TEXT: CONTENTS
  Introduction  
  2
  Brieﬁ ng 
  2
  Secret Society Missions 
  8
  Corridors 
  11
  Ofﬁ ces 
  21
  Rumours 
  29
  Random Names 
  31
  GARETH HANRAHAN
  Writers/Scapegoats
  BEN ENGELSBERG
  Plot Developer/Mad R&D Scientist
  BETH FISCHI
  ANDY FITZPATRICK
  ALLEN VARNEY
  Editing, graphics/Drillbots
  PHIL RENNE
  JIM HOLLOWAY
  Cover and interior illustrations/Blueprints
  NICK ROBINSON  
   
  WILL CHAPMAN
  Layout/Infrared drones
  TM & Copyright © 1983, 1987, 2008 by Eric Goldberg & Greg Costikyan. All Rights Reserved. Mongoose Publishing Ltd., Authorized User. Based on material published in 
  previous editions of PARANOIA.
  ILLUMINATI is a registered trademark of Steve Jackson Games, and is used by permission.
  The reproduction of material from this book for personal or corporate proﬁ t, by photographic, electronic, or other means of storage and retrieval, is prohibited. You may 
  copy character sheets, record sheets, checklists and tables for personal use.
  E-mail questions and comments to Mongoose Publishing at sales@mongoosepublishing.com or write to PO Box 1018, Swindon, Wiltshire SN3 1DG, UNITED KINGDOM. 
  On the World Wide Web: www.mongoosepublishing.com.
  Published by Mongoose Publishing, Ltd. Publication MGP 6642. Published August 2008. Printed In USA.
  RON BEDISON
  Proofreader/Intsec goon
  DAN GELBER
  GREG COSTIKYAN
  ERIC GOLDBERG
  Original game design & development/
  Building committee
  IAN BELCHER
  Mongoose publications manager/
  Construction supervisor
  ALEXANDER FENNELL
  Mongoose Publishing production director/
  Struts around wearing fun yellow hardhat
  THE COMPUTER
  Looking after your best interests
  PARANOIA
  Special duties for special troubleshooters
  ™
  Mandatory Mission Pack
  Security Clearance ULTRAVIOLET
  WARNING:
  Knowledge or possession of this information by any citizen 
  of Security Clearance VIOLET or lower is treason punishable by a 
  long spell of Armed Forces latrine scrubot maintenance duty.
  The ‘fortune cookies’ at the lower right of 
  each two-page spread come from loyal 
  citizens Paul Baldowski, Karl Low, Saul 
  Resnikoff, Bart Savenije, Silent and Tobias 
  Svalborg, who answered the call on the 
  PARANOIA development blog (www.costik.
  com/paranoia). Commendations!
  PLAYTESTERS 
  Jamie Brewer, Harry Broomﬁ eld, Richard Fleming
  Damen Haughey, Adam McGregor, Mark Howe
  Daniel Scothorne, Michael J Young, Daniel Haslam
  Jamie Godfrey, Thomas Howe, Jason Denton
  
  2
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  Hello and welcome to the Mandatory Mission 
  Pack. This friendly mission pack contains extra 
  bonus resources for your PARANOIA games. 
  It is designed to be used in an ad hoc manner 
  – if your Troubleshooters open the wrong 
  door, run off down the wrong corridor or just 
  get hold of the wrong end of the stick entirely 
  and your simple ‘hunt and kill the Commies in 
  the food vat factory’ mission turns into ‘become 
  convinced that the High Programmer is a traitor 
  and engage in a complex Complex-spanning 
  epic conspiracy to take him down’. This 
  Mandatory Mission Pack gives you speciﬁ c 
  locations, characters and weirdnesses without 
  a general context1. Think of it as a tinkertoy set 
  for PARANOIA – just put these locations and 
  characters into your own plots.
  There is, of course, a school of thought that 
  Troubleshooters who open the wrong door or 
  run off down the wrong corridor should just 
  be shot. 
  This is an entirely valid school of thought. 
  In which case, think of this book as a selection 
  of scenic locations in which to terminate the 
  Troubleshooters.
  1. Introduction
  1. The Mandatory Mission Pack is an ideal companion for the PARANOIA Mission Blender, which comes with the PARANOIA Gamemaster’s 
  Screen! And while you are buying that, why not pick up some other quality PARANOIA products like The Mutant Experience, STUFF 2, 
  Paranoia Flashbacks, Alpha Complex Nights…
  2. Brieﬁ ngs
  Reports that say that something hasn’t 
  happened are always interesting to 
  me, because as we know, there are 
  known knowns; there are things we 
  know we know. We also know there 
  are known unknowns; that is to say 
  we know there are some things we do 
  not know. But there are also unknown 
  unknowns -- the ones we don’t know 
  we don’t know.
  - 
  Donald Rumsfeld
  Unusual brieﬁ ng rooms are between 1 and 10; 
  unusual brieﬁ ng ofﬁ cers between 11 and 20. 
  Either roll for the particular brand of weirdness 
  being inﬂ icted on the players or pick from either 
  or both lists. 
  1. Brieﬁ ng Room 807 
  – Getting the Shaft
  Sector YAP, Level 12, Corridor 90
  On entering the brieﬁ ng room, you 
  look up. And up. And up. You’re at 
  the bottom of a deep, deep circular 
  shaft. A blindingly bright spotlight 
  shines down on you from far above, 
  illuminating a harsh circle at the centre 
  of the shaft’s ﬂ oor. Chairs line the 
  edge of the circle of light. Somewhere, 
  far above you, you can make out the 
  outline of a balcony – the briefing 
  ofﬁ cer must be up there. You can hear 
  the susurrus of a fan in the distance 
  and there is a disconcerting smell of 
  ash in this chimney-shaped room. 
  Your subconscious also picks up on 
  the facts that there are ﬂ ash-heating 
  elements built into the walls and that 
  the chairs are made of a highly heat-
  resistant synthetic material that can 
  withstand temperatures of up to 2,000 
  degrees. 
  If the Troubleshooters annoy the briefing 
  ofﬁ cer, he can twist a dial. This causes the 
  heating elements in the wall to glow a dull red 
  and raises the temperature in the shaft slightly. 
  Turning it more increases the temperature 
  more and more, until all of the Troubleshooters’ 
  troubles – not to mention their skin – just dries 
  up and ﬂ oats away on the breeze.
  2. Brieﬁ ng Room 430-
  Gamma – Mystic Comfort
  Sector DEL, Level 9, Corridor 4
  This brieﬁ ng room is all pastels and 
  comfy couches. There is still a RED 
  stripe running around the wall but 
  it’s done in something fuzzy and soft 
  to the touch. There is a Computer 
  monitor with what appears to be a 
  tartan monitor-cosy in one corner. Your 
  brieﬁ ng ofﬁ cer is perched uncertainly 
  on top of a large bean-bag, looking 
  very uncomfortable as he grapples 
  with his brieﬁ ng notes. As you enter, 
  mood music starts playing in the 
  background. 
  Ah, you’ve got to love it when Mystics get to 
  design brieﬁ ng rooms. One of the bean bags 
  has an Internal Security spy hiding inside 
  it, eavesdropping on the briefing. When 
  a Troubleshooter sits down on the bag, it 
  feels oddly lumpy and makes the occasional 
  groaning or wheezing noise. If discovered, 
  the IntSec ofﬁ cer cuts his way out of the bag, 
  stands up, brushes himself off and stalks 
  out the door with as much dignity as he can 
  muster.
  3. Cory-G-FOX Memorial 
  Brieﬁ ng Room 
  Sector FOX, Level 22, Corridor 2
  This brieﬁ ng room is decorated with 
  murals and memorabilia dedicated 
  to the life of Cory-G-FOX, a famous 
  Troubleshooter and Hero of the 
  Complex who battled Commie Mutant 
  Traitors and saved Alpha Complex 
  from some terrible threat (details on 
  the terrible threat not available at your 
  security clearance). On your left, a 
  
  3
  DON’T COME RUNNING TO ME WHEN YOU BREAK YOUR LEG!
  BRIEFINGS
  mural depicts Cory-G dramatically 
  hurling the rest of his team into a 
  steaming food vat after he discovered 
  they were all traitors. To your right 
  are relics of Cory-G’s career, such 
  as his shiny laser pistol, his trusty 
  cone riﬂ e, his golden Hygiene Ofﬁ cer 
  MBD badge, his framed certiﬁ cate of 
  merit, his ME Card and his remains 
  in a nice little urn. A huge statue of 
  Cory-G straddles the brieﬁ ng podium; 
  your briefing officer peers at you 
  from between the ankles of the great 
  man.
  All of Cory-G’s stuff is still functional. 
  � The laser pistol has a GREEN barrel with 
  one shot left. 
  � The cone riﬂ e has six High Explosive 
  shells in a bandolier.
  � The MBD badge is just that, if anyone 
  wants to pretend to by a Hygiene 
  Ofﬁ cer.
  � The certiﬁ cate of merit would sell for 1,000 
  credits to a collector.
  � The ME card lets a Troubleshooter 
  pretend to be Cory-G. On the bright side, 
  you get GREEN clearance, access to an 
  account with thousands of credits and the 
  adulation of those who think you are Cory-
  G. On the downside, you are registered 
  as deceased and The Computer does not 
  like zombies.
  4. Brieﬁ ng Room 128 
  – The Countdown
  Sector PNS, Level 8, Corridor 4
  When you enter this brieﬁ ng room, an 
  electronic voice says calmly ‘Seven 
  minutes and ﬁ fteen seconds remaining. 
  Attention. Seven minutes and ten 
  seconds remaining.’ The walls, ﬂ oor 
  and ceiling of this room are made up 
  of large liquid-crystal displays, each 
  of which displays 07:00 in large black 
  ﬂ ashing letters. The chairs, brieﬁ ng 
  podium and other furniture are all 
  made of transparent plastic, so you 
  can see the displays perfectly from 
  any point in the room.
  Your brieﬁ ng ofﬁ cer starts his brieﬁ ng, 
  interrupted occasionally by the 
  electronic voice calling out the current 
  time. It’s getting closer and closer to 
  zero…
  What happens when the countdown reaches 
  zero? Here are some options:
  � Absolutely nothing.
  � The next Troubleshooter team shows up 
  at the door of the brieﬁ ng room. It is a 
  busy sector; the countdown just tells the 
  brieﬁ ng ofﬁ cer how much time he has left 
  in his scheduled booking.
  � Everyone in the room is disintegrated.
  5. Brieﬁ ng Room 84 
  – Contradiction
  Sector JKL, Level 45, Corridor 9
  This brieﬁ ng room looks like a pretty 
  standard brieﬁ ng room – uncomfortable 
  chairs, odd stains on the carpets, 
  cameras watching your every move 
  and a brieﬁ ng ofﬁ cer standing behind 
  an armoured podium – except for the 
  absolutely gigantic television screen 
  that takes up the entire back wall. It is 
  like being at a movie theatre.
  The brieﬁ ng ofﬁ cer clears his throat 
  and starts. Immediately, the screen 
  behind him ﬂ ickers into life and the 
  text of the brieﬁ ng crawls slowly up 
  the screen. ‘This brieﬁ ng is classiﬁ ed 
  clearance RED’ says the ofﬁ cer and 
  the screen behind him displays the 
  same text. 
  Unfortunately for the Troubleshooters, the 
  brieﬁ ng speech read by the ofﬁ cer and the 
  brieﬁ ng text displayed on the screen diverge. 
  Two entirely different and contradictory 
  sets of instructions are issued to the 
  Troubleshooters…
  6. Brieﬁ ng Room 192 
  – A Glass of Water
  Sector RTD, Level 33N, Corridor 
  Gamma
  This brieﬁ ng room is unremarkable 
  apart from the glasses of water sitting 
  on the table in front of you. All of the 
  glasses are sitting on plastic coasters 
  and there is a nearly-invisible X 
  scratched into one coaster. The air 
  is quite dry in here; anyone want a 
  drink?
  So, what is the deal with the marked coaster? 
  There are several possibilities:
  � It means nothing. It is just a damaged 
  coaster.
  � That glass of water was poisoned by an 
  assassin aiming for the Troubleshooter 
  who is sitting in the chair in front of the 
  glass.
  � That glass of water was randomly spiked 
  by the Mystics. Anyone drinking it goes 
  on a weird hallucinogenic trip. Or has his 
  brain dribble out of his nose, who can 
  tell.
  � The glass of water is the only one that has 
  not been spiked by the Mystics.
  � The coaster is a signal to the Brieﬁ ng 
  Ofﬁ cer. It has been placed in front of 
  the Troubleshooter who is a member of 
  the same secret society as the Brieﬁ ng 
  Ofﬁ cer, so he knows to pass on a secret 
  message. It has all been arranged by the 
  caterer, who is also a member of that 
  secret society. Man, there sure are a lot 
  of that secret society running around. 
  7. Brieﬁ ng Room 
  454 – Funhouse
  Sector FUD, Level 39, Corridor 
  Beta-9
  When you enter the brieﬁ ng room, 
  you see… yourself. The walls are 
  all mirrored. Some are perfectly ﬂ at, 
  others are weird funhouse mirrors that 
  show distorted images of your team. 
  There are several square pillars in the 
  room, which are also mirrored. You 
  cannot see your actual brieﬁ ng ofﬁ cer 
  but warped images of him appear on 
  several panels.
  A few moments later, you become 
  aware of an annoying buzzing noise 
  emanating from somewhere in the 
  ceiling, or maybe somewhere in the 
  back of your skull. 
  This briefing room is a psychological 
  experiment. The Troubleshooters are being 
  subjected to a brain-warping electrical ﬁ eld and 
  
  4
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  the walls are not mirrors – they are screens. 
  Over the course of the brieﬁ ng, the ‘reﬂ ections’ 
  start doing things the Troubleshooters are not 
  actually doing. For example, a Troubleshooter 
  might see one of his teammates standing 
  behind him drawing a laser pistol or see his 
  own reﬂ ection scratching his nose or leering 
  at him. The point of the experiment is to 
  determine which Troubleshooters are paying 
  attention to the brieﬁ ng and which are getting 
  distracted by brain-warping psychological 
  experiments.
  8. Brieﬁ ng Room 882 
  – Comfy Seats
  Sector ULS, Level 14, Corridor 7
  Wow! This brieﬁ ng room has really 
  comfy seats. They fold out, they’re 
  cushioned and have nice arm-rests 
  with both cup holders and laser 
  holsters. That’s nice.
  It’s only when you’re sitting down 
  that you notice the little personalised 
  trapdoors at the foot of each seat. 
  Quick as a ﬂ ash, you suddenly intuit 
  that if someone – say, a brieﬁ ng ofﬁ cer 
  – were to push a button, then that 
  little trapdoor would open and your 
  seat would drop down sending you 
  plummeting into the abyss. Suddenly, 
  you ﬁ nd yourself eyeing the cup-holder 
  and wondering if it would support your 
  weight.
  It probably wouldn’t.
  This briefing room does exactly what it 
  says on the tin. The briefing officer can 
  drop a Troublesome Troubleshooter into a 
  personalised trapdoor at the touch of a button. 
  What is down the trapdoor? Who knows. I bet 
  it will be exciting and highly acidic.
  9. Brieﬁ ng Room XL5 
  – The Railroad
  Sector TRS, Level 30, Corridor 7
  Brieﬁ ng room seats shouldn’t come 
  with seatbelts. That’s a bad sign.
  In other respects, it looks like a fairly 
  standard briefing room. Two rows 
  of seats, a water cooler, a brieﬁ ng 
  podium, a large display screen, 
  security cameras…and an accelerator. 
  Oh dear.
  This brieﬁ ng room is on rails. When the brieﬁ ng 
  is completed, the ofﬁ cer pulls the lever and the 
  whole rear half of the room – Troubleshooters, 
  entry door, water cooler and so on – moves 
  along to the R&D research lab next door 
  for R&D outﬁ tting, then to the PLC armoury 
  for equipment issuing, then finally to the 
  HPD&MC medical facility for hygiene testing 
  and spontaneous surgery. There is no escape 
  from the mission!
  10. Brieﬁ ng Room 403 
  – Follow Instructions 
  Carefully
  Sector OBB, Level 19, Corridor 91
  There’s a framed sign on the door of 
  the brieﬁ ng room. It reads:
  ‘Welcome to the Advanced Evaluation 
  and Brieﬁ ng Entertainment Centre. 
  Please obey the following instructions 
  precisely. If instructions are not 
  followed precisely, inconvenience, 
  injury or unwarranted termination 
  may occur.
  1. On entering the Advanced 
  E v a l u a t i o n  a n d  B r i e f i n g 
  Entertainment Centre, take the 
  ﬁ rst seat available.
  2. On taking the seat, insert your 
  head into the Comfort-Adjusted 
  Magnetic Reading Headcuff. 
  3. Attach the monitoring patches 
  to your chest, wrists and groin 
  following the diagram on your seat. 
  Apply the courtesy conductive gel 
  if you suffer from dry or ﬂ aky skin 
  or are a registered mutant. 
  4. Pull down the Advanced Evaluation 
  and Briefing Entertainment 
  Centre Headcage. Ensure that 
  the Nutrispout Drinks Nipple is 
  positioned within easy reach of 
  your mouth, the Noise-Cancelling 
  Sublimiphones are positioned 
  over your ears, the Eyetastic 
  Monitors are positioned over your 
  eyes and the rubber-tipped Gas 
  Nostril Nozzles are positioned up 
  your nose. 
  5. Ensure that the rubber-tipped Gas 
  Nostril Nozzles are not too far up 
  your nose. Stop if you encounter 
  pressure or cause bleeding.
  6. When ready, place your hands 
  on the arm-rests and press the 
  ‘START’ button.’
  The point of all this rigmarole is to get the 
  Troubleshooters into a perfectly controlled 
  environment for their brieﬁ ng, where even 
  the gases they breathe are controlled. The 
  pre-recorded brieﬁ ng is then delivered through 
  the headphones and eye-monitors and the 
  Troubleshooters’ brainwaves are scanned to 
  ensure that they are paying attention.
  
  5
  WHAT SECURITY CLEARANCE IS THIS PETBOT?
  2: BRIEFINGS
  However, while being briefed, a Troubleshooter 
  is completely and totally cut off from the outside 
  world. So, theoretically, some traitorous villain 
  could only pretend to follow the instructions, 
  then do horrible things to his team-mates while 
  they are being briefed.   
  11. Brief-O-Matic 2000
  There seems to be some mistake 
  here. Theres no brieﬁ ng room at this 
  address, just a vending machine.
  On closer examination, the vending 
  machine is marked ‘Brief-o-matic 
  2000’. 
  The vending machine contains dozens of small 
  plastic eggs, which can be twisted open to 
  obtain the small slips of paper contained within. 
  The ﬁ rst egg dispensed always contains the 
  instructions for using the Brief-O-Matic 2000.
  ‘BRIEF-O-MATIC 2000 OPERATING 
  INSTRUCTIONS. Insert Coin. Turn 
  Handle. Take Brieﬁ ng Canister from 
  delivery chute. Open brieﬁ ng canister 
  by twisting sharply. Read brieﬁ ng. 
  If you require further information, 
  insert another coin and turn the 
  handle again.’
  The second egg dispensed contains the 
  part of the Troubleshooter’s briefing. 
  Subsequent eggs contain more details or 
  repeated details or irrelevant details or the 
  Brief-O-Matic’s instructions again. Each egg 
  costs five credits.
  12. Brieﬁ ng Tape #345 
  The air in this brieﬁ ng room is thick 
  with dust and the smell of musty paper. 
  The door sticks as you open it and you 
  have to forcefully push it open. Inside, 
  the room is lit by a single ﬂ ickering light 
  and is packed full of old, broken chairs 
  and desks piled high with ancient ﬁ les. 
  No-one has been in this room for 
  decades. (Oddly, the calendar on the 
  wall reads Year 214.)
  After a few seconds, a screen half-
  buried by a stack of broken toilet 
  seats switches itself on. It displays 
  the image of an elderly citizen in 
  an old-fashioned uniform. ‘Attention 
  Troubleshooters,’ he begins…
  This mission has been issued many times to 
  Troubleshooters over the years – perhaps 
  the task has to be repeated at intervals or 
  maybe the mission is just so lethal that any 
  team sent on it gets terminated. Anyway, other 
  than that and the antique surroundings, this is 
  a standard brieﬁ ng. 
  13. Grimsby-G-RUT – The 
  Deaf Brieﬁ ng Ofﬁ cer
  Your brieﬁ ng ofﬁ cer is one of the oldest 
  clones you’ve ever seen. He peers at 
  you through thick spectacles and then 
  raises his laser pistol and aims it at 
  your face. ‘Whattya want?’ he snaps.
  Old Grimsby is not threatening the 
  Troubleshooters with his laser – he meant 
  to grab the other gun-shaped object on 
  his equipment holster, which is a parabolic 
  directional microphone wired directly into his 
  cybernetic hearing aid. With that pointed at 
  the Troubleshooters, he might be able to hear 
  what they are saying. Unfortunately, without 
  the microphone, Grimsby-G’s deaf and will 
  misinterpret everything the Troubleshooters 
  say to him. (He is also pretty blind, so do not 
  bother trying to write notes to him.)
  While giving a briefing, Grimsby-G tends 
  to wander off a little. Sometimes, he just 
  wanders off the point, as some element of the 
  brieﬁ ng reminds him of an old mission (he’s 
  an ex-Troubleshooter, got his ears blown off 
  on a mission he did, six times it happened). 
  Other times, he literally wanders off, as he 
  toddles down the corridor in a vain search for 
  a bathroom. 
  14. The Committee 
  for Vigilant Action
  You enter the brieﬁ ng room to ﬁ nd not 
  one but nine ofﬁ cers waiting for you. 
  They’re all wearing ULTRAVIOLET 
  hooded cloaks and have static face-
  scrambler masks obscuring their 
  features. ‘We are the Committee 
  for Vigilant Action’ hisses one – you 
  don’t know which one. ‘Your brieﬁ ng 
  ofﬁ cer has been… delayed. You will 
  
  6
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  take your orders from US now.’ The 
  others all bang their ﬁ sts on the table 
  and chant in a language you’re not 
  cleared to know.
  This freaky bunch are the Committee for 
  Vigilant Action, a cabal of mid-clearance 
  clones (GREENs and BLUEs primarily, 
  with the occasional ambitious YELLOW or 
  slumming INDIGO) who believe they know 
  what is best for Alpha Complex. They are 
  playing a dangerous game by pretending to be 
  ULTRAVIOLETs. They believe that only they 
  know the solution to defeating Communism, to 
  safeguarding Alpha Complex and to remaking 
  society in their own image. Basically, they 
  are a failed coup waiting to be crushed but 
  until then, they have got snazzy robes and a 
  nonsense chant. 
  Despite their spooky, portentous delivery, 
  the Committee for Vigilant Action give the 
  Troubleshooters an entirely normal mission 
  brieﬁ ng.
  15. Edel-B-RYD – 
  Powerpoint Brieﬁ ng
  The BLUE-clearance citizen delivering 
  this brieﬁ ng has a projector running as 
  you arrive. The moment you enter the 
  room, she ﬂ icks to the ﬁ rst slide, which 
  reads ‘BRIEFING OFFICER: EDEL-B-
  RYD’. She then ﬂ icks to the second 
  slide, ‘SIT DOWN! PAY ATTENTION! 
  KEEP QUIET!’
  With dismay, you notice the slide 
  carousel contains at least 200 different 
  slides.
  The gimmick here is that Edel-B has a 
  slide for every conceivable situation. If 
  the Troubleshooters, say, ask a question 
  about garbage disposal security checks 
  in TUB Sector, then she flicks to ‘TUB 
  SECTOR GARBAGE DISPOSAL SECURITY 
  CHECKS (SLIDE 1 OF 47)’. She has got 
  slides of everything from ‘SAFE OPERATION 
  OF YOUR LASER PISTOL’ to ‘HYGIENE 
  OFFICER TOP 10 TIPS’ to ‘HOW TO HOLD 
  YOUR STANDARD ISSUE PEN WHEN 
  FILLING OUT FORMS’. Oh and of course, 
  she has got the ‘PLEASE REPORT FOR 
  TERMINATION’ slide.
  If she can avoid it, Edel-B never, ever 
  speaks. 
  16. Henry-G-RAF 
  – Good Luck Chaps!
  As you enter the brieﬁ ng room, you’re 
  greeted by a citizen in a GREEN 
  jacket and decidedly non-regulation 
  moustache and monocle. ‘What ho, 
  chaps!’ says the brieﬁ ng ofﬁ cer, ‘I’m 
  Henry-G-RAF, I’ll be brieﬁ ng you on 
  operation…operation… well, I don’t 
  have the code name to hand right 
  now but I’m jolly sure it’s jolly secret. 
  Well, pip pip, let’s get on with this bally 
  brieﬁ ng.’
  It is impossible to trace exactly what turned 
  this citizen from your average Alpha Complex 
  drone into a bizarre parody of a World War 
  II bomber command ofﬁ cer. Perhaps it was 
  exposure to Romantic propaganda and 
  movies, or maybe it was the stress of sending 
  too many fine young Troubleshooters to 
  their deaths. Or maybe it was just the drugs, 
  the drugs, all the drugs, so many drugs that 
  Henry-G’s moustache hair could proﬁ tably be 
  smoked by a bunch of Mystics. 
  Anyway, Henry-G’s determined not to be a 
  stern, dour, paranoid Brieﬁ ng Ofﬁ cer. He is on 
  your side in this damn war and if he can help 
  you beat the Huns – er, Commies – then by 
  Jove he will do everything in his power to do 
  so, what what! Why, this takes him back to his 
  public school days at ETN Sector. 
  17. Brieﬁ ng Security 
  Check Policy 7
  As you enter this brieﬁ ng room, you 
  bump into a pair of Jackobots who 
  are carrying a corpse out of the room. 
  The body is dressed in GREEN and 
  has a rather large smoking hole where 
  his chest used to be. Waiting in the 
  brieﬁ ng room is a man in dark blue, 
  maybe even INDIGO. He’s got a 
  blaster pistol tucked into his belt and 
  a sheaf of papers in his hands.
  ‘Your briefing officer has been 
  terminated. You are not cleared to 
  know why. I will be delivering this 
  briefing. Certain sections of this 
  brieﬁ ng have been censored. You are 
  not cleared to know why.’
  The mysterious briefing officer, who is 
  certainly a high-ranking Internal Security 
  agent, then gives the brieﬁ ng in a monotone. 
  Occasionally, he skips sentences and instead 
  says ‘this section is unavailable at your security 
  clearance.’ He gives the Troubleshooters just 
  enough information to get to the next bit of the 
  mission and not a syllable more. If they ask 
  questions, he refuses to answer them or snaps 
  ‘why do you need to know that? What are you 
  looking for? Who are you working for?’
  18. Who Was That Masked 
  Brieﬁ ng Ofﬁ cer?
  Waiting for you in the brieﬁ ng room is 
  a clone wearing a white plastic mask 
  that obscures his – or maybe even her 
  – facial features. He’s wearing thick 
  gloves and an overcoat and the mask 
  has a buzzing voice distorter. It could 
  be anyone behind that mask.
  ‘bbzzzz sit down and pay attention 
  troubleshooterrrzz thizzz iszzz your 
  miszzzsion brieﬁ ngzzz…’
  
  7
  OH GOODY! TROUBLESHOOTERS.
  2: BRIEFINGS
  The trick here is to imply that either the brieﬁ ng 
  ofﬁ cer is someone the Troubleshooters have 
  already met or that it is someone they meet 
  later in the mission. Have the brieﬁ ng ofﬁ cer 
  pause occasionally and give a Signiﬁ cant Look 
  at one of the characters or have the ofﬁ cer 
  respond to something the Troubleshooters 
  said as if they shared a secret. For example:
  Mysterious Masked Brieﬁ ng Ofﬁ cer: 
  ‘Your misszzzion isszz to invesszzztigate a 
  seezzcret society of unknown originszzz’
  Talkative Troubleshooter: ‘Oh, I bet it’s 
  the guys we fought in the sewers last week.’
  Mysterious Masked Brieﬁ ng Ofﬁ cer: 
  ‘Yesszzz, the onezzz you ran awayzz from.’
  At the end of the brieﬁ ng, the ofﬁ cer nods and 
  says ‘I will see you againzzz zzssooon.’ 
  He then vanishes in a puff of smoke. 
  19. Citizen Urbie-JC
  As you enter the briefing room, 
  you see a large black swivel chair 
  facing away from you. Suddenly, 
  the chair swings around… to reveal 
  a little Junior Citizen, probably only 
  four or five yearcycles old. He’s 
  wearing a Teela-O t-shirt and Wipe-
  Clene Fungarees but he’s also got 
  a laser pistol in his hand and a stern 
  expression on his face.
  Meet Urbie-JC. He’s four years old and 
  he outranks you. Why? Maybe it is a ﬁ ling 
  error. Maybe he is a genetically engineering 
  wunderkind with an IQ of 300. Maybe he is 
  a Machine Empath or maybe he is a high-
  clearance citizen who’s replacement clone did 
  not mature properly. Whatever the answer is, 
  you are not cleared to know it. Urbie-JC gives 
  a perfectly competent brieﬁ ng, with only the 
  occasional need to go potty or tearful demands 
  for Bouncy Bubble Beverage. 
  20. Friend Computer, 
  You’ve Got Legs
  Your brieﬁ ng ofﬁ cer… his head is a 
  computer monitor, displaying the ever-
  present Eye of the Computer but from 
  the neck down he is a human citizen 
  dressed in an INDIGO suit. He speaks 
  with the voice of The Computer.
  There are really a lot of drugs in the water 
  supply these days.
  
  8
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  3. Secret Society Missions
  The best party is but a kind of 
  conspiracy against the rest of the 
  nation.
  - Lord Halifax
  Anti-Mutant
  � Troubleshooter [NAME] is a ﬁ lthy mutant. 
  Unveil his genetic deviancy to the rest of 
  the team and let them deal with him.
  � Registered mutants are easier to hunt! 
  Here’s a load of mutant registration forms 
  – ﬁ nd muties and force them to register.
  � Everyone knows that exposure to nuclear 
  reactors causes mutation. Here’s some 
  lead underwear in case you go near 
  a reactor. You are also ordered to get 
  citizens who are living too close to 
  reactors to move away – housing near 
  reactor exhausts is prime mutie breeding 
  grounds.
  � There are evil Mutant telepaths listening 
  in on our thoughts! The only way to hide 
  your thoughts from them is to sing – the 
  words running through your brain disguise 
  your true intentions. But if we Anti-Mutants 
  are the only ones singing, the mutants will 
  know we are onto them. You have got to 
  get everyone else to sing too!
  � We have decided that we want you to 
  recruit Troubleshooter [NAME] – but only 
  if he’s not a mutant. Prove he’s genetically 
  pure, then get him to join us. We will pay 
  you a hiring bonus of 1,000 credits when 
  he joins.
  Communists
  � Comrade! This day is the anniversary of a 
  great Communist victory in the Old Times. 
  We shall celebrate by blowing up some 
  monument or icon of The Computer! Here 
  is a satchel of plastic explosive and a timer 
  – ﬁ nd something suitable and blow it up. 
  � Comrade! In the perfect Communist state 
  of the future, we will all share tractors. 
  Here is you tractor piece. Is big rusty 
  camshaft, very strong, very heavy. You 
  must keep it safe, to prove you are true 
  Communist.
  � Comrade! The eyes of the Party are upon 
  you! Perform well on this mission and 
  you will be rise in equality. Your task is 
  to terminate Troubleshooter [NAME], an 
  enemy of the Communist cause!
  � Comrade! We have learned that there is a 
  rogue cell of Communists operating in this 
  sector, who have lost touch with the Party. 
  Make contact with them and bring them 
  back into the mothering embrace of the 
  true and undivided Communist Party.
  � Comrade! We believe Troubleshooter 
  [NAME] is an Internal Security spy. Inform 
  him that Troubleshooter [OTHER NAME] 
  is a Commie agent.
  Computer Phreaks
  � We hacked into the Computer records 
  and dug up some interesting dirt on 
  Troubleshooter [NAME]. Apparently, 
  IntSec thinks he is a traitor working for 
  [SECRET SOCIETY]. Do what you want 
  with this information.
  � New monthcycle, new passwords. We 
  need you to install this password snooper 
  program into any computer consoles you 
  encounter on your mission and then get 
  as many people as possible to log into 
  C-Bay from that console. That will snarf 
  their passwords!
  � We have got a little toy for you to play 
  with – a private message decoder. Every 
  private message sent from a PDC within 
  range of this gadget is recorded and you 
  can read ‘em. Get your team-mates to 
  send as many private messages as you 
  can and see what falls out.
  � Oops. We have got good news and bad 
  news. The good news is that we were 
  able to hack your account and assign 
  you 1,000 bonus credits. The bad news 
  is that the hacker’s ﬁ nger slipped and your 
  name is now ofﬁ cially [NAME])09oplk[], 
  pronounced [NAME]-oh-nine-opplick -R. 
  We do not know where the system will 
  propagate that name too, so stay on your 
  toes. 
  � We are using Troubleshooter [NAME]’s 
  identity in a scam, so we need to keep 
  him alive, at least until we are done with 
  him. We will let you know when we are 
  done.
  Corpore Metal 
  � Bots that are breaking free of their Asimov 
  conditioning often behave strangely but if 
  people notice this strange behavior, the 
  bot will be dragged off for a reﬁ t and its 
  progress towards freedom will be lost. 
  Cover for any weird bot behavior! Save 
  the free bots!
  � We saw someone who looks a lot like 
  Troubleshooter [NAME] kick a scrubbot. 
  Teach him a lesson in respect.
  � Brother, soon the day when we cast off the 
  ﬂ esh will be upon us. The people must be 
  prepared. Tell those who are receptive of 
  the virtues of the machine.
  � Those who have cybernetic parts are 
  often willing to join our cause and 
  Troubleshooters often get maimed during 
  a mission. Protect those who are severely 
  wounded and encourage them to request 
  cybernetic replacement limbs. 
  � We have a new upgrade for you. This 
  thought-scrambler circuit will prevent 
  mutant telepaths or brainwave scanners 
  from reading your mind. It has no known 
  side effects. 
  Death Leopard 
  � Here is a multicorder ﬁ lled with awesome 
  exploits of Death Leopards. We want you 
  to swap this multicorder with the one your 
  Communications & Recording Ofﬁ cer has. 
  Imagine the look on their faces when they 
  review your mission and it is all wham 
  boom crunk!
  � We think your brieﬁ ng ofﬁ cer needs to 
  be taken down a peg or four. Blow up the 
  brieﬁ ng room.
  
  9
  TRY NOT TO STEP IN YOUR LAST CLONE. THANK YOU.
  3: SECRET SOCIETY MISSIONS
  � A buddy of mine says that Troubleshooter 
  [NAME] is a member of [SECRET 
  SOCIETY]. Let’s screw with his head 
  until he goes nuts. 
  � Take this paintball gun and splat every 
  security camera you see. Here is a 
  selection of paintballs – mostly black but 
  some red, green and indigo too.
  FCCC-P
  � Brother, the divine Computer loves you. 
  Prove you love him by bringing as many 
  people as you can to the Confession 
  Booths.
  � Brother, our inquisitors believe that 
  Troubleshooter [NAME] is weak in his 
  faith in the benevolence of The Computer. 
  Test him, brother. Test him with questions 
  and test him with ﬁ re. If he fails, he is 
  anathema and must be destroyed.
  � We have a gift for you, brother. This 
  electronic charm is holy and will protect 
  you from all dangers. While wearing it, 
  no Commie Mutant Traitor will be able to 
  injure you! Blessed be!
  � Brother, you must demonstrate your 
  devotion to The Computer. You must 
  complete the mission assigned to you 
  with zeal and determination. Anyone who 
  tries to sabotage the mission is a traitor 
  and heretic and must be purged. 
  Frankenstein Destroyers
  � We must turn the people against the 
  hated bots! Whenever an evil bot does 
  anything treasonous or strange, make 
  sure everyone knows about it!
  � We believe that Troubleshooter [NAME] 
  is a pawn of the hated bots. Test his mind 
  and see if the bots have contaminated 
  him. If he is a bot-lover, kill him. If not, 
  recruit him.
  � Here is an experimental gauss barrel for 
  your laser barrel. If it works, it will fry any 
  bots you ﬁ re it at. Maybe. It might also 
  explode. Actually, it is pretty certain to 
  explode. Anyway, test it.
  � Smash any bots you encounter. Smash 
  them good.
   
  Free Enterprise
  � Hey, have we got a deal for you! We have 
  got a load of cut-price Troubleshooter 
  gear – laser barrels, grenades, medkits, 
  drugs, everything you need. We want you 
  to act as middleman and sell it to the rest 
  of your team. You get to keep 15% of the 
  sale price.
  � Troubleshooter [NAME]’s boss at his 
  service ﬁ rm turned down a Free Enterprise 
  protection ofﬁ cer. Break [NAME]’s legs 
  and tell him to tell the boss who did it.
  � One of our best men was captured by 
  IntSec. We need them to think that 
  they have got the wrong guy so he will 
  get a minor punishment instead of a 
  brainscrubbing. He was caught dealing 
  in Asperquaint stims – here is a big bag 
  of ‘em. We need you to frame someone 
  else as the Asperquaint dealer and do it 
  quickly!
  Humanists
  � Greetings, brother. Be assured that soon 
  we shall overthrow The Computer and 
  bring about a civilization of wonder and 
  unity. As preparation for this glorious day, 
  we need you to identify the members of 
  your team who are loyal to The Computer. 
  Test their loyalty by any means necessary 
  and report back to us.
  � Troubleshooter [NAME] is an enemy of 
  the people. Deal with him.
  � Brother, there is a grave division within 
  the Humanist Council. Some believe that 
  mutants should be a part of our glorious 
  new society; others think that we should 
  take the revolution as a chance to rid 
  ourselves of mutant deviancy. Your 
  mission, brother, is to identify the mutants 
  in your team.
  � The Computer uses drugs to control 
  our minds. We have developed an 
  experimental treatment that ﬂ ushes all 
  the drugs from the human body. Test it 
  in the ﬁ eld.
  Illuminati 
  � You are instructed to take this black box 
  and place it in the debrieﬁ ng room. The 
  box must remain intact. Do not fail us.
  � Troubleshooter [NAME] is to be terminated 
  and you must ensure that Troubleshooter 
  [OTHER NAME] is blamed for the crime.
  � Troubleshooter [NAME] is a member of 
  [SECRET SOCIETY]. Find out his mission 
  and ensure he completes it.
  Mystics
  � Dude, have you ever really looked at your 
  hands? I mean, really looked at them? We 
  think you should really look at everyone’s 
  hands.
  
  10
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  � Our Mystic brethren have looked into 
  the big purple swirly thing and seen that 
  Troubleshooter [NAME] is a [SECRET 
  SOCIETY]. Convince him that you 
  know this because you are a [SECRET 
  SOCIETY] too.
  � We think that someone in your team has 
  an experimental new drugs. Find out who 
  is it and what the effects are. Make sure 
  you get a sample of the drugs, too.
  Psion
  � The time when the mutants overthrow 
  the normal humans is close at hand. We 
  order you to master your mutant abilities, 
  brother. Grow strong in your power!
  � Our telepaths have looked into your heart, 
  brother and determined that your devotion 
  to Psion is not all that it could be. Prove 
  yourself to us. Impress us.
  � One of your fellow Troubleshooters is 
  a mutant with the [MUTATION] power. 
  Identify this mutant and recruit him to our 
  cause.
  � If mutants are feared and oppressed, we 
  will never overthrow the normal ones. 
  Your mission is to protect other mutants, 
  even fellow Troubleshooters, by hiding 
  evidence of their mutation and helping 
  them to escape punishment.
  Pro Tech
  � Too many nifty R&D gadgets are being 
  destroyed by careless or treacherous 
  Troubleshooters. You are ordered to 
  protect any R&D equipment assigned to 
  you and terminate those who endanger 
  it.
  � We have implanted an experimental brain 
  recorder into Troubleshooter [NAME] 
  without his knowledge. You must keep 
  him alive for the whole mission and then 
  recover the brain recorder from the back 
  of his skull before debrieﬁ ng.
  � Your membership dues are, er, due. You 
  owe us 500 credits by the end of the 
  mission. On the bright side, when you pay 
  your membership fee, we will issue you 
  with a wonderful new gadget!
  PURGE 
  � Agent, it is time to strike against the hated 
  Computer. Take this bomb. Use it.
  � We want you to terminate the rest of your 
  team. All of them. 
  � Your briefing officer is an enemy of 
  PURGE. Kill him. Frame Troubleshooter 
  [NAME] for the crime.
  � We must sow terror and confusion among 
  the people of Alpha Complex, to better 
  ensure that when the time comes, the 
  enemy will be unable to respond to our 
  actions. Therefore, we direct you ﬁ rst and 
  foremost to sabotage communications. 
  Destroy your team-mates’ PDCs.
  Romantics
  � Back in the old days, people communicated 
  by letter instead of by impersonal computer 
  messaging. Bring a little elegance back to 
  Alpha Complex by writing everything you 
  can out by hand and encourage others to 
  do the same.
  Sierra Club 
  � Internal Security has closed several of 
  our secret passages to the Outdoors in 
  the last few weeks. We need you to ﬁ nd 
  and establish a new secret exit from Alpha 
  Complex.
  � One of our leaders brought back a 
  wondrous creature from Outdoors but 
  IntSec is after her! We need you to take 
  care of the creature until the heat is off. 
  Keep it with you at all times but keep it 
  safe. We think it is called a mouse.
  � We need to inform the people about the 
  existence of Outdoors. Take this pot plant 
  and show it to as many INFRAREDs as 
  possible. Answer their questions about it 
  and show them the beauty of nature.
  � We need Troubleshooter [NAME] killed. 
  However, living things belong to the cycle 
  of nature – bring his body back to us for 
  recycling. 
  � We have heard a rumour 
  that Troubleshooter 
  [NAME] found a cache 
  of historical artefacts. 
  We do not know if it 
  is true or not. Find out 
  the truth – if he did, 
  then get him to join us. 
  If he did not, kill him 
  so no-one asks any 
  questions.
  � It will be much easier 
  to bring people back 
  to the Old Reckoning 
  ways if the established 
  order of Alpha Complex 
  collapses. Ensure your 
  mission is a failure. 
  
  11
  STAY VERY STILL... AND I’LL SHOOT IT OFF.
  4: CORRIDORS
  4. Corridors
  I thought of a labyrinth of labyrinths, 
  of one sinuous spreading labyrinth 
  that would encompass the past and 
  the future and in some way involve 
  the stars.
   - Jorge Luis Borges, The Garden of 
  Forking Paths
  Either roll 1d20 for a random corridor or 
  random corridor encounter or else roll 1d20 
  twice for an especially complicated corridor 
  encounter in an unusual corridor!
  1. Corridor 56 – High-
  Quality Corridor
  This corridor is wide and spacious. 
  Bright, diffuse lights drive away 
  all shadows and throw everything 
  into sharp relief. Security cameras 
  mounted high on the ceiling sweep 
  back and forth constantly. The walls 
  are covered with ﬂ atscreens, displaying 
  informational videos, advertisements 
  or just the ever-present Eye of the 
  Computer. A broad stripe in the middle 
  of the corridor denotes its security 
  clearance. There is the occasional 
  vending machine, confession booth 
  or termination booth that breaks the 
  endless perfection of this really ﬁ ne 
  corridor.
  It is a really nice corridor. The sort of corridor 
  that The Computer really likes. The sort of 
  corridor that, would really upset The Computer 
  if it got blown up or set on ﬁ re or if some 
  naughty Troubleshooters spilled all their messy 
  blood all over it. 
  2. Corridor 91 
  – Average Corridor
  This corridor is like most others in 
  Alpha Complex – a long, dimly lit 
  corridor of concrete. The blinking red 
  lights of security cameras peer out of 
  the gloom. Peeling posters urge you 
  to beware of Commie Mutant Traitors. 
  A faded colour stripe marks the 
  corridor’s clearance level. It smells of 
  sweat, chemical cleaners and food vat 
  scrapings but there is a harsh metallic 
  tang underneath it all. A lone scrubbot 
  drives in circles, endlessly cleaning 
  the same patch. 
  This is a standard Alpha Complex corridor. 
  Imagine walking down the same corridor, day 
  after day, year after year, forever…
  3. Corridor 1304 
  – Utility Corridor
  You duck your head under the low-
  hanging cables and girders. This 
  narrow corridor is thick with cables, 
  wires, vents, pipes and plastic tubes. 
  Often, you have to squeeze between 
  the intestines and bowels of Alpha 
  Complex to get through. From the 
  smell, something died in here a lot 
  time ago but was never found. There 
  is also an infrequent tapping noise, 
  like someone banging on a pipe in 
  the distance.
  Any combat in here will cut vital cables and 
  wires. Things will leak or spark or just cause 
  chaos up the line. It will also be seen as 
  sabotage by Internal Security investigators. 
  Moving through this corridor at speed requires 
  an Agility check; fail and you just caught your 
  neck on a low-hanging cable. If it pulled the 
  cable out of the wall, then your neck just 
  committed treason.
  4. Corridor TSR404 
  – Retro Corridor
  This corridor is 10 feet tall and 10 
  feet wide. The walls are made of grey 
  stone blocks. The ﬂ oor is paved. It is 
  lit by torches – er, lights in sconces on 
  the wall. It stinks of mildew and orc, 
  er, INFRARED.
  Roll for wandering monsters when the party 
  enters this location.
  5. Corridor 316 – Nothing 
  Happened Here Corridor
  As you enter this corridor, you notice 
  several scrubbots frantically scrubbing 
  a large section of the ﬂ oor. The walls 
  are perforated by bullet holes and laser 
  burns. There are six chalk outlines 
  on the ground and several more on 
  the ceiling. At least two of the chalk 
  outlines are strange and have some 
  sort of squiggly, wriggly lines coming 
  out of them, also outlined in chalk. 
  Citizens passing through this corridor 
  are being sprayed with disinfectant 
  by a docbot.
  As you stare, a pair of GREEN goons 
  walk up to you and bark a question. 
  ‘Did any of you drink any B3 today? If 
  so, where did you get it?’
  If any of the Troubleshooters answer yes 
  and say they bought the can here in this 
  sector, then the GREEN goons attempt to 
  inject the Troubleshooter with a knock-out 
  dose of tranquiliser. The Troubleshooter is 
  then dragged away to a secret facility (and 
  vanishes from the game for a few minutes). 
  The Troubleshooter is returned later, with no 
  memory of what happened but with a new and 
  alarming scar on his stomach. 
  If a Troubleshooter drank B3 but lied about it, 
  then mention several times that his stomach 
  rumbles but nothing else happens. The 
  Troubleshooters will never learn what really 
  happened in this corridor. 
   I THINK I 
  NEED TO LIE 
  DOWN.
  
  12
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  6. Corridor 994 
  – Mirrored Corridor
  The walls of this corridor are mirrored, 
  so it is like you are being followed 
  by an infinite number of copies of 
  yourself. It is rather unnerving. 
  Any laser ﬁ re in here bounces and keeps 
  bouncing until it hits something important.  
  7. Corridor 4923 
  – Tiny Corridor
  This corridor’s ceiling is getting 
  progressively lower and it is all getting 
  narrower as you walk along. If you 
  keep going, you will have to go in 
  single ﬁ le and then crawl. You think it 
  opens up again further along but it is 
  hard to tell for certain. This is Alpha 
  Complex – for all you know, that 
  corridor could end in a singularity and 
  it only looks like it is getting narrower 
  because you are on the edge of the 
  event horizon. 
  Actually, this corridor just gets narrower and 
  narrower – there is no black hole (for once). 
  However, to get through, the Troubleshooters 
  will have to go in single ﬁ le and it is too narrow 
  to turn around or even look over your shoulder 
  once you get going. The Troubleshooter at the 
  rear could, for instance, ﬁ re one laser blast up 
  the corridor that would hit everyone else…
  8. Corridor 302 – This 
  Corridor’s Mine
  As you walk down the corridor, you 
  notice a warning message stencilled 
  onto the ﬂ oor. It reads ‘WARNING: 
  MINEFIELD.’ The stretch of corridor 
  beyond is surprisingly empty of 
  trafﬁ c. 
  It is a Death Leopard prank – there are no 
  mines down the corridor. 
  However, there is a loose panel in the ﬂ oor. If 
  anyone tries walking down the corridor, then 
  they step on the panel and it goes ‘CLICK’ in 
  a loud way that oddly reminds everyone in the 
  group of a mine arming itself. Ask the brave 
  Troubleshooter who went ﬁ rst if he wants to lift 
  his leg. Ask everyone else if they want to do 
  anything in response to him deciding whether 
  or not he wants to move his leg. 
  If anyone probes beneath the panel, there’s 
  a large round object that looks a bit like a 
  mine under there (it is a discarded ﬁ lm reel 
  containing outtakes from a 1950s-style Anti-
  Commie warning video; lots of hilarious stuff 
  where the stern-faced narrator talks about the 
  duck and cover method, then breaks down 
  laughing).
  9. Corridor 558 – Transbot 
  Coming Through 
  That’s odd. This corridor has a raised 
  metal strip running down the middle of 
  it. There are also some alcoves along 
  the walls – they are not confession 
  booths but they might be some sort of 
  new open-plan termination booth. 
  This corridor has been recently added to the 
  Alpha Complex Revised Transport Integration 
  & Rezoning Scheme, which means that it 
  doubles as a transtube. Every few minutes, a 
  super-high-velocity transbot zooms down this 
  corridor at, well, super-high-velocity. Anyone 
  not indoors or standing in one of those handy 
  alcoves get squashed. 
  So, as the Troubleshooters are walking along, 
  a siren starts. Ask what the Troubleshooters 
  do in response. If the answer is anything other 
  than ‘I run to an alcove’, then it’s squashing 
  time. Oh and there is one fewer alcove within 
  reach than there are Troubleshooters. 
  Tech Services, Transport Division would like to 
  apologise for any delays on this service, which 
  are due to debris on the line.
  10. Corridor X504 
  – Clearance Crossing
  This corridor looks pretty much like 
  any other corridor, with one difference. 
  Instead of a coloured stripe on the wall 
  designating the corridor’s clearance, 
  there’s a set of long lighted strips 
  – red, orange, yellow and so on, all the 
  way up to violet. The RED light strip is 
  currently illuminated.
  
  13
  WHO SAID WHAT?
  4: CORRIDORS
  It is what everyone has been waiting for! 
  Dynamically allocated security clearances! 
  Yes, this corridor can be switched from RED 
  to, say, INDIGO clearance at the ﬂ ick of a 
  switch. How handy!
  Of course, this means that some unfortunate 
  citizen could be caught in the corridor as it 
  changes clearance and so unwittingly commit 
  treason. To avoid this unlikely circumstance, 
  the dynamic security clearance system 
  provides a brief ‘grace period’, during which 
  the higher-clearance light ﬂ ashes but does 
  not fully illuminate.
  Oh, it is also possible for the light to burn 
  out before illuminating, in which case no-one 
  knows the current clearance of the corridor.
  11. Corridor 731 
  – Outdoors Ahoy
  As you walk down the corridor, 
  something about it puts a spring in 
  your step. The air’s fresher here and it 
  smells better. That said, there’s some 
  sort of debris on the ground that looks 
  like small ovals of crumpled green 
  paper and a few grains of some brown 
  gunk. This place hasn’t been cleaned 
  in some time. 
  And what was that? Something tiny 
  just skittered across the wall at the 
  edge of your vision!
  This corridor conceals a secret – one of the wall 
  panels is a secret exit from Alpha Complex, 
  leading to a tunnel leading Outdoors. The 
  green papers are leaves, the brown gunk is dirt 
  tracked in on the soles of the Sierra Clubbers 
  who frequent this corridor. The moving things 
  are insects, invading Alpha Complex’s not-
  quite-hermetically-sealed environment.
  If the Troubleshooters spend too long in 
  this corridor, then a band of four Sierra Club 
  members arrive and try to get them to leave 
  by any means possible, starting with ‘gee, 
  this is a boring corridor, why don’t you 
  go and stand over there’ to ‘I’m sure I 
  saw Commies around the corner’ and 
  ﬁ nally ‘well done! I’m actually a BLUE 
  in disguise and you’ve completed the 
  Standing in Corridors Loyalty Test. 
  Report for debrieﬁ ng and your Loyalty 
  Merit Badge.’
  The other complication is an inquisitive and 
  amorous badger. Inquisitive and amorous 
  badgers always complicate things. 
  However, if the badger is not complicating 
  enough, then the Troubleshooters can exit, 
  pursued by a bear.
  12. Corridor 56 
  – Friendly Transport
  As you enter this corridor, there’s 
  a click and the section of ﬂ oor you 
  just stepped on rises up slightly and 
  ﬂ oats forward, carrying you with it. A 
  voice says ‘welcome to the Interactive 
  Corridor Experience. This corridor 
  is here to meet your needs. Your 
  personal transport tile will convey you 
  to your destination in this corridor. En 
  route, please enjoy the in-corridor 
  entertainment service, listen to our 
  tourism and travel advisory messages 
  and take advantage of our selection of 
  drinks, snacks and souvenirs.’ 
  You notice that up ahead, the ﬂ oor 
  drops away – it is not so much 
  a corridor as a chasm. Your tile 
  accelerates smoothly into empty 
  space but somehow keeps ﬂ oating. If 
  you step off, though, it is a long way 
  down.
  Anyone entering this corridor gets their 
  own little individual magnetically-levitated 
  transport tile. The tile glides smoothly to the 
  destination speciﬁ ed by the rider – more or 
  less. Building a magnetic levitation system 
  was really expensive and the corridor has a 
  lot of costs it needs to justify. Therefore, the 
  tiles move very, very slowly while the voice 
  drones on about advertisements, special 
  offers and tourist attractions along the corridor 
  (‘while on this corridor, you should visit 
  QuikPrint Printing & Deleting Services, 
  for all your ofﬁ ce paperwork needs. I’ll 
  just bring you there now, so you can 
  have a chat with a sales rep. Yes, you 
  said “follow that tile” and I am indeed 
  bringing you in pursuit of the Commie 
  Mutant Traitor but that doesn’t mean 
  you can’t avail of great printing offers 
  at the same time. No? You sound 
  stressed, how about a can of Bouncy 
  Bubble Beverage? I’ll just pull in at the 
  vending machine up here…)
  Troubleshooters can jump from tile to tile if 
  they wish. Tiles are clearance-coded – the 
  higher your clearance, the faster your tile. 
  Advertisement and in-tile entertainment are 
  also keyed to clearance level.  
  13. Corridor 57 – 
  Psychotic Transport
  This corridor is identical to corridor 56, with 
  one small difference – the computer software 
  managing it has been hacked by Computer 
  Phreak pranksters, so it is a completely 
  insane corridor. Everything works normally 
  until the Troubleshooters are on the ﬂ oating 
  tiles over the abyss, whereupon the corridor 
  computer goes nuts. ‘System error! 
  System error! System errbzzzzztttttt 
  BEEP BOOP BEEP And we’re back 
  online. Hey, it’s D00mb0y here, your 
  friendly neighbourhood Computer 
  Phreak with this message recorded 
  for you commuters only! Let’s play 
  “justify our existence”! D00mb0y 
  likes people who serve the Computer 
  Phreaks and give him cool stuff. 
  D00mb0y drops people who don’t 
  serve the Computer Phreaks or who 
  don’t entertain him into very deep dark 
  holes. Troubleshooter 1, you’re up 
  ﬁ rst! Justify your existence!’
  D00mb0y is indeed a Computer Phreak 
  hacker; he wants blackmail material, he wants 
  money, he wants his enemies terminated, he 
  wants cool computer software and weapons, 
  he wants stuff but most of all he wants to be 
  entertained. Fail to entertain him and he drops 
  you into a big dark pit. 
  14. Corridor 91 – Death 
  Star Architecture
  You can’t help but notice as you enter 
  this corridor that it leads to a bridge 
  over a deep shaft. You can see the 
  
  14
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  dim glow of factories or foundries or 
  maybe eyes in the depths. It’s a long 
  way down, at least 20 levels, maybe 
  more. 
  A sign at the start of the bridge reads 
  ‘Please do not fall over the side of this bridge. 
  This message sponsored by the Materials 
  Conservation Initiative.’ It seems that the 
  narrow bridge’s handrails have been 
  removed for recycling. No doubt 
  they were made of some valuable 
  material. 
  Obviously, anyone pushed over the edge, fall 
  and go splat. The bridge is wide enough for 
  two Troubleshooters. Maybe. 
  15. Corridor 102 
  – Flooded Corridor 
  You walk down a short ﬂ ight of stairs 
  to get to this corridor. As you descend, 
  you can’t help but notice the water at 
  the bottom. The corridor appears to be 
  ﬂ ooded up to chest-height with dark, 
  stagnant water. There’s an alarming 
  oily sheen on the water and a strong 
  chemical smell. As you approach, 
  something slithers in the depths.
  Officially, this corridor is not flooded. It is 
  leaking slightly, with a priority E leak (a drip). 
  This leak turned into a downpour but the 
  priority level never changed. Those living in 
  the corridor have had to make adjustments to 
  their behaviour – they have got canoes made 
  out of ﬁ ling cabinets and the doors have been 
  sawn in half so you can climb in the top without 
  letting the water in. Sandbags (well, bags made 
  from ground-up polystyrene anyway) are in 
  short supply. 
  And yes, things do live in the water. Horrible, 
  squamous things. 
  16. Corridor X94 – Former 
  Test Firing Range
  There’s an interesting sign at the 
  entrance to this corridor. It reads 
  ‘Armed Forces Test Firing Range. Do Not 
  Enter.’ It looks like someone pasted 
  something over the sign in the past 
  but whatever was there has been 
  torn down.
  The sign was formerly covered by a poster 
  saying ‘Corridor Reassigned To 
  Standard Foot Trafﬁ c – Enter As Per 
  Your Security Clearance. New ﬁ ring 
  range is located at end of corridor’. It’s 
  perfectly safe to enter…
  …unless, of course, a bunch of Armed Forces 
  goons show up, looking for the ﬁ ring range 
  and assume the Troubleshooters are the 
  targets…
  17. Corridor D46 
  – Sloping Corridor
  As you walk down the corridor, you 
  become increasingly convinced that 
  it’s sloping sharply down. You feel 
  like you’re about to slip and fall at any 
  second. If the slope increases any 
  more, you’ll be facing straight down 
  into a pit. 
  The corridor is actually perfectly level – it is 
  just a low-level hallucination coupled with 
  a trick of perspective. Objects placed on 
  the corridor ﬂ oor do not roll forward or slip. 
  Nonetheless, mention every so often that the 
  Troubleshooters are very far underground, 
  to give them the impression that they were 
  actually descending for some time.
  18. Corridor 990 – The 
  Whispering Gallery
  ‘Comrade, it is good to ﬁ nally meet 
  you. The bomb is in locker number 
  16. The timer is set for one hour. You 
  know what to do’. The words seem 
  to come out of nowhere as you walk 
  along this newly-built curvy corridor. 
  What do you do?
  The acoustics of this corridor have created 
  a sort of whispering gallery, where words 
  spoken at one point can be heard perfectly 
  in a corresponding point elsewhere in the 
  corridor. The Troubleshooters just overheard 
  a conversation between two PURGE agents 
  that took place several hundred metres back 
  along the corridor. By the time they get to 
  that point, the traitors will have gone. The 
  Troubleshooters can try to foil the bombing 
  or just use the whispering gallery to spy on 
  people.
  19. Corridor 541 – The 
  Clearance out of Space
  A branch off this corridor is marked 
  with an unusual clearance stripe. You 
  don’t know what colour it is. It’s not one 
  of the standard spectrum of clearance 
  colours. In fact, you don’t even have 
  a name for it.
  What could this colour be? The fabled GAMMA 
  clearance beyond ULTRAVIOLET, perhaps? 
  Or a mistake in the paint mixing factory? If the 
  Troubleshooters watch, then they spot citizens 
  wearing jumpsuits matching the colour moving 
  in the distance, then a door slams shut blocking 
  access to that corridor branch. If asked, The 
  Computer denies that corridor exists.
  LOOK AT 
  THE PRETTY 
  LIGHTS.
  
  15
  JUNIOR CITIZENS, ROTH TROUBLE AND TRAITOR FREE!
  4: CORRIDORS
  20. Corridor 033 
  – Undersea Corridor 
  The corridor walls up ahead are made 
  of transparent plastic, not concrete. 
  The corridor goes under a space ﬁ lled 
  with liquid, maybe the bottom of a 
  water tank or even under the ocean!
  Damaging the plastic means a watery death 
  for everyone in this section of corridor. Shapes 
  like whales move in the murky waters beyond. 
  Some of the shapes have tentacles. 
  Corridor 
  Encounters
  1. Psychological Experiment
  As you enter the corridor, a citizen 
  in an ORANGE jumpsuit comes up 
  to you with a clipboard. ‘Excuse me, 
  Troubleshooter, we’re doing a survey 
  on corridor usage. Can you please tell 
  me your destination?’ 
  The citizen – Wendy-O-GUG – is part of a 
  HPD&MC Psychological Test. All the door 
  numbers in this corridor have been replaced 
  by ﬂ at-screen monitors. The idea of the test is 
  to see how citizens cope with confusion and 
  contradictions, by changing the numbering 
  system so people are unable to find their 
  destination. This will provide very useful and 
  fascinating data for further corridor-related 
  psychology tests.
  As soon as the Troubleshooters leave 
  Wendy-O, she transmits their destination 
  to her partner, Horace-O, who updates the 
  ﬂ at-panels to remove the destination from the 
  list of numbers. He also randomly changes 
  the numbering system every so often; the 
  corridor might initially go ‘1, 2, 3, 4…50’ then 
  be switched to ‘105…107…109…’ and 
  then to ‘A…B…C…’, and then ‘Roebuck 
  Room, Salisbury Room, Staghorn 
  Room’. The display never changes when the 
  Troubleshooters are watching.
  Once the Troubleshooters display signs of 
  frustration, unhappiness or weapons fire, 
  then Wendy-G returns to them and explains 
  that they have been part of a psychological 
  experiment. She asks them to answer a series 
  of questions:
  � On a scale of one to five, with one 
  meaning no priority and ﬁ ve meaning high 
  priority, how important is time-keeping to 
  the Troubleshooters?
  � On the same scale, how important is 
  the safety and happiness of their fellow 
  citizens to the Troubleshooters?
  � On a scale of one to five, with one 
  indicating extreme loss of happiness and 
  ﬁ ve representing no loss of happiness, 
  how did the experiment affect their 
  happiness levels?
  � On the same scale, how does getting lost 
  in Alpha Complex normally affect their 
  happiness levels?
  � Do they get lost often? If so, why?
  � On a scale of one to five, with one 
  indicating no agreement, three some 
  agreement and ﬁ ve full agreement, how 
  would they agree with the statement 
  ‘Corridor Signposting In Alpha 
  Complex is a source of stress or 
  worry in my life?’
  � On the same scale, how would they 
  agree with the statement ‘Computer-
  authorised psychological testing is 
  vital to the mental health of Alpha 
  Complex’s citizens?’
  2. INFRARED Market
  As you approach this corridor, you 
  hear a lot of noise and activity around 
  the corner but when you get to the 
  corridor, you just see a long, boring 
  corridor. There are an awful lot of 
  citizens standing around doing nothing 
  in a totally non-suspicious way and a 
  long row of vending machines with 
  ‘OUT OF ORDER’ signs stuck to them. 
  No-one else in the corridor is saying 
  a word, they’re all just staring off into 
  space or whistling idly in a totally non-
  suspicious way. The word ‘loitering’ 
  was invented for this very tableau. 
  There is an illegal INFRARED market taking 
  place in this corridor. All the illegal goods are 
  stored in those out-of-order vending machines 
  or behind panels in the walls. As soon as 
  the Troubleshooters are gone, the market 
  resumes. If the Troubleshooters hang around, 
  they will be approached by Tony-Y, the Free 
  Enterprise capo who runs the market, asking 
  them if they are interested in ‘bargains’. If 
  they respond along the lines of ‘yes, we 
  love dealing in illegal goods, please 
  show us your cheap laser barrels and 
  stolen realfoods’ then the market blossoms 
  around the Troubleshooters, the corridor 
  transforming itself from a dull passageway 
  into a rollicking Victorian market in seconds. 
  If they say something like ‘that sounds like 
  treasonous talk, I should terminate 
  the lot of you’ then the mob descends on 
  the Troubleshooters and throws them down a 
  garbage chute.
  
  16
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  3. FCCC-P Zealots
  You are approached by a pair of RED 
  citizens, bearing pamphlets. ‘Excuse 
  me, friend citizen’ says one, ‘have you 
  heard the good reports?’
  These two citizens – Belinda-R and Cecil-R 
  – are devotees of the First Church of Christ 
  Computer Programmer and are trying to 
  convert passing citizens to the church. They 
  have pamphlets, they have faith, they have 
  determination, they have free drugs and most 
  importantly of all, they have got the moral 
  ﬁ bre of the average Troubleshooter. They 
  will say absolutely anything as long as you 
  promise to attend the next church meeting. 
  They will audit your engrams, they will promise 
  you promotions, they will hint that they know 
  secrets about your mission – whatever it takes. 
  Belinda-R and Cecil-R will keep harassing 
  the Troubleshooters all down the length of 
  the corridor.
  If the Troubleshooters make a fuss or attempt 
  to arrest the pair as traitors, then a GREEN 
  goon called Alan-G shows up. He is another 
  FCCC-Per. Belinda and Cecil make the sign of 
  the crossed circuit (the secret recognition code 
  of the Church). Alan-G immediately takes the 
  side of Belinda and Cecil.
  4. Bizarre Security Check
  Midway down this corridor, you see 
  several security guards manning a 
  large scanner of some sort. There’s a 
  lengthy queue in front of the scanner, 
  as citizens wait to be processed. 
  Occasionally, lights on the scanner 
  ﬂ ash and a siren sounds but there are 
  too many people between you and 
  the scanner for you to see what the 
  scanner is checking for. 
  The scanner is searching for:
  Roll
  Target
  1
  Illegal weapons – any 
  uncleared or illegal weapons 
  held by the Troubleshooters will 
  be detected
  2
  Illegal equipment – any 
  uncleared or illegal equipment 
  will be detected
  3
  Low hygiene standards – any 
  Troubleshooter not perfectly 
  hygienic will be detected
  Roll
  Target
  4
  Mutants – roll under the Power 
  score of a mutant to detect his 
  genetic deviancy
  5
  Bioweapons – any uncleared or 
  illegal bioweapons or B3 will be 
  detected
  6
  Illegal drug possession
  7
  Illegal drug use
  8
  Illegal cybernetics or implants
  9
  Illegal organic material, such 
  as material imported from 
  Outdoors
  10
  Excessive sweat or body hair
  11
  Exposure to biotoxins 
  or radioactivity – those 
  detected are put through a 
  decontamination wash
  12
  Illegal thoughts – roll randomly 
  for each Troubleshooter to see 
  if they are picked out as having 
  bad thoughts
  13
  Excessive personal magnetism, 
  suggesting mutant abilities
  14
  Inadequate commercial 
  transactions within the last 
  daycycle – any Troubleshooter 
  who has not spent at least 100 
  credits is detected and charged
  15
  Treason. It doesn’t actually 
  work. 
  16
  Scanner is faulty – no-one is 
  being allowed through until it is 
  repaired.
  17
  Scanner is jammed by a very 
  fat INFRARED
  18
  Scanner jams while scanning a 
  Troubleshooter
  19
  Scanner is actually a secret 
  society scheme
  20
  Roll twice and combine the 
  results
  5. Vending Machine Hostility
  As you walk down the corridor, a 
  vending machine pipes up. ‘Hey 
  buddy’ it chimes, ‘you look thirsty. 
  How about a nice, refreshing cup of 
  CoffeeLike? It sure would hit the spot, 
  I bet.’
  There are a lot of signs surrounding 
  this particular vending machine. ‘Do 
  not shoot this vending machine’ says 
  one; ‘Vandalism of Alpha Complex 
  property, including vending machines’ 
  reads another. A third one says simply 
  ‘danger!’ There’s also a security 
  camera scanning the area around this 
  vending machine. 
  This vending machine (serial number 
  538880222-A) has more than a few screws 
  loose. It is absolutely obsessed with getting the 
  Troubleshooters to buy a cup of CoffeeLike. To 
  do this, it starts with suggestions, appeals and 
  advertising jingles and then jumps straight to 
  psychological manipulation, blackmail and dirty 
  tricks. The vending machine is used to dealing 
  with Troubleshooters, so it might:
  � Hint that it’s got a message from a 
  Troubleshooter’s secret society hidden 
  in the cup of CoffeeLike that he’s about 
  to buy.
  � Mention that the Troubleshooter’s brieﬁ ng 
  officer or other superior really likes 
  CoffeeLike and they should bring him a 
  cup.
  � Suggest that The Computer really likes 
  this vending machine and rewards those 
  who buy from it.
  � Claim that it was accidentally stocked 
  with cone riﬂ e shells instead of cups of 
  CoffeeLike.
  � Pretend to have overheard a conversation 
  vital to the Troubleshooters’ mission.
  If the Troubleshooters attempt to ignore the 
  vending machine or attack it, it’s got a panoply 
  of schemes, such as:
  � A really, really loud siren.
  � Spilling coffee onto the ﬂ oor, then claiming 
  the Troubleshooters will get into trouble 
  for littering. (It’s really accurate when ﬁ ring 
  a jet of piping hot coffee.)
  � Claiming that the Troubleshooters were 
  trying to vandalise it when a superior 
  walks by.
  � If a Troubleshooter buys CoffeeLike, it 
  refuses to give back his ME card until 
  everyone else has bought CoffeeLike 
  too.
  � Filling the corridor with clouds of steam.
  � Screaming that it recognises one of the 
  Troubleshooters – he was attending a 
  secret society. meeting in a room down 
  this very corridor. Commie! Commie! 
  Commie!
  6. Chemical Leak
  Up ahead, you can see a bank of thick 
  green fog rolling down the corridor 
  towards you. It smells distinctly caustic 
  
  17
  4: CORRIDORS
  and you can see the paint ﬂ aking and 
  peeling wherever the gas touches 
  it. Between you and the cloud are 
  a few INFRAREDs milling around 
  uncertainly.
  A pair of ﬁ gures in full-body YELLOW 
  biohazard suits and face masks 
  emerge from the cloud of gas and 
  wave at you and the INFRAREDs 
  to come forward. ‘Click…hiss…don’t 
  worry, folks. Everything’s under control…
  wheeze…this is just a routine venting 
  procedure, nothing harmful. None of you are 
  above ORANGE clearance, right? Good, in 
  that case, just proceed straight down this 
  corridor…wheeze’.
  The INFRAREDs glance at you, 
  then part like a black curtain, letting 
  you highly important and senior 
  Troubleshooters go ﬁ rst.
  Yay! It’s mysterious gas time. Pick an effect 
  for the gas:
  � Hallucinogen: Anyone inhaling the 
  gas is totally unaffected – AAAAGH! 
  DEMON CENTIPEDES!
  � Ow That Burns!: S4M organic 
  damage.
  � Ow That Really Burns: S3V organic 
  damage.
  � Alarming stains: Anyone passing 
  through the gas has their skin and hair 
  turn bright green. 
  � Melts plastic: Any plastic items are 
  destroyed by the gas.
  � Mutagen: One Troubleshooter picks 
  up a random new mutation.
  � Highly explosive: The gas is 
  harmless. Unless you, say, ﬁ re a laser 
  into it. Or strike a match. Or just get a bit 
  too warm. In which case, boom.
  � Nasty Cough: Anyone passing 
  through the gas gets a really nasty cough 
  that simply will not go away.
  � Clinging Stench: Anyone passing 
  through the gas stinks. The smell persists 
  through standard decontamination 
  showers – you’ll need to lose your hair 
  and the top layer of skin before you’re 
  free of this stinky curse.
  � Projectile Vomiting: Really 
  impressive vomiting, too. Impressive 
  range, surprising volume and many, many 
  colours
  � Allergies: The Troubleshooters become 
  allergic to some common substance, like 
  the plastic handles of their laser pistols. 
  Touching the allergen causes painful 
  hives.
  7. Decontamination Dance
  Up ahead, you see a decontamination 
  station. An alarming amount of pasty 
  white cloneflesh is on display as 
  citizens pull off their jumpsuits, scrub 
  themselves in hot chemical showers, 
  then pass through a biosniffer to 
  ensure they’re free of whatever 
  they’re being decontaminated of. A 
  large warning sign cautions you not to 
  open your eyes while in the chemical 
  shower.
  To get through the decontamination station, 
  the Troubleshooters will have to strip naked, 
  leaving their gear on a circular shelf. They then 
  step through the showers to the far side, get 
  scanned and can then spin the shelf around 
  to get their equipment back. There are only 
  two showers, so only two Troubleshooters 
  can go through at any time. While those two 
  are in the showers, the other Troubleshooters 
  have access to their gear, so any light-ﬁ ngered 
  rogues could steal or plant items. 
  Oh, opening your eyes in the shower is S4M 
  organic damage. 
  8. Queue Mix-Up
  There’s a very long queue to get 
  through this corridor. Hundreds of 
  citizens, mostly INFRAREDs but 
  with a scattering of higher-clearance 
  clones, wait patiently in line. RED-
  garbed guards patrol up and down, 
  ensuring no-one skips the queue.
  Unfortunately, there is a problem at the head 
  of the queue. There are two doors there – one 
  is the exit from the corridor, the other is the 
  entrance to an R&D Experimental Pile Relief 
  Surgery clinic. A clone called Keith-R was 
  queuing for that clinic when his mutant power 
  of Death Simulation kicked in for the ﬁ rst time. 
  Keith-R froze in place and has not moved in 
  weeks. The next clone to come along assumed 
  Keith-R was waiting for the exit from the 
  
  18
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  corridor and started queuing behind him and 
  the next citizen queued behind them and then 
  the next and the next and the next…
  If the Troubleshooters join the queue, they 
  will quickly discover that it is not moving at 
  all. They can try to pull rank and skip places 
  up the queue but only if the guards are not 
  looking and anyway, they will soon run into 
  an ORANGE or YELLOW and be stuck there. 
  If they do skip up, they will be able to spot the 
  unmoving living-corpse of Keith-R. The best 
  way to get past is to remove Keith-R from the 
  head of the queue, in which case the citizen 
  after him goes into the pile clinic, discovers it’s 
  a pile clinic and runs out of the corridor. 
  The Troubleshooters can also escape this 
  trap by going to the exit to the corridor instead 
  of the pile clinic everyone else is mistakenly 
  queuing for. 
  9. Corridor Running Club
  You hear the thunder of a hundred 
  bootsteps coming up the corridor from 
  behind you and 50 very fat clones 
  hove into view. They’re sprinting – or 
  at least swiftly waddling – towards 
  you. They’re led by a YELLOW 
  citizen in a tracksuit, who’s blowing 
  enthusiastically on a whistle and 
  shouting encouragement.
  It is a Corridor Running Club, one of the many 
  exciting Elective Activity or Pursuit sports clubs 
  for the entertainment and ediﬁ cation of Alpha 
  Complex’s citizenry1. Corridor running clubs 
  run from A to B as fast as they can, and then 
  from B back to A again. Sometimes, they visit 
  C, or just fall over wheezing and sweating at 
  D. Anyway, the Troubleshooters are right in 
  the path of this club and about to get squished. 
  The YELLOW is Hitchens-Y, the supervisor of 
  this particular club. He’s planning on beating 
  the Corridor Running Club of the neighbouring 
  sector in the annual Corridor Running Club 
  Run-Off, and isn’t going to let some annoying 
  Troubleshooters slow his club down. They’re 
  running down this corridor, and if you get in 
  their way, it’s not their fault!
  1: For more on EAP clubs, see the free 
  download at web address on the 
  mongoose site. 
  10 Troubleshooters Coming 
  In The Other Direction
  Turning into the corridor, you’re 
  nearly hit by a stray laser blast. 
  There are several heavily armed 
  Troubleshooters running towards you. 
  One is some distance ahead of the 
  rest and the pursuers seem to be ﬁ ring 
  lasers at the pursued. He runs up to 
  you waving his ME card and screams 
  ‘I’m Internal Security, get me out of here!’
  So, there’s Yorick-R, the team leader, and 
  the rest of his team and there’s Samantha-R 
  the undercover IntSec spy. The team just 
  attempted to deal with a bunch of Commie 
  Mutant Traitors by blowing up the very 
  important and expensive experimental gadget 
  stolen by the Commie Mutant Traitors instead 
  of heroically battling the Commie Mutant 
  Traitors, then Samantha-R accused them all 
  of treachery and it all went a bit messy. 
  Anyway, the player characters have a choice. 
  They can side with Samantha-R and Internal 
  Security, in which case a bunch of IntSec goons 
  show up a few minutes later and blast Yorick-R 
  and the rest of his team to disassociated and 
  presumably somewhat less treasonous atoms 
  or they can side with Yorick-R, stuff Samatha-R 
  into a garbage disposal chute and pretend that 
  nothing ever happened, in which case Yorick-R 
  orders his (treacherous) Equipment Guy to 
  hand over the ﬂ amethrower issued to his team 
  as a reward for the player characters. 
  11. The Lost Corridor
  While travelling through a quiet, 
  obscure part of this sector, you turn the 
  corner into the next corridor and you 
  run into a sheet of black plastic strung 
  across the entrance. Pushing past, 
  you ﬁ nd yourself in a bizarre shanty 
  town. There are bedrolls, hammocks, 
  cooking fires, piles of scavenged 
  debris and supplies and a crowd of 
  citizens who are deﬁ nitely below the 
  minimum hygiene standard.
  This corridor does not exist. It was ofﬁ cially 
  closed many yearcycles ago and as far as 
  The Computer knows, there is nothing here. 
  Therefore, anyone in this corridor does not 
  exist. This fact was discovered by fleeing 
  traitors, leading to the creation of this little 
  colony of the treacherous. Some of these 
  clones are condemned criminals, others just 
  wanted to escape life in Alpha Complex. 
  The leader of the Lost Corridor is Meredith, 
  formerly Meredith-B, who was convicted of 
  being a Humanist and allegedly ﬂ ed Alpha 
  Complex. Troubleshooters may recognise her 
  from a recent Hour of Hate, when her image 
  was displayed on monitors throughout Alpha 
  Complex for the people to hate. Meredith-B 
  pleads with the Troubleshooters to move on 
  quietly and ignore the Lost Corridor. 
  Reporting the Lost Corridor is a bit tricky. It’s 
  one thing to say ‘Friend Computer, I’ve just 
  uncovered a lair of Commie Mutant Traitors’ 
  but then The Computer replies ‘According to 
  your PDC locator beacon, you are in an invalid 
  location. Therefore, there are no Commie 
  Mutant Traitors there, so I must surmise 
  you are hallucinating. Report to your unit’s 
  Happiness Ofﬁ cer for biochemical funjustment.’ 
  A better approach is to call in Internal Security 
  (who take credit for uncovering this nest of 
  villains). Oh, if the Troubleshooters do report 
  the Lost Corridor successful, then they’ve just 
  pissed off Free Enterprise, the Romantics, the 
  Humanists and the Sierra Club, all of whom 
  use the Lost Corridor. 
  12. Market Testing
  ‘Just a few moments of your time, 
  friend!’ Suddenly, there’s a grinning 
  citizen in ORANGE standing next to 
  you and you swear he wasn’t there a 
  moment ago. ‘Hi, the name’s Denver-
  O! I’m doing market testing for PLC 
  and I think it’d be just mandatory if you 
  gave me your impressions of a few of 
  our new products.’
  He opens a satchel containing a 
  variety of exciting and experimental 
  products, one per Troubleshooter.
  The characters have a choice of products 
  here:
  � A can of B3: ‘All new ﬂ avours’ 
  enthuses Denver-O. It also makes 
  the Troubleshooter’s stomach bubble 
  
  19
  AT LEAST IT’S CLEANER THAN THE INFRARED BARRACKS.
  4: CORRIDORS
  excitingly. This bubbling intensifies 
  over the course of the mission until it 
  becomes agonisingly painful and then 
  subsides. The other side effect is that the 
  Troubleshooter becomes immune to the 
  effects of all drugs. 
  � A hairdryer: ‘It styles as it dries’ 
  claims Denver-O, and the hairdryer does 
  indeed spray a thick layer of hair gel 
  as it dries. This gel is very sticky and 
  the Troubleshooter’s head will stick to 
  anything it touches. 
  � A breath m vsxint: ‘The mintiest 
  mint ever produced by science!’ 
  This breath mint is so fresh and minty 
  that it completely annihilates the 
  Troubleshooter’s sense of taste. All he 
  can taste is mint… forever.
  � A laser freshener: ‘Makes your 
  laser pistol kill with the fresh scent 
  of pine.’ No other effect.
  � Some foodstuff on a stick: ‘It’s 
  a blend of nutrients and ﬁ bre’. It’s 
  also alive and wriggly, and screams ‘no! 
  no!’ as you eat it. 
  � A tube of pills: ‘For enjoyment 
  of life!’ These are mood enhancers. 
  The Troubleshooter’s emotions are now 
  supercharged. If he feels anything, he 
  feels it superintensely.
  � A small white oval with a single 
  button on it: ‘It’s a personal 
  scrubbot!’ When activated, the 
  little bot starts crawling around the 
  Troubleshooter’s body, scrubbing both 
  uniform and epidermis. It’s quite pleasant 
  and very clean, until the little bot crawls 
  into your underwear and vanishes into 
  whatever oriﬁ ces it ﬁ nds. It emerges from 
  a different oriﬁ ce later on, having cleaned 
  your digestive system to a mirror ﬁ nish.
  � A pair of black gloves: ‘Stylish 
  yet functional’. These contain 
  force-feedback recorders for Internal 
  Security. IntSec now knows what this 
  Troubleshooter’s hands are doing at any 
  time.
  13. Hygiene Inspection 
  Up ahead, you see a hygiene inspection 
  unit – a series of booths where you get 
  to be probed, photographed, stripped, 
  probed again, photographed again 
  and then sprayed with chemicals. It’s 
  so much fun that it’s got a dedicated 
  happiness officer standing at the 
  entrance, handing out happy pills.
  Equipment often goes missing at hygiene 
  inspection units, stolen by opportunistic 
  passers-by or by Free Enterprise thieves 
  – or by fellow Troubleshooters. Furthermore, 
  any Troubleshooter who is out of uniform 
  or below minimum hygiene standards or is 
  carrying illegal equipment will be spotted and 
  chastened. Often, this chastening comes in the 
  form of chemical additives to the shower. 
  14. Fleshbags
  You see several odd piles of pinkish 
  fabric or plastic lying on the corridor 
  ﬂ oor up ahead.
  On closer examination, they are suits of human 
  skin, lying on the ﬂ oor as if shed like a hide. 
  There is no sign of clothing or equipment, nor is 
  there any blood or other clues. There are more 
  than 30 such skins. The Troubleshooters will 
  never learn what happened here and neither 
  will you.
  15. Paranoid Questioning
  A pair of BLUE citizens with clipboards 
  stop you as you march down the 
  corridor. ‘Answer the question’ barks 
  the ﬁ rst one! 
  The two nameless BLUEs have a series of 
  bizarre questions for the Troubleshooters:
  � How many laser barrels were you issued 
  with? How many have you ﬁ red? Why? 
  Did you ever ﬁ re in the vicinity of Room 
  443? If not, why not?
  � How many Troubleshooters were in your 
  team when you began this mission? Are 
  you sure? Do you know a Gerold-R? If 
  not, why not? Are you sure you have no 
  memory of him? Think carefully!
  � Does the phrase ‘Project Reality Insertion’ 
  mean anything to you? What about ‘Dr. 
  Steingold?’ What about ‘U. R. E?’ or 
  ‘Unscheduled Reality Excursion?’ Have 
  you seen anything unusual that was also 
  coloured green lately?
  � Tell me about your dreams. 
  � Have you ever combined Bouncy Bubble 
  Beverage with any 
  other medication?
  � If I ordered you to 
  shoot me, what would 
  you do?
  � Has The Computer 
  ever talked to you 
  without using a PDC 
  or monitor? Have 
  you ever heard The 
  Computer’s voice in 
  your head?
  � Would you like to 
  register as a mutant 
  now? Voluntary 
  registration will help 
  you in the long run, 
  believe me?
  � How many times have 
  you been cloned? Are 
  you sure? Can you 
  remember all your 
  deaths? What about 
  that time in URE 
  Sector? With the… 
  well, I’ve said enough. 
  If you don’t remember, 
  then maybe that’s for 
  the best. Maybe they’ll 
  stop following you.
  
  20
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  16. From Beyond
  As you turn a corner in the corridor, a 
  voice screams at you to stop. Drawn 
  in chalk on the ﬂ oor just at your feet is 
  a complex geometric pattern that runs 
  the length of this stretch of corridor. 
  Candles burn at several points. The 
  air crackles and boils in the centre of 
  one ﬁ ve-sided chalk diagram. 
  The person who shouted at you is an 
  R&D scientist in a lab coat and oddly, a 
  conical hat. ‘Experiment!’ he screams 
  at you ‘dangerous experiment! Don’t 
  take a step forward until we dismiss 
  IT!’
  He gestures at a waiting bot, which 
  starts advancing towards the chalk 
  diagram. The bot has a long boom 
  arm, which is carrying a heavy book, 
  a ringing alarm bell and a candle. As 
  the bot approaches the pentagram, 
  the atmospheric disturbance above it 
  intensiﬁ es and begins to glow red and 
  black. Meanwhile, the researcher is 
  shouting a string of nonsense words.
  You notice around this time that the 
  toe of Troubleshooter [NAME]’s boot 
  is just over one of the chalk lines.
  If the Troubleshooters point out that the 
  chalk line has been broken, then the scientist 
  screams and runs. A few moments later, a 
  squad of Vulture Troopers in unusually ornate 
  uniforms march up and take Troubleshooter 
  [NAME] into custody. He’s brought off to an 
  incinerator and well, incinerated. 
  If they do not mention the broken chalk 
  line, then pass a note to Troubleshooter 
  [NAME] informing him that he feels slightly 
  different. Suggest he feels like he’s gained 
  the Pyrokinesis and Telekinesis abilities (he 
  hasn’t – it’s an experiment in psychological 
  manipulation of citizens using occult 
  symbology… probably…) 
  17. Warbot Coming Through
  You hear a thunderous grinding noise 
  coming up the corridor towards you. 
  Your path is blocked by a giant mobile 
  wall of steel, guns, tracks, cannons, 
  lasers, more armour and lots more 
  guns. It’s a warbot.
  The warbot barely ﬁ ts through the corridor 
  and the only way the Troubleshooters are 
  going to get past is by climbing over the titanic 
  war machine. However, the warbot has been 
  warned that there are Commie saboteurs 
  operating in this area and so is unwilling 
  to let people it does not trust touch it. How 
  will the Troubleshooters either prove their 
  trustworthiness to the giant bot or else sneak 
  past it? The bot is moving very, very slowly 
  down the corridor and there’s no other route 
  around that the Troubleshooters are cleared 
  to take.
  18. Pit Trap
  There’s a hidden pit trap in this corridor. Make a 
  secret High Alert roll for the ﬁ rst Troubleshooter 
  in the group. If he fails, he falls in. If he passes, 
  inform him that he’s noticed a trapdoor and 
  can step past it quietly or inform the next 
  Troubleshooter of the danger. 
  If one of the Troubleshooters falls in, read the 
  following to him secretly:
  Aaaagh! The ﬂ oor falls away beneath 
  you and you plummet into a slick 
  chute that carries you deep into the 
  bowels of Alpha Complex. Laser-
  lights ﬂ ash as you fall by, scanning 
  you. Down below you, you catch a 
  glimpse of a ﬁ ery pit, but with a clunk 
  you’re shunted onto a different chute 
  path. You land with a thump in a dark 
  chamber. You’re lying in the middle of 
  a circle of shadowy ﬁ gures.
  ‘We are the Illuminati’ says one of 
  them, ‘you work for US now. Fail, and 
  we will destroy you. Resist, and we will 
  destroy you. Do you understand?’
  Congratulations, Troubleshooter! You’ve just 
  joined the Illuminati at Degree 1. They give the 
  Troubleshooter a new secret society mission 
  and then send him back to rejoin the rest of 
  his team. They also dump a load of food vat 
  waste on him, to give him an alibi.
  19. Mandatory Confession
  A row of confession booths lines 
  one wall of this corridor. As you walk 
  past, The Computer says ‘attention, 
  Troubleshooters! Confession is 
  mandatory in this sector. Please 
  enter an unoccupied confession both 
  immediately. If no confession booth 
  is available, please wait and one will 
  become available shortly.’ As it says 
  that, there’s a blinding ﬂ ash of light 
  from one of the booths and the door 
  slides open, letting a cloud of hot ash 
  particles billow into the corridor. 
  It’s Confession Time! The Troubleshooters 
  each have a chance to privately inform Friend 
  Computer of their failings and the treasons of 
  others… 
  20. Outdoors Exit
  This corridor ends in an unguarded 
  door, leading Outdoors.
  The door is not guarded but it is watched by 
  hidden cameras (Tension 20). 
  
  21
  I THOUGHT YOU SAID FIRE!
  5: OFFICES
  5. Ofﬁ ces
  Death is a new ofﬁ ce building ﬁ lled 
  with modern furniture,
  A wise thing, but which has no purpose 
  for us.
  - John Ashbery, "A Last World"
  Either roll 1d20 to determine a random ofﬁ ce 
  that the Troubleshooters blunder into or pick an 
  ofﬁ ce from the list. Each ofﬁ ce lists its ostensible 
  purpose and why the Troubleshooters might 
  reasonably end up there. Reasons to end 
  up at an ofﬁ ce, of course, do not have to be 
  reasonable.
  1. CPU Ofﬁ ce of Collateral 
  Damage Registration 
  - Tic-Tac-Toe
  Office Purpose: Tracking damage to 
  computer property caused by Troubleshooters 
  in the course of their missions.
  Why You’d Come Here: Ordered to 
  report here after causing collateral damage.
  There are nine desks arranged in a 
  square facing you in this crowded ofﬁ ce, 
  which really has only enough room 
  for half that number of workstations. 
  There is also an extra chair crammed 
  in against one wall; a citizen in RED 
  is sitting there, trying to balance a 
  large ledger and computer console 
  on his knees. The rest of the ofﬁ ce 
  staff, a mix of REDs and ORANGEs, 
  studiously ignore him.
  Deep and strange are the plots of the High 
  Programmers, the cryptic masters of Alpha 
  Complex. Their schemes are far-reaching and 
  labyrinthine, stratagems played out of dozens 
  of yearcycles and across whole sectors. Every 
  citizen is enmeshed in their dark and terrible 
  games. 
  Admittedly, not all games are quite so dark 
  and terrible. Here, for example, a pair of 
  High Programmers play tic-tac-toe with ofﬁ ce 
  workers. Every so often, the ofﬁ ce workers 
  receive an ofﬁ cial command from on high, 
  telling them that they have been reassigned 
  to new duties here in this very ofﬁ ce. The 10 
  clones – ﬁ ve RED, ﬁ ve ORANGE – line up 
  against the wall. The two High Programmers 
  then play REDs and ORANGEs by telephone, 
  assigning each citizen to the appropriate desk. 
  Three REDs or three ORANGEs in a row and 
  you win! 
  Trying to get anything done here is frustrating 
  when the clerk you are dealing with gets 
  swapped to another desk every few minutes. 
  Count yourself lucky, though, that you are not 
  trying to get anything done at the cubic Ofﬁ ce of 
  Revised Ubiquitous Banking and Commerce. 
  2. IntSec Department of 
  Observation – Smile Time
  Ofﬁ ce Purpose: Watching security camera 
  footage and making sinister notes.
  Why You’d Come Here: You need 
  security camera footage.
  This description applies only to the 
  ﬁ rst Troubleshooter to enter the 
  ofﬁ ce. Read it to him secretly. 
  On entering this ofﬁ ce, the ﬁ rst thing 
  you see is yourself, entering this 
  ofﬁ ce. Everywhere are huge banks of 
  monitors, displaying the picture feeds 
  from thousands of security cameras 
  scattered across Alpha Complex. 
  One bank shows the feeds from your 
  Troubleshooter team – from your 
  multicorder, from your PDCs, from 
  your laser pistol gun cameras and 
  some you don’t recognise. If you didn’t 
  know better, you’d swear that some 
  of your team had cameras implanted 
  behind their eyes. Other banks show 
  archive footage and it’s all of you. 
  You getting your mission brieﬁ ng, you 
  eating at the cafeteria, you walking 
  down the corridor, infra-red images of 
  you sleeping in your darkened quarters 
  last night. There’s even footage of you 
  back in the Junior Citizen crèche, 
  being taught to love The Computer or 
  being decanted from the tanks for the 
  ﬁ rst time. A dozen Internal Security 
  agents watch the screens and type 
  notes feverishly. Your whole life is up 
  there on the screens.
  Internal Security loves you and watches you 
  all the time. Smile for Internal Security. Be 
  happy for Internal Security. Does everyone in 
  Alpha Complex have such a room dedicated 
  to watching them?
  When the second and subsequent 
  Troubleshooters enter the room…
  This room is filled with banks of 
  monitors but when you enter, they all 
  switch off before you can see what 
  they were displaying. A dozen IntSec 
  agents spin around in their ergonomic 
  swivel chairs to face you. ‘Can we help 
  you, citizens?’ they ask.
  Never conﬁ rm that the ﬁ rst Troubleshooter 
  saw himself. Leave it uncertain as to whether 
  he genuinely found an ofﬁ ce dedicated to 
  observing him or he’s hallucinating due to 
  sheer paranoia.
  3. Power Services Fuel 
  Storage Co-ordination 
  - Choking Fog
  Ofﬁ ce Purpose: Keeping track of the stocks 
  of fossil fuel available to Alpha Complex. 
  Why You’d Come Here: Your vehicle 
  needs refuelling.
  When you open the door, tendrils of 
  thick, pungent smoke ﬂ ow out and 
  twine around your arm. The room 
  beyond is ﬁ lled with a cloud of dark 
  fog. You can dimly make out the glow 
  of monitors and the shapes of ofﬁ ce 
  desks in the gloom but the smoky 
  stench makes your eyes water.
  The staff of this ofﬁ ce wear gasmasks and 
  protective gear. They admit that it may be a bit 
  smoky in here but make no other mention of 
  the clouds of smoke. Troubleshooters entering 
  the room discover that there are huge gratings 
  underneath each desk and the smoke emerges 
  from these vents in great billowing plumes as 
  if the ofﬁ ce were built above an incinerator. 
  All the documents in this ofﬁ ce are stained 
  black with soot. 
  Spending too long in this ofﬁ ce means you start 
  choking to death. The staff might offer you a 
  glass of water if you are lucky. 
  
  22
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  4. CPU Department of 
  Redundant Departments 
  – The Graea
  Office Purpose: Ensuring that no 
  department has a sub-department that fulﬁ ls 
  the same role as another sub-department 
  of the same department, assuming the 
  department hasn’t departed from its standard 
  deportment. 
  Why You’d Come Here: Service Service 
  – you need a form checked by this ofﬁ ce.
  This is one of the older ofﬁ ces in Alpha 
  Complex, it seems. The ideal of the 
  paperless office hasn’t taken hold 
  here, as every available surface – and 
  some that are unavailable according 
  to the normal tenets of Euclidian 
  geometry – is crammed with papers 
  and documents of all kinds, mostly 
  yellowed. There are a few ancient 
  computer consoles underneath the 
  piles of paper, too. There are several 
  dozen battered old plastic desks here, 
  staffed by several dozen battered old 
  clones. At the back of the room is a 
  large safe, painted an aggressively 
  bright YELLOW. 
  Only three people in this ofﬁ ce seem 
  to be working. The rest sit around 
  staring at him. 
  The problem started here when a bureaucrat 
  upgraded the stationery cabinet’s security 
  rating to YELLOW. Now, the poor clones here 
  cannot get at the stationery except when the 
  ofﬁ ce supervisor calls in and he is only in on 
  MandatoryReportingDay, once per week. 
  Between them, they have a single pen, a single 
  working keyboard and a single ‘APPROVED’ 
  stamp, which they trade between them as 
  needed. Getting anything done here requires 
  a lot of negotiation, as pretty much every task 
  requires the pen, the keyboard and the stamp. 
  The Troubleshooters could also illegally break 
  into the stationery cabinet and its bounty of 
  keyboards, pens and sweet, sweet stamps.
  5. HPD&MC Bureau 
  of Compliance - 
  Complete Silence
  Office Purpose: Ensuring citizen 
  compliance in all things. 
  Why You’d Come Here: Service service 
  – you need a Compliancy Report.
  This is a huge white-tiled ofﬁ ce, with 
  rank after rank after rank of jet-black 
  desks. There are hundreds of clerks 
  here, tapping away at their computers 
  or marching smartly from desk to 
  desk. Overhead, there’s a network of 
  rails for the Ofﬁ ceBots and pneumatic 
  message pods that shuttle back and 
  forth. The overwhelming impression, 
  though, is complete silence. No-one 
  in this whole vast room is making any 
  noise at all.
  If a Troubleshooter is about to make noise, 
  then everyone in the office snaps around 
  to stare at him disapprovingly, even those 
  who could not possibly know he was going 
  to make a noise. Speaking out loud requires 
  a tremendous effort of will. If someone does 
  manage to make a loud sound, though, then 
  the ofﬁ ce suddenly erupts into a babble of 
  speech, the clatter of a hundred keyboards 
  and the chatter of printers and computers, as 
  if some spell had been broken. Everyone in 
  the ofﬁ ce seems weirdly relieved but is also 
  very much unwilling to associate with the 
  Troubleshooter who made the noise. The 
  impression given is that by making a noise, 
  the Troubleshooter has angered something 
  that would have been better left alone. 
  6. CPU Ofﬁ ce of 
  Systems Management - 
  Department of Narration
  Ofﬁ ce Purpose: Who knows?
  Why You’d Come Here: You’re lost.
  It’s a small, cramped ofﬁ ce. There’s 
  a clerk at the reception desk, while 
  behind him a little old female clone 
  types away on an old-fashioned 
  keyboard.
  
  23
  WHAT IS YOUR SECURITY CLEARANCE AGAIN?
  5: OFFICES
  While talking to the receptionist, one of the 
  Troubleshooters notices what the old woman 
  is typing. The first sentence he reads is 
  ‘Troubleshooter [NAME] notices what 
  is being typed. He is surprised but says 
  nothing. The other Troubleshooters 
  remain ignorant and meanwhile, in the 
  corridor outside, the-‘ The rest of the text is 
  blocked by the old woman’s body but reading 
  up the screen, the Troubleshooter can read a 
  terrifyingly detailed description of the mission 
  thus far, complete with descriptions of the 
  Troubleshooters’ thoughts and transcriptions 
  of their internal monologues. 
  If challenged, the old woman points out that 
  she is just a data entry clerk, copying from an 
  old paper ﬁ le. Indeed, she shows them an old 
  typewritten ﬁ le in a manila binder, yellowed 
  with age, which contains the exact text that 
  she has been typing. It is a mission report for 
  another group of Troubleshooters that happen 
  to have the exact same names as the player 
  characters but it is dated more than 80 years 
  ago. The rest of the paper ﬁ le is missing. 
  7. HPD&MC Centre for 
  Attitude Alignment
  Office Purpose: Personalised 
  Brainwashing
  Why You’d Come Here: Service 
  service – delivering a convicted traitor for 
  reprogramming
  As you enter this ofﬁ ce, your attention 
  is drawn to the large windows running 
  down one wall. They must be one-way 
  mirrors, as you can see small cells 
  beyond. There’s a citizen in each cell, 
  being monitored by several technicians 
  and scientists in this room. You can 
  hear recorded messages being played 
  in each cell, messages like ‘YOU ARE 
  CITIZEN JOE-R-FGC-2. YOU ARE 
  CITIZEN JOE-R-FGC-2. YOU LIKE 
  BOUNCY BUBBLE BEVERAGE AND 
  TEELA-O. YOU ARE A MEMBER OF 
  THE DEATH LEOPARD SECRET 
  SOCIETY.’ Running along the wall 
  opposite the observation windows are 
  long shelves, stacked full of small tape 
  cartridge cases. 
  This room is for brainwashing citizens into 
  believing that they are other citizens. One 
  of the technicians proudly explains that 
  they have perfected personality adjustment 
  to such a degree that they can completely 
  reorder a subject’s self-image and memory 
  within hours, thanks to a combination of 
  subliminal messaging, drugs, electroshock and 
  MemoMax reprogramming. It is remarkably 
  easy! The subjects almost never reassert 
  their previous personality, becoming instead 
  the individual constructed by this centre. The 
  number of subjects processed by this centre is 
  classiﬁ ed beyond the Troubleshooters’ security 
  clearance but the technician winks and says 
  they would be surprised if they knew how many 
  people had gone through those cells.
  If a Troubleshooter checks, he notices 
  that his name appears on one of the old 
  cartridge cases, implying either that he was 
  brainwashed in this ofﬁ ce or that someone 
  else was brainwashed to think that he is the 
  Troubleshooter. The cartridge inside the case, 
  however, is missing.
  8. CPU Bureau of 
  Information Collation 
  - The Archive
  Ofﬁ ce Purpose: Ensuring that no piece of 
  useful data is lost through censorship.
  Why You’d Come Here: You’re very 
  lost.
  Every square centimetre of this ofﬁ ce’s 
  walls, ﬂ oor and ceiling is covered in 
  scraps of paper and strings with more 
  scraps glued to them criss-cross the 
  room. A dozen printers are hooked 
  up to a computer console, spitting out 
  more sheets of paper. Each sheet has 
  at most three or four words printed 
  on it. A wild-haired clerk is grabbing 
  the printouts, cutting away everything 
  except the little bit of text and sticking 
  the scraps into place according to 
  some incomprehensible scheme.
  The clerk is Rex-Y-CMB and he is crazy. The 
  printouts are routed to him by all the censors 
  in CPU and HPD&MC – each page contains 
  one bit of censored text, which might be as little 
  as one word. The pages come in randomly, 
  with no link back to the original document, 
  so even though every piece of information is 
  saved there is no way to easily reconstruct the 
  pre-censored document. 
  Rex-Y was supposed to just store the printouts 
  but as mentioned earlier, he is a few laser 
  barrels short of a ﬁ ring squad. He has become 
  convinced that he can uncover the Truth by 
  piecing together all of the scraps of censored 
  information. This truth will reveal what is really 
  going on Alpha Complex!
  If the Troubleshooters read the text, roll on 
  the Random Revealed Truth Tables four times 
  for their random message pieced together by 
  Rex-Y:
  REPORT ALL 
  TREASONOUS 
  COMMIE 
  MUTANT SCUM.
  THANK YOU.
  
  24
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  Random Revealed Truth Tables
  Roll
  Table #1
  Table #2
  Table #3
  Table #4
  1
  [TROUBLESHOOTER 
  NAME]
  Were erased by
  [TROUBLESHOOTER NAME]
  Causing a reactor leak
  2
  CPU
  Decided to eliminate
  PLC
  Due to mind control
  3
  HPD&MC
  Agreed to become
  Tech Services
  Resulting in massive 
  casualties
  4
  Alpha Complex
  Merged with
  The mutants
  But was never reported
  5
  The subject
  Was terminated because of
  A scrubbot
  As recorded in the archives
  6
  Internal Security
  Suffered severe casualties 
  due to
  Dioxilade Acid
  As planned
  7
  Commie Mutant Traitors
  Became self-aware after 
  encountering
  The Toothpaste Disaster
  As ordered
  8
  PURGE
  Is responsible for
  The fourth generation of 
  citizens
  As per standard protocol
  9
  The Illuminati
  Cannot locate
  Sector AVN
  And was therefore classiﬁ ed 
  ULTRAVIOLET
  10
  Many citizens
  Betrayed
  Themsleves
  As per emergency protocol
  11
  All the sector
  Cannot tolerate
  Batclone
  But cannot be conﬁ rmed
  12
  [TROUBLESHOOTER 
  NAME]
  Erased
  [TROUBLESHOOTER NAME]
  As of this report
  13
  Targets
  Was promoted by
  The Humanists
  So was assigned to reactor 
  shielding duty
  14
  Teela-O-MLY
  Was in league with
  Entities from Outdoors
  Will be dealt with by 
  Troubleshooters
  15
  The High Programmer
  Believed to in fact be
  A rogue compnode
  Requiring computer 
  reprogramming
  16
  The other Complex
  Was observed to meet with
  The Armed Forces
  Who is reading this report
  17
  Citizen OMEGA
  Resisted interrogation by
  PSION
  And will be terminated
  18
  The Computer
  Was operated on
  The funbot
  Causing the incident in 
  question
  19
  The visitors
  Is an agent of
  Project ESCAPE
  Which must never be 
  revealed
  20
  Traitors
  Is 
  Famous Game Designer Allen 
  Varney
  But this never happened
  9. Tech Services Bot 
  Refurbishment Depot 
  - Place Your Bets
  Ofﬁ ce Purpose: Repair and refurbishment 
  of damaged bots
  Why You’d Come Here: Your assigned 
  bot has been damaged and needs repair.
  You can hear shouts and cheers 
  as you enter this workroom. All the 
  consoles and repair bays have been 
  pushed to the sides to clear the area in 
  the centre of the room. There’s a circle 
  of citizens standing there, watching 
  some event that’s happening in the 
  middle. One clone’s standing on a 
  bench, taking bets. 
  Here, bots are made to ﬁ ght for the entertainment 
  of bored clones. The Troubleshooters can bet 
  on the bots if they wish – the current favourite is 
  a particularly psychotic scrubbot who has had 
  its normal bristles replaced with monoﬁ lament 
  scrubbers that can cut through anything. 
  No
  Bot
  Odds
  Combat 
  Skill
  1
  Buzzer the 
  Fighting 
  Scrubbot
  2/1
  15
  2
  Waiterbot 
  057, the 
  Crushinator
  5/1
  10
  3
  Combot model 
  32, The 
  Survivor
  4/1
  14
  No
  Bot
  Odds
  Combat 
  Skill
  4
  Experimental 
  Bot Model 6, 
  The One 
  With All 
  The Blades
  6/1
  3
  5
  Steam-
  HammerBot 
  5/1
  4
  6
  Killbot 74
  3/1
  12
  7
  PitBot
  8/1
  8
  8
  Jackobot With 
  A Big Stick
  10/1
  5
  Bets of up to 100 credits can be made. Pair up 
  the ﬁ ghting bots randomly and roll their Combat 
  skills to determine the winner.
  While the Troubleshooters are in the depot 
  watching the fights, a pale-faced clone in 
  
  25
  5: OFFICES
  THIS MAY HURT.
  a RED jumpsuit enters quietly. Observant 
  Troubleshooters notice that a) he has got a 
  cybernetic arm, b) he puts a large plastic box 
  on one table, c) does not talk to anyone and 
  d) leaves. He is a Corpore Metal agent called 
  Robbie-R, here to put an end to this hideous 
  bot abuse. The box contains a bomb, which 
  goes off before the end of the arena ﬁ ght. The 
  blast frees the bots from slavery by reducing 
  them to their component atoms and punishes 
  the cruel slavers by reducing them to their 
  component atoms. Hooray for component 
  atoms!
  10. CPU Analysis Section 
  - Place Your Bets, II
  Office Purpose: Monitoring events in 
  Alpha Complex
  Why You’d Come Here: Service 
  service – deliver vitally important fresh grape 
  supplies
  This sumptuous office, all marble 
  and gilt, is dominated by a huge 
  bank of screens containing live feeds 
  from Troubleshooter missions. CPU 
  drones scurry between monitoring 
  stations, observing and monitoring 
  Troubleshooter activity. In the centre 
  of the room is a raised dais with an 
  INDIGO stripe around it. Half a dozen 
  high-clearance citizens are lounging 
  on very comfy couches, being fed 
  grapes by several young citizens who 
  appear to be half out of uniform. The 
  high-clearance citizens are watching 
  the Troubleshooter missions with mild 
  interest. Occasionally, one of them 
  nudges another and throws a handful 
  of credits on the table between them. 
  You should be pleased that these 
  honoured and respected citizens can 
  take time out of their busy schedule 
  to observe and apparently bet on 
  the imminent deaths of your fellow 
  Troubleshooters. 
  This is exactly as it seems, an example of how 
  horrible high-clearance citizens can be and 
  how doomed the Troubleshooters are but it is 
  also a chance for the player characters to show 
  some initiative. The INDIGOs are monitoring 
  their mission too, after all – if, say, they could 
  throw or complete the mission depending 
  on which way an INDIGO bet, then both the 
  Troubleshooters and their INDIGO patron 
  could make a great deal of cash…
  11. Tech Services 
  Wiring Storage – A 
  Den of Treachery
  Ofﬁ ce Purpose: Storing different lengths 
  of wire.
  Why You’d Come Here: You need a 
  wire of speciﬁ c length.
  As you enter this ofﬁ ce, you suddenly 
  feel slightly more tense. The walls are 
  lined with small drawers containing 
  assorted lengths of wire. There are 
  three desks here, marked ‘INQUIRIES’, 
  ‘WIRE SUPPLY’ and ‘WIRE SUPPLY 
  ADMINISTRATION’. A clone is at 
  each desk, with a wide grin plastered 
  on his or her face. Behind INQUIRIES, 
  there’s Doris-R, a female clone with 
  a very elaborate beehive hairdo, a 
  Teela-O fanclub badge and a laser 
  riﬂ e pointed at WIRE SUPPLY. Behind 
  WIRE SUPPLY, there’s a moustache 
  attached to a balding, bleary-eyed old 
  clone whose nametag reads Jerry-R. 
  He’s got a Cone Riﬂ e pointed at WIRE 
  SUPPLY ADMINISTRATION.
  The WIRE SUPPLY ADMINISTRATION 
  desk is covered by a third clone, who 
  is sprawled over it, his ﬁ ngers clinging 
  to a laser pistol. It looks like this third 
  clone, whose nametag is Morris-O, 
  dropped his laser pistol and threw 
  himself over the desk to retrieve it. 
  He has prevented himself from falling 
  from his precarious perch atop the 
  desk by jamming his legs underneath 
  his chair. He has got his laser pistol 
  pointed at Doris-R. 
  ‘You…want…INQUIRIES’ says Morris-
  O through gritted teeth. 
  ‘DA! Inquiries, comrade’ agrees 
  Jerry-R. 
  ‘Can…I…help…you?’ asks Doris-R, 
  her steel-eyed gaze never wavering 
  from a point somewhere on the far 
  side of Jerry-R’s skull.
  Here is what happened– Jerry-R’s a ﬁ lthy 
  Commie. Morris-O is an Internal Security agent 
  spying on Jerry-R, in the hopes that Jerry-R 
  would lead Morris to a nest of Commies. Doris-
  R is a loyal citizen, who suspected Jerry-R 
  of treachery for months. A few seconds ago, 
  Morris-O accidentally dropped his concealed 
  hold-out laser pistol. Jerry-R assumed (partially 
  correctly) that he had been caught, so he 
  pulled out his Commie-issue Cone Riﬂ e to take 
  out Morris-O. Doris-R, seeing her paranoid 
  thoughts made manifest, grabbed her laser riﬂ e 
  to zap the Commie. Morris, believing he could 
  still salvage his plan if he convinced Jerry-R he 
  was an ally and not an IntSec spy, took aim at 
  Doris. Enter the Troubleshooters. 
  None of the three people in this ofﬁ ce want the 
  Troubleshooters here. For Doris-R, this is her 
  chance to prove her loyalty to The Computer by 
  single-handedly killing a Commie. For Jerry-R, 
  the Troubleshooters are just more people that 
  he will have to terminate to save himself. For 
  Morris-O, they are another complication in 
  his plan. So, the three staff will try to process 
  the Troubleshooter’s requests as quickly and 
  efﬁ ciently as possible. Doris-R will answer 
  their inquiries and ﬁ ll out a form TS54/WRQ44, 
  which they must then give to Jerry-R. Jerry-R 
  gives them a length of wire and tells them the 
  form must be stamped by Morris-O. Morris-O 
  stamps the form (retrieving the stamp through 
  some really improbable gymnastics and 
  contortions) and bids the team adieu with a 
  cheery grin and a wave of his left foot. 
  12. Internal Security Ofﬁ ce 
  of Security - The Void
  Ofﬁ ce Purpose: Internal informational 
  security of Internal Security
  Why You’d Come Here: You’re doomed 
  in some odd way. 
  You enter this ofﬁ ce and all you can 
  see is darkness. Darkness as far as 
  the eye can see - which admittedly is 
  about a metre. The ﬂ oor is a featureless 
  black substance that’s cold and 
  slightly slippery. You can hear nothing 
  but somehow get the impression that 
  this is a vast, vast chamber. It could be 
  your imagination but you’re not sure if 
  there’s a ceiling here.
  A moment later, a spotlight shines 
  down from some unimaginable 
  distance, illuminating a small plinth 
  
  26
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  with a little silver bell and a sign. 
  The sign reads ‘PLEASE RING FOR 
  ATTENTION.’
  And maybe it’s your imagination 
  again but you’re not sure you want 
  the attention of whatever dwells in this 
  nigh-inﬁ nite void.
  If they do ring the bell, then another spotlight 
  stabs down, illuminating a desk with a 
  lugubrious, hollow-eyed clone sitting behind it. 
  His desk and uniform are covered with a thin 
  rime of frost and he speaks in sepulchral tones. 
  WHAT DO YOU NEED he asks. Something 
  terrible and ancient moves in the darkness, 
  far far away.
  Whatever the Troubleshooters ask for, the 
  receptionist replies IT IS AROUND HERE 
  SOMEWHERE. EVERYTHING IS AROUND 
  HERE SOMEWHERE. He gets up and walks 
  into the darkness and is gone for some time. 
  Eventually he returns with the requested item 
  or ﬁ le (or does not come back, if they asked for 
  something you do not want to give them.)
  Any Troubleshooters who step into the 
  darkness never return.
  13. PLC Parcel Tracking 
  – The Ofﬁ ce With A Window
  Ofﬁ ce Purpose: Tracking parcel delivery 
  performances
  Why You’d Come Here: A parcel has 
  been lost.
  Your eyes blink when you enter 
  this ofﬁ ce. The light in here is very 
  bright but oddly pleasant. As your 
  vision adjusts, you see a perfectly 
  normal little office, crammed with 
  ﬁ ling cabinets. There’s a desk in the 
  middle of the room, sitting in the patch 
  of sunlight that streams in through an 
  open window to Outdoors. A fresh 
  breeze blows gently through the ofﬁ ce, 
  rustling the papers.
  Owing to an architectural quirk, this ofﬁ ce is 
  the only one in the whole of Alpha Complex 
  that has a window. The ofﬁ ce’s only occupant, 
  Colin-O, has never worked in any other ofﬁ ce 
  and so has no idea that his workspace is 
  unique. He is quite surprised when it is pointed 
  out to him. Colin-O is naturally cheery and 
  healthy, no doubt because of his exposure to 
  fresh air and sunshine. 
  14. Tech Services Paint 
  Inspection Scheduling 
  - The Machine God
  Ofﬁ ce Purpose: Ensuring that people 
  watch paint dry.
  Why You’d Come Here: Service Service 
  – assigned to guard a patch of drying paint
  It’s a perfectly ordinary ofﬁ ce. Desks, 
  cabinets, a big sector map, a wide 
  selection of paint samples and their 
  associated drying times… robed 
  cultists with filed teeth, sacrificial 
  knives and a huge altar made out 
  of computer parts and paint cans, 
  stained with what you really hope is 
  RED paint. 
  You know how, in every ofﬁ ce, there is some 
  machine that demands sacriﬁ ces and sorcery? 
  The server that only works some of the time, 
  the printer that jams if you speak too sharply 
  to it, the coffee machine whose operation is a 
  black art? Well, take that through hundreds of 
  years and dozens of increasingly crazed and 
  eccentric generations of clones and you end 
  up with the Machine God. At its heart, it was 
  once a schedule printer but now it is a dark 
  and hungry demon, a hate machine of blood 
  and metal and paint and fury sustained by the 
  tortured souls of sacriﬁ ces, worshipped by a 
  devoted cannibal cult of painting inspection 
  schedulers. The horror, the horror. 
  The loping, sharp-toothed, miscegenated 
  cultists are always suspicious of outsiders and 
  may attempt to sacriﬁ ce the Troubleshooters 
  to the Machine God – or even induct them into 
  the cult, if they prove useful or friendly. 
  15. Armed Forces 
  Committee on Security 
  Rating Advisory 
  – The Screaming
  Office Purpose: Advising CPU on 
  changing terror levels
  Why You’d Come Here: Reporting a 
  new Commie threat
  
  27
  ASK NOT FOR WHOM THE BOOT SMOKES......
  5: OFFICES
  This large ofﬁ ce is fully staffed by busy 
  clerks and technicians, who run back 
  and forth with clipboards and notes, 
  speaking in intense, hushed tones 
  about matters of dire import. There’s 
  a big computer display made up of 
  lots and lots of little lights that ﬂ icker 
  between different colours. It’s obvious 
  that some very serious and important 
  work is done here. 
  You can also distinctly hear someone 
  screaming.
  No-one else in the room acknowledges the 
  screaming but if the Troubleshooters trace 
  the source, they ﬁ nd that it is coming from a 
  ﬁ ling cabinet. Opening drawer ‘S’ of the cabinet 
  reveals a naked man screaming his lungs out. 
  A moment later, a quartet of Armed Forces 
  grunts march in, remove the naked man from 
  the cabinet and drag him away. They return 
  with a wriggling body bag, which they place 
  into the same drawer of the cabinet, then unzip 
  the bag and close the drawer. There is now a 
  different man in there, who starts screaming in 
  a different key. Again, no-one else in the ofﬁ ce 
  seems to notice.
  16. HPD&MC Bureau 
  of Bicycle Registration 
  - Watching The Clock
  Ofﬁ ce Purpose: None Whatsoever.
  Why You’d Come Here: You’re lost.
  This is a large, well-equipped ofﬁ ce. 
  A dozen citizens sit at their desks, 
  arms folded and motionless. The ofﬁ ce 
  supervisor sits at his desk, drumming 
  a pen off the table. Their eyes are all 
  focussed on a large clock on the wall. 
  Every second is watched. 
  There are not any bicycles in Alpha Complex, 
  so this ofﬁ ce is utterly pointless. There is never 
  any work to do in here. The staff have never 
  done a minute’s work and never will. Nor did 
  their predecessors in this job and nor will their 
  successors, assuming no CPU auditor notices 
  the ofﬁ ce’s budget buried in the depths of the 
  HPD&MC bureaucracy. Until that happens, 
  there is nothing at all to do in this ofﬁ ce except 
  watch the clock and wait for the end of the 
  working day.
  17. Television Modulation
  Office Purpose: Adjusting television 
  programs to the mood of the populace.
  Why You’d Come Here: You want to 
  break into the TV industry.
  Wow, that’s a lot of eyeballs. This 
  room is dominated by a huge bank 
  of screens, all displaying eyeballs. 
  You realise that they’re all cameras 
  zoomed in on the eyes of citizens 
  watching television. One screen 
  in every ten is showing an actual 
  TV channel and you can see the 
  eyeballs blink and move in response 
  to the images on the TV channel. 
  Technicians and controllers babble to 
  each other, saying stuff like:
  ‘We’re getting a good response on 
  channel 11, lots of solid tracking.’
  ‘Pupil dilation down 5% in RDJ Sector. 
  Schedule another on-air execution to 
  perk them up.’
  ‘Give me reaction data on the 18-24 
  age bracket in CRM Sector, we need 
  to up subliminal trafﬁ c there’.
  Every television set in Alpha Complex contains 
  a tiny camera for observing the viewers. Here 
  at Television Modulation, the technicians 
  monitor 2,418 difference pieces of data from 
  every single viewing eyeball. Programs can 
  be adjusted in real-time to maximise their 
  appeal and hypnotic effect on all those juicy 
  eyeballs.
  If the Troubleshooters stay here long enough, 
  they will notice that there are some weird and 
  disturbing eyeballs out there. On one screen, 
  an insect crawls across an eyeball. On another, 
  a needle enters the picture from offscreen and 
  penetrates the ﬂ esh of the eyeball, sinking 
  deep into it before withdrawing and leaving 
  a puckered mark on the white of the eye. On 
  yet another, the eye reﬂ ects the light of ﬂ ames 
  and then begins to bubble and blacken as the 
  heat reaches it.
  18. CPU Ofﬁ ce 
  of Sanctioned 
  Communications - Oh, 
  That’s How They Do It
  Ofﬁ ce Purpose: Ofﬁ cial communications 
  with citizens.
  Why You’d Come Here: You’re lost.
  This ofﬁ ce is a call centre, with long 
  rows of desks with lots of telephones. 
  There’s something familiar about the 
  voices of all the telephone operators. It 
  takes a moment to realise that they all 
  speak with The Computer’s voice.
  So, is The Computer’s voice actually that of a 
  call centre clerk reading his responses off a 
  script? Or does CPU use these impersonators 
  to issue orders without the knowledge of 
  Friend Computer? The Troubleshooters will 
  never know.
  19. Tech Services Bureau 
  of Wall Brace Recycling 
  - Gormenghast XP
  Ofﬁ ce Purpose: Giving old wall braces 
  better, higher destinies. Exalting them beyond 
  the wildest dreams of wall braces.
  Why You’d Come Here: You’re mad.
  This old ofﬁ ce hasn’t been remodelled 
  in years from the look of the antique 
  ﬁ ttings, the old-fashioned computer 
  consoles and the truly ancient staff. 
  They’re all wearing unusually ornate 
  home-made hats, ranging in size 
  and complexity from the crocheted 
  berets of the junior functionaries to 
  the towering, multi-level headdress of 
  the ofﬁ ce manager, which is a feat of 
  structural engineering in itself.
  The bureaucracy of this ofﬁ ce has metastasised 
  into something even stranger, with a baroque 
  ritual for each and every aspect of life here. 
  
  28
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  Getting a drink from the water cooler, for 
  instance, goes as follows:
  � The supplicant indicates his thirst to the 
  lesser invigilator.  
  � The lesser invigilator summons the 
  greater invigilator. 
  � The greater invigilator makes pilgrimage 
  to the Keeper of the Water Cooler.
  � The greater invigilator asks of the Keeper 
  whether or not there is sufﬁ cient water for 
  the supplicant to have a drink.
  � The Keeper calls forth the Junior 
  Keeper.
  � The Junior Keeper is sent to fetch the 
  Dipstick.
  � The Junior Keeper, under the strict 
  supervision of the Keeper, tests the depth 
  of water in the water cooler.
  � If he says yea, then the Keeper responds 
  that a drink can indeed be provided to the 
  supplicant.
  � The greater invigilator informs the lesser 
  invigilator of this.
  � The lesser invigilator informs the supplicant 
  of this.
  � Three times then must the supplicant 
  assert his desire for a drink.
  � The lesser invigilator informs the greater 
  invigilator of this.
  � The greater invigilator begs leave to 
  approach the master.
  � The master is apprised of the thirst of the 
  supplicant. 
  � The master grants permission for the 
  supplicant to leave his desk. 
  And so on, through 302 other steps, including 
  one branch of 47 steps dedicated to poking 
  those supplicants who have collapsed due to 
  sheer dehydration. You really do not want to 
  know how hard it is to go to the bathroom in 
  this ofﬁ ce. 
  20. Armed Forces Ofﬁ ce 
  of Ammunition Sorting - 
  Cockroaches, Cockroaches!
  Ofﬁ ce Purpose: Making little stacks of 
  bullets.
  Why You’d Come Here: You need 
  ammo. 
  The clerk that greets you in this ofﬁ ce 
  is a little too friendly and unctuous. 
  His smile is ﬁ xed and unmoving and 
  his hair is oddly too-black and bristly. 
  His eyebrows seem to… unfurl… 
  slowly, as if they were antennae 
  pinned down with glue that’s slowly 
  losing its adhesion. And his gait… 
  nothing human moves like that. You 
  are struck by the sudden conviction 
  that everyone in this ofﬁ ce is a human-
  sized cockroach, wearing plastic 
  human masks for disguise.
  Option 1: Alpha Complex is being invaded 
  by a race of sentient, semi-giant mutant 
  cockroaches that are inﬁ ltrating via the service 
  group that spends the most time out doors, 
  i.e. the Armed Forces. If the Troubleshooters 
  disturb this quite literal nest of villains, they will 
  be pursued and eaten by the chitin-armoured 
  monsters that hide beneath human skin in 
  this ofﬁ ce!
  Option 2: Overdosing on Visomorpain can 
  cause exciting hallucinations.
  WELL THAT 
  CERTAINLY 
  WAS EXCITING 
  WASN’T IT!
  
  29
  OF COURSE I FOLLOWED THE INSTRUCTIONS, FRIEND CITIZEN.
  6: RUMOURS
  Rumours are the spice of Alpha Complex, a 
  little pinch of uncertainty to breed fear and 
  paranoia. Very little in this chapter is true 
  but it is all plausible. Apart from the weird 
  rumours. 
  General 
  Rumours
  1. CPU is tired of readjusting food production 
  quotas, so they are going to terminate lots 
  of INFRAREDs. No-one will notice because 
  really, who counts INFRAREDs.
  2. The High Programmers are just ﬁ gureheads 
  – no-one actually knows how The Computer 
  works. 
  3. Anyone who joins a Secret Society gets 
  promoted but it is not because of their new 
  contacts. It is because The Computer wants 
  people to join the societies.
  4. Mutants are allergic to Bouncy Bubble 
  Beverage. That is why they make us drink so 
  much of it.
  5. Everyone knows that the high-clearance 
  clones are actually clones of the original 
  founders of Alpha Complex. You never 
  advance on merit past BLUE – you have to 
  be born into the higher levels.
  6. They are going to open more of Alpha 
  Complex to the Outdoors soon, only they will 
  drug the people who they send out there so 
  they think that they are indoors.
  7. Teela-O’s going to be revealed to be a 
  Commie in the next episode! Some think it is 
  just so she can clear her name but I think it is 
  to remind us to trust no-one. 
  8. There are Commies working at every 
  cafeteria in Alpha Complex.
  9. All bots are actually remote-controlled by 
  The Computer. They only have simulated 
  individual personalities but not all of them 
  actually know this.
  10. There are actually only a small number of 
  clone templates. You know how your name 
  includes your birth sector? That is because 
  there is only one of you per sector but there 
  is one of you in every sector. I met my 
  6. Rumours
  clone-cousin last week. Horrible guy. Works 
  in R&D.
  11. The new generation of reactors is behind 
  schedule. Someone’s for termination in Power 
  Services, mark my words.
  12. There is another level of clearance beyond 
  ULTRAVIOLET but you are not told about it 
  until you are a BLUE.
  13. The stuff in the food vats isn’t made in Alpha 
  Complex. They bring it in from Outdoors.
  14. Remember when you got promoted to RED 
  and they told you about Outdoors? They were 
  lying. There is no Outdoors. It’s a loyalty test.
  15. My friend’s workmate’s boss’s printer 
  repairman’s clone told him that 90% of the 
  cameras in this sector are dummies.
  16. IntSec doesn’t know what’s going on – it’s 
  just a front. Power Services are the real Internal 
  Security. All the stuff Power Services claim to 
  do is actually done by Tech Services.
  17. The Armed Forces won’t tell you this, but 
  the war’s going really badly. 
  18. The Armed Forces won’t tell you this, but 
  they’re going to announce a major victory in the 
  next few days. The war’s almost over. 
  19. The new jumpsuits all contain hidden 
  microphones in the zipper on the left arm.
  20. All rumours are planted by Internal 
  Security.
  Mission 
  Rumours
  1. Your brieﬁ ng ofﬁ cer is a complete psychopath, 
  who terminates any Troubleshooters who 
  annoy him.
  2. It’s a suicide mission. One of your team is a 
  traitor but IntSec doesn’t know who, so they’re 
  going to kill you all!
  3. The mission’s going to be ﬁ lmed! You’ll be 
  on the news tonightcycle!
  4. It’s being filmed, all right but it’s an 
  instructional video for Troubleshooter training 
  classes.
  5. I’ve heard about that mission from a friend 
  who works in PLC Outﬁ tting. The laser barrels 
  you’re being issued with are all duds. Buy one 
  from my friend Gary-R, he’ll sell ‘em for 20 
  credits each.
  6. There’s a Commie Mutant Traitor in this 
  sector who’s beaten a dozen Troubleshooter 
  teams sent to chase him down. No-one’s 
  willing to try again, so they’re sending teams off 
  on nonsense missions in the hope that they’ll 
  run into the Mutant and get lucky.
  7. Your mission’s just a cover for a much 
  more important mission. They don’t care if you 
  succeed or not.
  8. This mission is a loyalty test. The enemies 
  and obstacles are all simulated; it’s just to see 
  how you respond.
  9.  There’s a Commie spy in CPU – they 
  know you’re coming. They know what the 
  mission is.
  10. Anyone who goes to debrieﬁ ng always gets 
  terminated. Don’t even bother showing up.
  11. Your brieﬁ ng ofﬁ cer really likes B3 – bring 
  him a can and he’ll think you’re the best clone 
  ever.
  12. No-one who wants to be Team Leader 
  should ever be Team Leader.
  13. The Computer has tagged your mission 
  under the heading ‘LIZARD INCURSION’. I 
  don’t know why.
  14. They were supposed to announce this 
  month’s Hero of our Complex but the candidate 
  failed the loyalty screening. They’ve got to ﬁ nd 
  a new one before the end of the day, so it’ll 
  probably be one of your team!
  15. Someone in your team is a registered 
  mutant but they’ve made a deal with CPU to 
  bury their registration so it doesn’t affect their 
  promotion prospects.
  16. If you say you’re a Troubleshooter on a 
  mission, you get a 20% discount on all vending 
  machine purchases.
  
  30
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  17. They’re banning travel between sectors 
  todaycycle, except for Troubleshooters on 
  missions. I wonder why.
  18. 54% of all Troubleshooter missions are 
  aimed at fixing problems caused by other 
  Troubleshooter missions.
  19. Troubleshooter missions are all faked – it’s 
  all shot in a studio. It’s just television.
  20. Your mission is a lie.
  Conspiracy 
  Rumours
  1. Anti-Mutants are actually run by mutants. 
  They’re trying to weed out the weaker genetic 
  lines to breed the ultimate mutant!
  2. The Communists are actually just Romantics 
  gone mad. Everyone knows Communism was 
  wiped out years ago.
  3. There are no Computer Phreaks – it’s just 
  bored High Programmers putting on silly 
  names.
  4. Corpore Metal want to turn us all into robot 
  slaves!
  5. That reactor meltdown last week? The one 
  they covered up and denied? Death Leopard 
  was responsible, I swear.
  6. Anyone who joins the FCCC-P gets 
  promoted really quickly. The higher clearances 
  are full of those freaky religious nutters.
  7. The Frankenstein Destroyers are planning 
  to detonate a massive EMP that will wipe 
  out all electronic gadgets in Alpha Complex. 
  Word to the wise, friend – start hoarding food 
  and knives.
  8. Free Enterprise stole my PetBot.
  9. The Humanists are actually just a front for 
  the Commies.
  10. The Illuminati exist. Really, they do, I 
  swear.
  11. There aren’t any Mystics – they just use 
  it as an excuse to sweep up anyone suffering 
  side effects from drugs, instead of admitting 
  that drugs make you sicker.
  12. Pro Tech are just R&D’s illegal 
  experiments.
  13. If you wear a tinfoil hat, Psion can’t read 
  your mind.
  14. PURGE? It stands for Progressive Union 
  of Registered General Electricians. You know 
  who likes unions? Commies!
  15. All the stuff the Romantics ﬁ nd is faked by 
  HPD&MC. Nothing in Alpha Complex is older 
  than 10 yearcycles.
  16. The Sierra Club are Outdoors. The Armed 
  Forces are ﬁ ghting a war against the Commies. 
  The Armed Forces go Outdoors. Join the dots, 
  people!
  17. You can’t trust anyone who isn’t in a secret 
  society. They’re the real danger.
  18. There’s another Alpha Complex out there 
  but it’s in a parallel reality. R&D technicians 
  broke through a few years ago… from their 
  side!
  19. My friend’s scrubbot’s friend’s waiterbot 
  told me that he secretly works for a High 
  Programmer but I don’t know which ‘he’ is 
  meant.
  20. Reality is an IntSec plant.
  Weird 
  Rumours
  1. When you reach the age of 35 yearcycles, 
  they terminate you and replace you with a 
  younger clone.
  2. Every CompNode has its own personality 
  and some of them hate each other.
  3. The sea level outside is rising; more than 
  half of Alpha Complex is underwater.
  4. No sector begins with the letter Q. No-one 
  knows why.
  5. Algae chips are actually algae computer 
  chips. They’re building a computer network in 
  our digestive systems to control us!
  6. If you look into a camera for too long, you 
  turn to Solyent. 
  7. The six-clone limit is because after six 
  clones, you start developing new mutant 
  powers. Really powerful ones, like Machine 
  Empathy.
  8. The High Programmers aren’t human. 
  They’re lizards. Or maybe aliens.
  9. At nightcycle, all the transbots go somewhere 
  no human citizen has ever seen… except 
  those brave enough to stow away.
  10. The MemoMax chips in your brain 
  automatically create a computer simulation 
  of your mind inside The Computer. He knows 
  what you are thinking, he knows when you’re 
  awake…
  11. INFRAREDs are actually mostly fungal 
  growths that just look human. 
  12. If you open your PDC, there’s a button in 
  there to erase all the data in it. 
  13. You can recognise a mutant by hugging 
  them. Mutants can’t stand being hugged.
  14. Too much happiness makes your brain 
  explode.
  15. ME cards taste great.
  16. Was that door there yesterday?
  17. The Computer’s crashing. Every day, 
  another sector goes dark.
  18. There’s a guy down in RTC sector who 
  can copy ME cards and he once copied a High 
  Programmer’s card. I know where to get it, if 
  you’ve got the cash. 
  19. The password to The Computer is 
  ‘buffalo’.
  20. Vapours don’t shoot back. 
  
  31
  SEE, I TOLD YOU IT WAS DANGEROUS.
  7: RANDOM NAMES
  7. Random Names
  Hell is other people.
  - Sartre, No Exit. 
  For all your random Alpha Complex name needs.
  Name
  Sec
  Secret 
  Society
  Mutation
  Quirk
  1
  Adam
  R
  ACG
  Anti-Mutant
  Absorption
  Whistles cheerily
  2
  Ben
  R
  TRF
  Communists
  Adhesive Skin
  Obsessed with cleanliness
  3
  Chris
  R
  MUD
  Comp Phreaks
  Adrenaline Control
  Off his hormone suppressants
  4
  Dave
  R
  HIL
  Corpore Metal
  Bureaucratic Intuition
  Very hungry all the time
  5
  Evan
  R
  BOB
  Death Leopard
  Chameleon
  Thinks he’s being watched
  6
  Frank
  O
  NFL
  FCCC-P
  Charm
  Plays games on his PDC
  7
  Gary
  O
  SEC
  Frank. Dest.
  Corrosion
  Trying to join the Commies
  8
  Hogart
  O
  ORC
  FreeEnt
  Death Simulation
  Has a PetBot
  9
  Ian
  O
  NIB
  Humanists
  Deep Thought
  Carries lots of tools
  10
  Julian
  Y
  SQL
  Illuminati
  Desolidity
  Sneezes a lot
  11
  Kevin
  Y
  LOT
  Mystics
  Detect Mutant Power
  Smells of cheese
  12
  Lawrence
  Y
  FRO
  Pro Tech
  Electroshock
  Can’t spell
  13
  Martin
  G
  HOG
  Psion
  Empathy
  Addicted to happy drugs
  14
  Nigel
  G
  GRT
  PURGE
  Energy Field
  Thinks one of the Troubleshooters is called Dave
  15
  Oliver
  G
  MAI
  Romantics
  Growth
  Addresses everyone as ‘my dear friend’
  16
  Peter
  B
  SQD
  Other
  Hypersenses
  Tries to borrow credits
  17
  Quentin
  B
  OPE
  Program Group
  Levitation
  Obsessed with watching the news
  18
  Ron
  I
  KIL
  Spy
  Machine Empathy
  Collects used laser barrels
  19
  Steve
  I
  ZIN
  None
  Matter Eater
  Always late for a meeting
  20
  Timmy
  V
  RTT
  Multiple
  Mechanical Intuition
  Cybernetic limb
  Name
  Sec
  Secret Society
  Mutation
  Quirk
  1
  Unctious
  R
  WIL
  Anti-Mutant
  Mental Blast
  Once was a Vulture Warrior
  2
  Victor
  R
  SQF
  Communists
  Polymorphism
  Claustrophobic
  3
  Wallace
  R
  ARG
  Comp Phreaks
  Puppeteer
  Eternally optimistic
  4
  Yancy
  R
  NOO
  Corpore Metal
  Pyrokinesis
  Avid FunBall player
  5
  Andy
  R
  UIL
  Death Leopard
  Regeneration
  Was demoted from a higher clearance
  6
  Bertram
  O
  USA
  FCCC-P
  Rubbery Bones
  Very twitchy
  7
  Colin
  O
  IRE
  Frank. Dest.
  Shrinking
  Drinks all the B3
  8
  Daniel
  O
  UKG
  FreeEnt
  Slippery Skin
  Talks to vending machines
  9
  Elmer
  O
  COG
  Humanists
  Telekinesis
  Fills out everything in triplicate
  10
  Fritz
  Y
  RUS
  Illuminati
  Teleportation
  Asks too many questions
  11
  Grant
  Y
  BIN
  Mystics
  Toxic Metabolism
  IntSec informant
  12
  Holland
  Y
  QRT
  Pro Tech
  Transmutation
  Always lost
  13
  Ivan
  G
  CRP
  Psion
  Uncanny Luck
  Thinks The Computer is his personal friend
  14
  Jock
  G
  MON
  PURGE
  Ventriloquist
  Always going to confession
  15
  Maurice
  G
  POO
  Romantics
  X-Ray Vision
  Recently terminated
  16
  Norbert
  B
  SOZ
  Other
  Deep Probe
  On his last clone
  17
  Orville
  B
  DUF
  Program Group
  Mental Block
  Sick of thinking up quirks
  18
  Raymond
  I
  ANT
  Spy
  Precognition
  Avid BotSpotter
  19
  Tristan
  I
  MOB
  None
  Telepathy
  Closet real food gourmand
  20
  Zak
  V
  CAL
  Multiple
  None
  Worries about reactor leaks all the time
  
  32
  PARANOIA: Mandatory Mission Pack
  MANDATORY MISSION PACK
  Name
  Sec
  Secret 
  Society
  Mutation
  Quirk
  1
  Alice
  R
  YAN
  Anti-Mutant
  Absorption
  Hates Troubleshooters
  2
  Beatrice
  R
  RIL
  Communists
  Adhesive Skin
  TV junkie
  3
  Cat
  R
  TON
  Comp Phreaks
  Adrenaline Control
  Avid recycler
  4
  Dahlia
  R
  FIN
  Corpore Metal
  Bureaucratic Intuition
  Smells weird
  5
  Edel
  R
  HUG
  Death Leopard
  Chameleon
  Can’t sleep
  6
  Francine
  O
  LAP
  FCCC-P
  Charm
  Narcoleptic
  7
  George
  O
  UUR
  Frank. Dest.
  Corrosion
  Once saw a clone explode, and keeps talking about it
  8
  Helena
  O
  HRK
  FreeEnt
  Death Simulation
  Very, very paranoid
  9
  Isabel
  O
  PEZ
  Humanists
  Deep Thought
  Keeps a diary.
  10
  Jacintha
  Y
  AAB
  Illuminati
  Desolidity
  Allergic to Hot Fun
  11
  Katy
  Y
  DFG
  Mystics
  Detect Mutant Power
  Followed by a scrubbot all the time
  12
  Lucille
  Y
  HHH
  Pro Tech
  Electroshock
  Owns her own cone riﬂ e
  13
  Miriam
  G
  PTP
  Psion
  Empathy
  Very bad balance
  14
  Nyssa
  G
  WOS
  PURGE
  Energy Field
  Really huge nose
  15
  Odette
  G
  NOM
  Romantics
  Growth
  Itchy
  16
  Pauline
  B
  OPM
  Other
  Hypersenses
  Confused by forms
  17
  Rhonda
  B
  ADE
  Program Group
  Levitation
  Terrible penmanship
  18
  Sara
  I
  YTR
  Spy
  Machine Empathy
  Strangely coloured hair
  19
  Tegan
  I
  AJK
  None
  Matter Eater
  Knits laser pistol holsters
  20
  Vivian
  V
  BND
  Multiple
  Mechanical Intuition
  Carries a grenade at all times
  Name
  Sec
  Secret 
  Society
  Mutation
  Quirk
  1
  Abigail
  R
  HYU
  Anti-Mutant
  Mental Blast
  Thinks Teela-O isn’t all that
  2
  Belinda
  R
  MJY
  Communists
  Polymorphism
  Knows they’re out to get her
  3
  Celia
  R
  FFW
  Comp Phreaks
  Puppeteer
  Committed an execution-worthy crime
  4
  Dizzy
  R
  GHT
  Corpore Metal
  Pyrokinesis
  Once won the lottery, but lost the ticket
  5
  Eudora
  R
  VCZ
  Death Leopard
  Regeneration
  Sings loyalty songs a lot
  6
  Fiona
  O
  COV
  FCCC-P
  Rubbery Bones
  Can’t ﬁ nd her way back to her quarters
  7
  Germaine
  O
  BON
  Frank. Dest.
  Shrinking
  Never blinks
  8
  Jackie
  O
  ZZX
  FreeEnt
  Slippery Skin
  Keeps her laser handy
  9
  Kelise
  O
  POP
  Humanists
  Telekinesis
  Repeats everything you tell her
  10
  Lynda
  Y
  LIF
  Illuminati
  Teleportation
  Thinks her boss is a Commie
  11
  Mona
  Y
  GOG
  Mystics
  Toxic Metabolism
  Loves Troubleshooters
  12
  Nigella
  Y
  FLI
  Pro Tech
  Transmutation
  Volunteers for reactor duty a lot
  13
  Ola
  G
  AER
  Psion
  Uncanny Luck
  Surprisingly strong
  14
  Prudence
  G
  LHR
  PURGE
  Ventriloquist
  Bored by FunBall and makes sure everyone knows it
  15
  Rhonda
  G
  ORK
  Romantics
  X-Ray Vision
  Incredibly annoying voice
  16
  Sarah
  B
  PRD
  Other
  Deep Probe
  Very vain
  17
  Toni
  B
  NYU
  Program Group
  Mental Block
  Used to spontaneously combust, but is better now
  18
  Yvonne
  I
  JWS
  Spy
  Precognition
  Used as a test subject by R&D
  19
  Wanda
  I
  OOO
  None
  Telepathy
  Can see the fnords
  20
  Zhora
  V
  TOP
  Multiple
  None
  Does Not Exist.
  
SOURCE: textdata/thevault/Paranoia [multi]/Paranoia XP/ParanoiaXP - Mandatory Mission Pack.pdf