning local cop. The man explains that the explosives are no longer in town, that they are not welcome here, and that the people they are searching for are even less welcome. He continues then to provide directions and says to follow the street outside to its end, then look for a large building next to the river that is painted blue and has a metal roof. He adds that the building will appear locked, but they will find the real entrance in the store next door. Jeremy then asks the player to radio Marie and Pope that they've found the Kill Squad's headquarters.
Marie and Tim meet Jeremy and the player in the basement of the Kill Squad's headquarters, a large warehouse with more than one floor that Primatech agents are currently stripping. The basement appears to have been a dormitory with bunks for at least twenty men. Marie notes that judging by the mess, the Kill Squad just recently bailed out. Tim adds that in any case, this is a crushing blow since they now have every operation they got and the identities of all their recruits and suppliers. However, Marie then comments it doesn't feel right right before a gas tank explodes outside and machine guns open fire.
The player should recommend they surrender, and Tim Pope will order a ceasefire. The player explains that it shouldn't be the Kill Squad coming back cause they outnumber them. A few minutes later, Primatech's guns lay on the floor and a man and woman in heavy body armor walk in. The woman asks for everyone to form in the street outside, hands raised and without weapons, and Tim Pope tells her that they are not the Kill Squad and do not think they are. But the woman just orders his silence and for their contractor to be brought in to do IDs.
A man then enters carrying a photograph, saying that it just came in from Aaron's Predator aircraft and that they have to leave right away. The player recognizes the man as the Kill Squad agent the player ran into in the London safe house and the one they captured in New York City with Anna. Tim notices the player's distress and gets the player to say the player screwed up. Marie then dives into a nearby guard, wrenching his gun away and the room begins to erupt in gunfire. As Tim and Jeremy lunge for cover, the player needs to follow the guy with the photograph as he bolts out the door.
The player loses him in the forest, and after a few more steps, he gets the jump on the player with his gun. The player follows the man's instructions to drop the player's weapon and get down on the player's knees. As the player does so, one of the player's SWAT-style kneepads comes off. Distant gunfire continues along with the flat bangs of grenades. The man then orders the player to lay on the player's stomach, but the player ignores him and instead asks to know the truth and see the picture. When the man doesn't reply, the player stands up and turns around.
The man then tells the player that if he was with the Kill Squad, the player would be dead and explains that he has been working undercover for Pinehearst. He continues that he is looking for a girl and shows the player the aerial photo of Anna and Red Eye from above. The Pinehearst contractor adds that the photo was taken east of here and that they are headed toward a dam.
The player then realizes that the Kill Squad is in the dam and that they plan to blow the dam, which will wipe out the warehouse and cripple their pursuers for weeks or months. The Pinehearst contractor claims to not care about all that anymore and just needs to rescue Anna, saying she needs him. The player then stares at the photo and corrects him, saying that she needs "us".
Chapter 106: Operation Splinter (released 12/17/2008)
|As war rages in the town below, the two contractors track Red Eye, Anna, and the Kill Squad to a nearby dam. But when they arrive, they find the dam strangely silent. The new allies must piece together what is happening at the dam and how to stop it ... in less than five minutes....|
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After 10 minutes, the Primatech contractor and that Pinehearst contracted player reach a small control shed at the end of the dam just outside town that was in Aaron's photo. In the shed, there are four closed-circuit camera displays: The first display, labeled "Generator Room", shows inside the dam where water roars through conduits and spinning machinery. Red Eye and Anna are there arguing. The next one, labeled "Maintenance Chamber", depicts a large, dark room next door to the first. A group of dam workers are hiding in the chamber, armed with pipes and tools. The third one, labeled "Upper Deck", shows the top of the dam, where a dozen Kill Squad soldiers are patrolling and a truck waits at the far end of the dam. And the fourth display, noted as "Water intake", shows a row of giant grills in the water on the back side of the dam, just below the upper deck. The lake next to the back side is mostly covered by ice, but in the open patches around the grills, four men in wetsuits are tying high explosives to the water intake.
The Primatech contractor tells the player about the potential ways things could go wrong: the workers jumping Red Eye and Anna, Red Eye jumping the soldiers or the bomb not getting defused. The player then asks if pessimism is a Primatech job requirement, and the Primatech contractor replies that it's more like an occupational hazard. He lets the player lead the way and the player needs to go to the "Maintenance Chamber" first to keep the workers away from Red Eye.
Upon arriving in the "Maintenance Chamber", the player tells the workers that they are their friends. One worker questions why the player and the Primatech contractor are carrying machine guns, then. The player then replies that their enemies plant bombs on dams and, after explaining the situation to them, promises to help them get off them dam if they avoid Red Eye. The leader of the workers then asks what the player intends to do now, and the player needs to reply that the player is going to take care of Red Eye.
The Primatech contractor then follows the player next door to the "Generator Room" and asks for a plan on dealing with Red Eye. However, before the player can respond, a door to the room swings open behind them and Red Eye himself is standing there. Red Eye leaps back and starts to close the door just as the player and Primatech contractor spot him and begin raising their guns. Then, as his eyes flash red and rage begins to affect them, Anna cries out for Red Eye to stop. Instead of trying to shoot, the player needs to surrender.
The player throws down the player's gun and shouts for Anna to tell Red Eye to stop. Red Eye allows the rage to fade and Anna explains that he knows whom the player is. The player then explains the situation to Red Eye about the battle below, the bomb in the dam, the Kill Squad soldiers on the top deck, and the workers in the next room, and Red Eye agrees to help in exchange for them getting Anna out safely no matter what. The player agrees, and suggests that Red Eye take care of the Kill Squad's soldiers while the player and Primatech contractor take care of the bomb and the workers help Anna get away.
To reassess the situation, Red Eye, the player, and the Primatech contractor head back up to the control shed and check the cameras. The Primatech contractor spots a blind spot along the water's edge and notes they could swim behind the dam and defuse the explosives or just charge and hope Red Eye's magic works. Red Eye then spots and points out that the Kill Squad leaders, Lloyd, Sean, Thomas and Joseph, are getting out of wetsuits and into the truck at the far end. The Pinehearst contracted player tells Red Eye to focus on helping them so they can stop the bombs, but he doesn't pay attention until the Primatech contractor tells him that he will kill Sean Fallon. The contractor explains to the player that he meant it because the squad put Red Eye's wife and kids in garbage bags, and that he knows cause he found them.
To avoid the sniper fire, the player then needs to decide to sneak to the bombs in the water intake with the Primatech contracted player. Red Eye bids the player and other contractor "boa sorte" (good luck in Portuguese), and the two sneak across the upper deck and over the railing. Once getting near the packs, the Primatech contractor notes they are chemical fuses likely set for a couple minutes, but he can't really tell the time. The two then drop in the water and begin ripping out the fuses, tossing them onto the ice; but before they finish, a gunshot rings out but not directed towards them. The Primatech contractor bids Red Eye good luck, but the player spots the Kill Squad leaders on the river bank crouching around a sniper rifle as it goes off again. The player tells his current partner about the rifle and that the squad will likely kill Anna and Red Eye. However, the Primatech contractor notes that they haven't defused enough explosives yet to stop the dam from blowing and climbing up now would get one of them shot, so they need to keep at it.
Eventually, the player and Primatech contractor meet in the middle of the dam and finish defusing all the explosive packs. The player then notes that it is silent up top and they climb up. The Kill Squad truck and sniper are gone and bodies lie scattered across the dam. The dam workers are gathered with Anna close to the security shack near another body, and the player and Primatech contractor rush over and kneel down to find that it's Red Eye's body. A sniper had shot him through the heart, and Anna is crying. The Primatech contractor then gets back to his feet, shakes the player's hand, and confirms that he is leaving. He points toward the far shore where the Kill Squad's truck was sitting and notes that they couldn't have gotten far. The Pinehearst contracted player replies that the Kill Squad has lost everything and that Primatech will probably not continue chasing them, and that Pinehearst won't be. However, the Primatech contractor notes his promise to Red Eye as he walks away. The player then looks at Anna, still crying over Red Eye's body, and tells the contractor to wait up.
- The first iStory chapter for Operation Splinter, Chapter 101, was released on Saturday, November 8, 2008.
- Operation Splinter shares the same final sixth chapter as Operation Bad Blood since the Pinehearst and Primatech contractors are working together. The last chapter is numbered as 106 (in the 100's like the other Operation Splinter chapters), but the player plays only as the Pinehearst contracted player.
- The optimal ending of iStory "Friend or Foe" differs from the official ending presented in the graphic novels Red Eye, Part 1 and Part 2 and chapter 4 of The Private. See Operation Splinter/chapter 106 alternatives for a complete listing of all options and outcomes for the final chapter.
- For chapter summaries of the first Pinehearst iStory in the "Friend or Foe" volume, see Operation Bad Blood.
Friend or Foe (Bad Blood, Splinter) • The Private (summaries) • The Agent (summaries) • The Civilian (summaries) • Faction Zero (summaries) • Slow Burn (summaries) • The Puppet Master (summaries) • Purpose (summaries)
|Related iStory Portals: Characters • Locations • Places|