Mod:Washington's Malevolence/The Great Bank, Part III

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"The Great Bank, Part III" is the ninth quest in the main quest line of Washington's Malevolence. The quest "Memento Mori" is considered part of this quest, also acting as its subtitle.

The Story
(in progress)

Objectives
The player must talk to all four NPCs at the top of the stairs; the order is not important. The conversations, depending on the choices the player makes, add to a total tracked in the quest script. The player must get at least 10 points to successfully defuse the argument. Even if the player has 10 or more points, they must still talk to all four NPCs. If the player fails to gain 10 points (or if Sam is angered through dialogue regardless of point count) then the player will fail "Memento Mori", the quest that has a direct bearing on which ending the player receives.
 * 1) Fight your way to the administrative level of the Rocky Cape Bank.
 * 2) Defuse the situation involving Sterling, Sam, Paladin Newman, and Commander Newman... or not.

The maximum points to be gained from each NPC are as follows: Sam is the only character with an auto-fail condition built into his dialogue, due to his unstable nature. The player must not use any kind of passive aggressive language towards Sam, since angering Sam triggers the fail condition and causes the death of all the NPCs in the room. The player will not be able to save any of them. This is also a quick way to see the bad ending if the player so wishes.
 * Commander Steve Newman: 5 points
 * Paladin Noah Newman: 4 points
 * Sterling: 3 points
 * Sam: 4 points

If you are able to defuse the situation: If you are unable to defuse the situation:
 * 1) Talk to Sterling to receive the keycards.
 * 2) Activate the switch in the back room behind the table.
 * 3) Talk to Eyes on the lower level.
 * 1) Search Sterling's body for the keycards.
 * 2) Activate the switch in the back room behind the table.

Trivia

 * "Memento Mori" was originally supposed to feature a battle between Eyes and Sterling; however, due to time constraints, this was scrapped.
 * The player was originally able to save some of the NPCs if the fail condition was triggered; due to time constraints, this was also scrapped.