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    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
        • Chapter 58: The Ruins of Elsinor
        • Chapter 59: Artifacts
        • Chapter 60: Rebellion
        • Chapter 61: Revenge
        • Chapter 62: Ten Thousand Years
        • Chapter 63: Beginning Again
      • Volume 5: The Fist of Sintison >
        • Chapter 64: Refugees
        • Chapter 65: Prisoners
        • Chapter 66: The Wind
        • Chapter 67: Seekers of Knowledge
        • Chapter 68: Causality
        • Chapter 69: Bloodbath
        • Chapter 70: Temptations
        • Chapter 71: Departure
        • Appendix F: Masters and Servants >
          • Chapter 72: Justice
          • Chapter 73: Vengeance
          • Chapter 74: Children of the Flame
          • Chapter 75: Pact of the Servants
      • Volume 6: The Shores of Tifingor >
        • Chapter 76: New Plans - Old Friends
        • Chapter 77: Vortex
        • Chapter 78: Failures
        • Chapter 79: Healing
        • Chapter 80: Equations
        • Chapter 81: Exposure
        • Chapter 82: Desperation
        • Appendix G: A New World >
          • Chapter 83: Tyrants of Istinis
          • Chapter 84: Mirrors
          • Chapter 85: A Tale of Two Angels
          • Chapter 86: The Measure of a Man
    • The Curse of Knowledge >
      • Chapter 0: Synopsis
      • Chapter 1: Rivers of Blood
      • Chapter 2: The Files of Deschur Sil- Private Eye
      • Chapter 3: Law of the Desert
      • Chapter 4: Cause and Effect
      • Chapter 5: Among the Stars
      • Chapter 6: Deep Void
      • Chapter 7: An Eye for an Eye
      • Chapter 8: Turning of the Tables
      • Chapter 9: Lilith of the Desert
      • Chapter 10: The Enemy of my Enemy
      • Chapter 11: The Battle for Falreach Castle
      • Chapter 12: Absolution
    • My Brain
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
    • Apocolyps Squad III
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • The Continent of Fairn
        • The Continent of Corinth
        • The Continent of Thadusar
        • The Land of the Ten Kings
        • Individual Countries as of Chapter 1 >
          • Delsinar
          • Dirnor
          • Distisil
          • Donisil
          • Elsinor
          • Istinis
          • Notirot
          • Sintison
          • Sournous
          • Taninor
          • Tifingor
          • Tornor
      • Races >
        • Angels
        • Aniskin
        • Aqahartis
        • Avians
        • Blood Elves
        • Crysilin
        • Dark Elves
        • Dragons
        • Dwarves
        • Fairies
        • Fauns
        • Firingar
        • Flame Elves
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • High Elves
        • Humans
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Orcs
        • Rootwalkers
        • Sand Elves
        • Star Elves
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Blood Hawks
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Nighthawks
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • The City of Astheris
        • The City of Vorthis
        • Altheria
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Dathrendor
        • Elementals
        • Fifthala
        • Gethsemia
        • Herisil
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Ral
        • Sarcil
        • Sorosin
        • Thisrandor
        • Thornsaldsarn
        • Tirronfin
        • Zureth
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
        • The Sorcerous Artifacts
        • Gambit (card game)
      • Eras of History
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact
  • News
  • About
    • Dakota Caldwell
    • Upcoming Projects
    • FAQ's
  • Online Content
    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
        • Chapter 58: The Ruins of Elsinor
        • Chapter 59: Artifacts
        • Chapter 60: Rebellion
        • Chapter 61: Revenge
        • Chapter 62: Ten Thousand Years
        • Chapter 63: Beginning Again
      • Volume 5: The Fist of Sintison >
        • Chapter 64: Refugees
        • Chapter 65: Prisoners
        • Chapter 66: The Wind
        • Chapter 67: Seekers of Knowledge
        • Chapter 68: Causality
        • Chapter 69: Bloodbath
        • Chapter 70: Temptations
        • Chapter 71: Departure
        • Appendix F: Masters and Servants >
          • Chapter 72: Justice
          • Chapter 73: Vengeance
          • Chapter 74: Children of the Flame
          • Chapter 75: Pact of the Servants
      • Volume 6: The Shores of Tifingor >
        • Chapter 76: New Plans - Old Friends
        • Chapter 77: Vortex
        • Chapter 78: Failures
        • Chapter 79: Healing
        • Chapter 80: Equations
        • Chapter 81: Exposure
        • Chapter 82: Desperation
        • Appendix G: A New World >
          • Chapter 83: Tyrants of Istinis
          • Chapter 84: Mirrors
          • Chapter 85: A Tale of Two Angels
          • Chapter 86: The Measure of a Man
    • The Curse of Knowledge >
      • Chapter 0: Synopsis
      • Chapter 1: Rivers of Blood
      • Chapter 2: The Files of Deschur Sil- Private Eye
      • Chapter 3: Law of the Desert
      • Chapter 4: Cause and Effect
      • Chapter 5: Among the Stars
      • Chapter 6: Deep Void
      • Chapter 7: An Eye for an Eye
      • Chapter 8: Turning of the Tables
      • Chapter 9: Lilith of the Desert
      • Chapter 10: The Enemy of my Enemy
      • Chapter 11: The Battle for Falreach Castle
      • Chapter 12: Absolution
    • My Brain
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
    • Apocolyps Squad III
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • The Continent of Fairn
        • The Continent of Corinth
        • The Continent of Thadusar
        • The Land of the Ten Kings
        • Individual Countries as of Chapter 1 >
          • Delsinar
          • Dirnor
          • Distisil
          • Donisil
          • Elsinor
          • Istinis
          • Notirot
          • Sintison
          • Sournous
          • Taninor
          • Tifingor
          • Tornor
      • Races >
        • Angels
        • Aniskin
        • Aqahartis
        • Avians
        • Blood Elves
        • Crysilin
        • Dark Elves
        • Dragons
        • Dwarves
        • Fairies
        • Fauns
        • Firingar
        • Flame Elves
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • High Elves
        • Humans
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Orcs
        • Rootwalkers
        • Sand Elves
        • Star Elves
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Blood Hawks
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Nighthawks
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • The City of Astheris
        • The City of Vorthis
        • Altheria
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Dathrendor
        • Elementals
        • Fifthala
        • Gethsemia
        • Herisil
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Ral
        • Sarcil
        • Sorosin
        • Thisrandor
        • Thornsaldsarn
        • Tirronfin
        • Zureth
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
        • The Sorcerous Artifacts
        • Gambit (card game)
      • Eras of History
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact

Robots

Code: Red
 
In the event of a robot uprising, the first thing to do is stay calm. Robots, while exhibiting a number of strengths (they can instill fear in anyone, are basically indestructible, won’t be killed permanently even if destroyed, can calculate variables far faster than humans, are free from human emotion, can’t be harmed by illness or radiation, can upgrade themselves to combat any resistance thrown against them, and are free from human mental conditions), still have distinct weakness. By exploiting these weaknesses (uhh… Magnets near their circuitry isn’t good? And, uh… Water’s bad if they haven’t bothered to make their joints waterproof?) the survival of the human race can be assured.
 
Detecting the threat:
  • Signs of a robot uprising will be quite prevalent long before the attack actually occurs. Given that new bodies must be manufactured (not born), the robots will need to ensure a steady supply of new bodies. Be on the lookout for:
  • Artificial intelligence appearing in everyday lives (primarily in the form of games, to learn what forms of attacks we might make against them).
  • An interconnected web of data that all humans use to communicate and store information. This provides an excellent source of assault data for the robots to use.
  • Robot workers at factories and manufacturing plants. This ensures that the robots don’t need humans to continue their production.
  • Self-driving vehicles, primarily in the form of industrial transportation, to ensure that raw materials are being sent to the robot factories.
  • A centralized intelligence controlling all the robots. To disguise itself, this entity will likely take the form of a benevolent assistant, willing to help humans with their everyday tasks.
 
Analyze the threat:
  • If the uprising has yet to occur, begin making scans.
    • Determine the location of the central intelligence, or locations if possible.
    • Determine likely resistance should this location be attacked.
    • Attempt to discover if any android bodies have been constructed yet.
    • Please record all observations on paper, out of sight of security cameras, listening devices, cell phones, or any technology produced after 1920. When doing reports, stay in constant contact with someone in a secure location. If you die, your memory won’t be saved to the nearest hard drive.
  • If the uprising has occurred, begin taking notes.
    • Are the robots shaped like humans, or did they take on a more favorable form?
    • Are they seemingly intent on destroying all organic life, or simply ruling over it?
      • If they seem to be intent on genocide, press the Hail Mary button. Don’t wait to read the combat section. Removing all nukes from the A.I.’s grasp is probably advisable in this case.
    • How quickly can the robots upgrade their parts?
    • Are they building new bodies out of raw materials dug from the ground, or are they collecting metal, glass, ceramic, etc, from the ruins of the old world?
    • Are they building new factories to produce more robots?
    • Are they rounding up humans into slave camps, or letting them run free?
      • If they’re rounding up humans, are they upgrading them with technological implants? Or simply killing them?
 
Combating the threat:
  • Once all this data has been collected… Things get a bit tricky. The ultimate goal will be to destroy the central intelligence. Begin following these steps:
  • Make sure that you have transportation to the Central Intelligence once the time is right.
  • If the robots are harvesting raw materials from the ground, destroy these mines. Prevent the robots from being able to build new bodies.
  • For good measure, start destroying the robot factories, limiting their functionality in your area. Begin destroying all robot troops in your immediate area.
  • Go to ground to avoid the massive swath of destruction that the robots rain down on your area in response to the strikes.
  • Take use of the distraction to fly to the unguarded Central Intelligence.
  • Fight your way through hoards of faceless robot warriors. Make sure to bring extra ammo.
  • Arrive at the central intelligence and destroy it. Be prepared to fight your way back out just in case the intelligence has been moved.
  • Alternatively:
  • Capture a single robot troop and upload a virus to the Central Intelligence. If it’s controlling all the robots, it will be connected with them all. This should solve the problem.
    • This is also the desired solution if the threat has yet to expose itself. You will likely be shutting down the servers for a major company of some sort (possibly more than one), but you can rest assured that the world is now safe. You may also be resting in jail, but be certain that the department will do everything possible to quietly secure your release and subsequent life in another country under diplomatic immunity.
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Lead Pyramid Publishing LLC
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913.827.3709
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