iStory:The Agent/chapter 401 alternatives
This page notes the different possible versions of chapter 1 of The Agent.
All cases (I)
Hired by what she believed to be a professional paramilitary organization, Rachel Mills finds herself in the middle of a secret war between the government and not-so-ordinary citizens. Rachel continues to encounter Jim, who is now a fellow agent, while working for this organization. She thinks Jim seems protective of her, but knows that Jim knows much more than he will admit to her.
It is now the end of the day, and Rachel feels empty and drained. She wishes to herself that Gibson was with her, then looks at the woman they captured. She notices that the woman is scared, and thinks that she should be. Rachel then recalls to herself how the day began.
Rachel's recollection begins with Rachel participating in a training exercise in a gutted office building surrounded by woods. The building has mold on the floor and water leaking in the walls. As Rachel gets close to her target, she holds her breath. Her target appears to be a short Asian guy, who wears glasses and baggy clothes, dirty from the chase. Rachel then moves into the shadows of a hallway.
While following her target, Rachel notes to herself that the agent training is brutal, intense, and bizarre. Rachel recalls being in shape in the Marines, but being part of this organization is a different experience. The trainees are taught a thousand ways to take down a target, wearing all sorts of protective gear and in odd conditions, often with various handicaps.
When the target stops briefly and scans the area, Rachel hides again before he can spot her. He kneels down and pulls a grill from the wall, and Rachel realizes they had found his stash. She then steps out from hiding and shoots him twice in the head.
The agent screams in pain, and says that one shot in the shoulder would have been fine. Rachel replies that doing that wouldn't be good practice, and then the other trainees start coming out of the woods. Her trainer, Moore, leads the trainees as they approacher her, and holds a stopwatch and clipboard. He tells Rachel that she broke the course record and the other trainees cheer and applaud.
Rachel notes that most of her fellow recruits were very competitive and hated her as of a few days ago, but that she has been turning around their opinions by being better than them. One trainee, Gibson, who was two years younger than her, tells Rachel that he could be out if he fails this test one more time. She replies that she will give him some tips to help him, but he says he just wants to hear about Iran again.
Pausing her recollection, Rachel notes that Gibson's eyes told her that he had never been out in the field. However, his eyes also made him the best shot in their training group. She guesses he thought he was just playing a video game and feels sorry for him. Rachel also notes that he should be standing next to her right now as she promised him, but that things didn't go as planned.
Continuing, Rachel recalls that they get a call about the plane crash. They are briefed that the plane carried federal detainees, and their instructions are to recon and contain them. The recruits then all pile into black-painted helicopters that immediately take off. Everyone is given live ammunition, and the trainees appear happy to get a reprieve from the deep-assessment training they had been getting for the last forty-eight hours.
When they land, Rachel is told to report to Danko for orders. She recognizes Danko's name--she had been compared to him in training, and they called him the Hunter: lethal, focused, instinctive. Rachel locates Danko when he is talking with Senator Petrelli and listens to their conversation. The senator is arguing with Danko that the detainees are going back into custody--that they are not assassins, but Danko says that the detainees should be killed. Danko also notes that the Senator's daughter turned the transport flight into a National security emergency.
While the arguing continues, Rachel turns her attention on the girl Danko pointed to. She notes her blond hair and that she appears to be a teenager. Rachel also notes the girl is scratched up and very upset. Several agents stand around the daughter, and her hands are tied behind her back. Then Rachel looks at the crater where the plane had been, and ponders what she is capable of.
Suddenly, Rachel feels a burst of air and another blond girl appears, and then both the new girl and the senator's daughter disappear. Next, Rachel hears people say that Claire has disappeared, and pieces together that Claire is the senator's daughter's name.
Shortly thereafter, Danko spots Rachel and approaches her while calling out her name. He tells Rachel to pick three men and follow the main search party. Danko adds that if that party gets into trouble, her squad is to ignore everything else and capture Claire by any means possible. Rachel asks what if they can't capture her, and he instructs her to shoot her in the back of the skull.
As Danko walks away, Gibson approaches Rachel and asks to be in her squad. Rachel tells him to stay close to her, and that he should keep his head down to stay okay. Following the main search party, they find a group of the escaped detainees including the senator's daughter next to the smashed tail of the plane. The agent in charge begins setting up an ambush with hand gestures when the fast girl stands up like she is going to take off. Gibson then starts shooting and hits the fast girl, sending her hard to the ground. Claire goes down also, and Gibson pauses a micro-second when she falls. The other agents continue shooting and shouting around him.
Before Rachel can realize it, another of the fugitives faces off with Gibson, and he turns and starts killing everyone around them. In a matter of seconds, everyone else but Rachel is dead and Gibson points the gun at her. Then Danko fires and kills Gibson. Claire begins moving again and Danko approaches her. Rachel thinks he is going to end her life, but instead he pulls out a tie and takes her prisoner.
Rachel pauses her recollection again, and looks down at the blond woman's face. The woman appears dirty, tired and terrified to Rachel, and Rachel notes to herself that now they just need to stop the rest before more good men die.
The player is then given the opportunity to try one of the assessment examinations that was given to Rachel Mills, and is instructed to respond in the way that best reflects the player's own style. The player is also told that there are no wrong answers, to assume that every choice results in success, and to keep score while answering questions.
Options (I)
Question 1 of 18: |
Option 1A: Break out... |
Option 1B: Do not panic... |
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Add one point to ATTRIBUTE ONE. | Add one point to ATTRIBUTE TWO. |
Options (II)
Question 2 of 18: |
Option 2A: Challenge him back... |
Option 2B: Answer correctly... |
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Add 1 point to ATTRIBUTE TWO. | Add 1 point to ATTRIBUTE FOUR. |
Options (III)
Question 3 of 18: |
Option 3A: Avoid getting into trouble?... |
Option 3B: Overcome trouble?... |
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Add 1 point to ATTRIBUTE THREE. | Add 1 point to ATTRIBUTE TWO. |
Options (IV)
Question 4 of 18: You wake up to discover that your bedroom is on fire. The exits are jammed. Would you be more likely to: |
Option 4A: Break through the door?... |
Option 4B: Notice another way out?... |
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Add 1 point to ATTRIBUTE ONE. | Add 1 point to ATTRIBUTE THREE. |
Options (V)
Question 5 of 18: |
Option 5A: Point out the error in his button sequence... |
Option 5B: Notice that the device is not plugged in... |
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Add 1 point to ATTRIBUTE FOUR. | Add 1 point to ATTRIBUTE THREE. |
Options (VI)
Question 6 of 18: |
Option 6A: Break down the door... |
Option 6B: Pick that kind of lock... |
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Add 1 point to ATTRIBUTE ONE. | Add 1 point to ATTRIBUTE FOUR. |
Options (VII)
Question 7 of 18: |
Option 7A: Point out the technical weaknesses of the new feature?... |
Option 7B: Insist upon the original price?... |
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Add 1 point to ATTRIBUTE FOUR. | Add 1 point to ATTRIBUTE TWO. |
Options (VIII)
Question 8 of 18: |
Option 8A: Surprise throw... |
Option 8B: Powerful choke hold... |
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Add 1 point to ATTRIBUTE THREE. | Add 1 point to ATTRIBUTE ONE. |
Options (IX)
Question 9 of 18: |
Option 9A: Don't notice the weight... |
Option 9B: Don't let the weight bother you... |
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Add 1 point to ATTRIBUTE ONE. | Add 1 point to ATTRIBUTE TWO. |
Options (X)
Question 10 of 18: |
Option 10A: Remember a reinforced wall that can protect you... |
Option 10B: Know how to disable this type of detonator... |
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Add 1 point to ATTRIBUTE THREE. | Add 1 point to ATTRIBUTE FOUR. |
Options (XI)
Question 11 of 18: |
Option 11A: Knock him out easily... |
Option 11B: Know the password... |
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Add 1 point to ATTRIBUTE ONE. | Add 1 point to ATTRIBUTE FOUR. |
Options (XII)
Question 12 of 18: |
Option 12A: Notice that it is not loaded... |
Option 12B: Show no sign of fear... |
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Add 1 point to ATTRIBUTE THREE. | Add 1 point to ATTRIBUTE TWO. |
Options (XIII)
Question 13 of 18: |
Option 13A: Can tough it out... |
Option 13B: Know how to make an herbal remedy from local plant life... |
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Add 1 point to ATTRIBUTE TWO. | Add 1 point to ATTRIBUTE FOUR. |
Options (XIV)
Question 14 of 18: |
Option 14A: Forgot to turn in your after-action report... |
Option 14B: Made an error in your after-action report... |
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Add 1 point to ATTRIBUTE FOUR. | Add 1 point to ATTRIBUTE THREE. |
Options (XV)
Question 15 of 18: |
Option 15A: Intimidated by your stare... |
Option 15B: Intimidated by your physical toughness... |
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Add 1 point to ATTRIBUTE TWO. | Add 1 point to ATTRIBUTE ONE. |
Options (XVI)
Question 16 of 18: |
Option 16A: Figure out what... |
Option 16B: Yank it free... |
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Add 1 point to ATTRIBUTE THREE. | Add 1 point to ATTRIBUTE ONE. |
Options (XVII)
Question 17 of 18: |
Option 17A: Hack it quickly... |
Option 17B: Carry the computer out of the building... |
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Add 1 point to ATTRIBUTE FOUR. | Add 1 point to ATTRIBUTE ONE. |
Options (XVIII)
Question 18 of 18: |
Option 18A: Remain confident and continue the conversation... |
Option 18B: Notice their name on a document under their arm... |
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Add 1 point to ATTRIBUTE TWO. | Add 1 point to ATTRIBUTE THREE. |
All cases (II)
After completing the eighteen questions, the player is directed to the scoring page and given the following instructions:
1) Add up your score for each Attribute. 2) Rank your Attributes from highest to lowest. In case of a tie, you may try both and choose which seems most appropriate. |
Options (XIX)
The player is then directed to select the highest scoring attribute in terms of letters (ATTRIBUTE ONE = A, ATTRIBUTE TWO = B, ATTRIBUTE THREE = C, ATTRIBUTE FOUR = D), and subsequently select from one of four options, which are printed as four-letter combinations that start with that highest ranking attribute to the lowest ranking.
ATTRIBUTE A has the highest ranking | |
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Option | Evaluation |
19A.1 (ABCD) | No pain, no gain! You solve problems with decisive action, backed up by steely-eyed resolve. Never one to be slowed by over-thinking the problem, your wits and athleticism have always saved the day when you needed them to. It's too bad that so many of those days end with lots of follow-up paperwork. |
19A.2 (ABDC) | That which doesn't kill you makes you stronger. You solve problems with decisive action, backed up by steely-eyed resolve. You've got the brains to play with the pocket-protector types, but you find that over-thinking a problem gets in the way when things start to heat up. |
19A.3 (ACBD) | Cunning and instinctive, one of your coaches once compared you to an attack dog. You have found few problems that couldn't be resolved or avoided through forceful, accurate action. Let someone else worry about the paperwork. |
19A.4 (ACDB) | Cunning and instinctive, one of your coaches once compared you to an attack dog. You aren't above a technical solution when it will resolve the situation quickly, but you have found that forceful, accurate action tends to get you out of a fix the quickest. |
19A.5 (ADBC) | A rare mix of muscle and brainpower, you frequently surprise allies and enemies with your unpredictability and forcefulness. You prefer to confront problems head-on rather than analyzing them, but anyone who has accused you of being an absent-minded professor-type tends to find themselves on the losing end of the encounter before too long. |
19A.6 (ADCB) | A rare mix of muscle and brainpower, you frequently surprise allies and enemies with your unpredictability and forcefulness. You prefer to tackle problems head-on -- be it with your brains or biceps -- rather than get stuck in a drawn-out conflict. |
ATTRIBUTE B has the highest ranking | |
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Option | Evaluation |
19B.1 (BADC) | Being tough is more than just having muscles, and you've defeated more than one challenge with nothing more than a hard stare. But you can walk the walk, too, as many of your foes have learned the hard way. Some may call you confrontational, even in non-physical settings, but you prefer to think of yourself as being in constant competition with your own limits. |
19B.2 (BACD) | Being tough is more than just having muscles, and you've defeated more than one challenge with nothing more than a hard stare. But you can walk the walk, too, as many of your foes have learned the hard way. While some may call you overly competitive or forceful, your closest friends and foes have seen you outwit more than one obstacle, too. |
19B.3 (BCAD) | Sometimes the best offense is a good offense. You're known for putting up a tough front. But anyone who thinks it is just a bluff usually finds themselves outwitted immediately. You tend to avoid cerebral solutions, preferring to depend on your perseverance and wits to survive and thrive.
Note: You've scored similarly to Rachel Mills! |
19B.4 (BCDA) | Intense and quick-witted, you're known for putting up a tough front. But anyone who thinks it is just a bluff will find themselves outwitted immediately. Your solutions often involve quick, forceful thinking, not fists. |
19B.5 (BDAC) | In every assault team is the "brain" -- the medic, the hacker, even the commander -- whose poise and determination in combat mask a broad knowledge and the ability to implement it under brutal conditions. You aren't above taking direct action yourself, though, when the time comes for a little muscle. |
19B.6 (BDCA) | In every field team is the "brain" -- the medic, the hacker, even the commander -- whose poise and determination in combat mask a broad knowledge and the ability to implement it under brutal conditions. Even hardened commandos defer to you when the obstacles turn technical. In turn, you value them for keeping the bullets away and doing the heavy lifting. |
ATTRIBUTE C has the highest ranking | |
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Option | Evaluation |
19C.1 (CABD) | A deadly combination of street smarts and force, you have a gift for searching out weaknesses or openings and then exploiting them with swift action. Your commanders value your ability to be dropped into wild situations and come out alive and with the objective in hand. You in turn value their ability to take care of the paperwork for you. |
19C.2 (CADB) | A deadly combination of street smarts and force, you have a gift for searching out weaknesses or openings and then exploiting them with swift action. Your action-oriented tactics mask a knack for technical solutions that sometimes work even better than force. But you prefer swift solutions to drawn-out conflict. |
19C.3 (CBAD) | "Strong and silent" type. You're known for being watchful, calm, and careful in action, even in situations that would make hardened soldiers panic. You launch into calculated action when the time is right, whether it be mental or physical. Ironically, you tend to get impatient and bored only when not in action, with little tolerance for books and paperwork. |
19C.4 (CBDA) | "Strong and silent" type. You're known for being watchful, calm, and careful in action, even in situations that would make hardened soldiers panic. Nobody seems to recall you cracking the books, but you have a knack for coming up with random facts and skills that defuse a situation before violence is necessary. |
19C.5 (CDAB) | Highly aware of your surroundings, you are always calculating. Often quiet in action, your teammates have become used to you speaking up suddenly with the perfect technical solution for a desperate situation. You aren't above taking forceful action yourself, but you prefer fast, effective outcomes over drawn-out confrontation. |
19C.6 (CDBA) | Highly aware of your surroundings, you are always calculating. Often quiet in action, your teammates have become used to you speaking up suddenly with the perfect technical solution for a desperate situation. You tend to avoid violence, finding that the best outcomes can be reached through observation and calm thinking. |
ATTRIBUTE D has the highest ranking | |
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Option | Evaluation |
19D.1 (DABC) | A rare mix of brains and brawn. You're not above the violent solution when it's the best way to defeat the problem, but you're slightly more likely to outwit your opponent with decisive mental action. You have a reputation for being absent-minded, but woe to any obstacle that catches your full attention, mental or physical: it tends to be reduced to real or figurative rubble immediately and ruthlessly. |
19D.2 (DACB) | A rare mix of brains and brawn. You're not above the violent solution when it's the best way to defeat the problem, but you're even more likely to outwit your opponent with decisive mental action. Not a fan of drawn-out conflict, you often find other people's approaches to be slow and tedious. |
19D.3 (DBAC) | The pen is mightier than the sword. Gifted with brains and experience, you're capable of thinking up a solution to almost any problem and implementing it even under adverse conditions. Like many highly intelligent people, you're prone to impatience and the occasional violent short-cut. |
19D.4 (DBCA) | The pen is mightier than the sword. Gifted with brains and experience, you're capable of thinking up a solution to almost any problem and implementing it even under adverse conditions. You have a strong disdain for messy violence and enjoy matching wits with problems and foes who think to challenge you. |
19D.5 (DCAB) | Gifted with brains and keen powers of observation, you're capable of confronting even the most technical problems head-on, often detecting a solution that others missed. Even physical danger can be bypassed with swift thinking, although you're not above taking violent action when necessary. Especially when it means not having to wait around, which you hate. |
19D.6 (DCBA) | Brains over brawn! Your razor-sharp mind and keen powers of observation have extricated you from one impossible situation after another, even under tough conditions. You have a strong disdain for messy violence, preferring more subtle solutions. |
Notes
- Although there are no right or wrong answers to the exam, choosing options that lead to a highest to lowest ranking of BCAD (Option 19B.3) results in the player being notified of the score being similar to that of Rachel Mills.
Trivia
- In the original version of Chapter 401, released February 10, 2009, the chapter ended with the following prompt:
Coming Up Next Friday: Check back for a try at one of Rachel's assessment exams. How do you compare to Rachel Mills? Next week: Rachel is given a special assignment by the Hunter ... and meets her nemesis. |
- On Friday, February 13, 2009, the prompt was removed and chapter 401 continued with the player being given the opportunity to try one of the assessment exams Rachel Mills took.
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Friend or Foe (Operation Bad Blood, Operation 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 |