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Chapter 3 - CHAPTER 3: THE SCAN

The town square fountain glitched.

Adrian noticed it because, well, he'd *programmed* it to never glitch. The water animation was supposed to loop every 3.2 seconds—a tight cycle he'd optimized with his own hands in the engine. But this water froze mid-spray, then *popped* back into flow like someone had hit the rewind button on a broken video.

He squinted at it.

His Developer's Eye activated.

This time, instead of just the fuzzy overlay, Adrian felt something *click* in his mind—like a file opening in an IDE. Text cascaded across his vision.

```

FOUNTAIN [WATERFEATURE_001]

Status: FUNCTIONAL (Minor memory leak detected)

Script: FountainLoop_v2

Last updated: 27 days ago (dev build)

Animation frames rendered: 847,293

Next maintenance: PENDING

[Investigate] [Ignore] [Close]

```

Adrian's breath caught. He'd never implemented this level of detail. The stat screens, sure. But *this*? Reading the actual code underneath the game world?

He reached out with his mind toward [Investigate].

The menu expanded, flooding him with lines of pseudo-code—floating-point precision errors, shader calculations, memory addresses. His head throbbed. Too much. He slammed [Close].

The text vanished. Adrian stood there, sweat beading on his temples, staring at an ordinary fountain.

"Talking to yourself again?"

Adrian spun around. A woman in a bronze-trimmed apron blocked his path. She was maybe fifty, with the kind of weathered face that suggested she'd been standing in this exact spot for two decades, selling quests to wanderers who looked lost.

"Just—" Adrian started.

"You're that one, aren't you?" She didn't sound accusatory. Just curious. "The glitch that walks."

Adrian's stomach dropped. "Excuse me?"

"Mm." She crossed her arms. "Tom the blacksmith mentioned a fellow who didn't smell right. Knew things. Talked to inanimate objects." She gestured dismissively. "I thought he was drunk. But I've been running the Inn Quest Board for fourteen years. I know a real player when I see one."

There it was. That horrible *wrongness* in her voice—the tone of an NPC who'd just realized she was talking to something outside the code.

Adrian's hand went to his sword hilt instinctively.

The woman laughed. "Relax, boy. I don't care what you are. You're still paying for your bread like everyone else." She pulled out a rolled parchment. "Besides, if you're real and not some corruption spreading through Millbrook, you might be useful. We've got a bandit problem."

She thrust the parchment at him.

```

[QUEST RECEIVED]

TITLE: The Thornwood Bandits

DIFFICULTY: F-Grade

DESCRIPTION: A gang of brigands has been preying on merchants 

heading north from Millbrook. Clear the camp and reclaim the 

stolen merchant supplies.

REWARD: 50 EXP | 12 Silver Coins | Common Shortsword

```

A standard tutorial quest. Adrian had probably designed this himself—a gentle difficulty curve, manageable enemy scaling, guaranteed loot at the end.

"The camp's north of town, past the old mill," the woman said. "Go in before sunset, or the boss gets cranky."

Adrian took the parchment. It felt real in his hands. "What's the boss's name?"

"Doesn't matter." The woman turned back toward her inn. "Just stab it."

---

The Thornwood camp was exactly where his notes said it would be.

Three dilapidated tents arranged in a rough triangle. A dying campfire. Four bandits lounging around, their armor scratched and dented—clearly low-tier NPCs with minimal behavior trees. One had a bottle of mead. Two were arguing about something inaudible. The fourth was sharpening a dagger, not paying attention to anything.

Adrian crouched behind an oak tree thirty meters out, heart hammering. *First real combat.*

In the Nexus zone, the slime had been scripted. Friendly. A tutorial fight with predetermined moves. This was different. These bandits would actually try to kill him.

He raised his hand and thought: *Scan.*

The Developer's Eye triggered on the nearest bandit—a scarred man with a chipped axe.

```

ENEMY SCANNED: BANDIT [THORNWOOD_001]

Level: 2

Health: 18/18

Class: Sellsword

Weapon: Iron Hatchet (worn)

Notable debuff: Alcohol intoxication -15% reflexes

[+] View Full Code [Ignore]

```

Adrian's eyes widened. The guy was *drunk*. His reflexes were nerfed. This was a mercy by the quest designer—a built-in advantage for new players.

Adrian scanned the others.

```

ENEMY SCANNED: BANDIT [THORNWOOD_002]

Level: 2

Health: 21/21

Class: Brigand

Weapon: Rusted Sword (chipped)

Notable debuff: NONE DETECTED

```

```

ENEMY SCANNED: BANDIT [THORNWOOD_003]

Level: 2

Health: 19/19

Class: Brigand

Weapon: Dagger (sharp condition)

Notable buff: Night vision enabled

```

```

ENEMY SCANNED: BANDIT [THORNWOOD_004]

Level: 2

Health: 20/20

Class: Brigand

Weapon: Club (heavy)

Notable debuff: Overweight status -10% movement speed

```

Adrian pulled back behind the tree, processing. None of them were above him in level. The drunk one was the weakest. The dagger wielder had night vision but was holding the sharpest weapon—probably meant to be the "skill" character.

He checked his own stats.

```

ADRIAN CHEN [Level 2 | Progress: 30%]

Health: 23/23

Mana: 15/15

Stamina: 25/25

Strength: 12

Dexterity: 11

Constitution: 13

Intelligence: 16

Wisdom: 10

Charisma: 9

```

Not great distribution—his game had started him with intelligence-heavy stats because he'd thought game developers would be smart. It felt like a joke now. But he had the health advantage, and if he got to act first...

Adrian drew his rusty starting sword and walked into the camp.

"Oi!" the drunk one shouted. "Fresh meat!"

The bandits scrambled to their feet. The one with the club moved slower—confirmed the overweight debuff—and the dagger wielder moved *faster*. Adrian noted the pattern.

"You're trespassing!" the sharp-dagger one said, assuming a fighting stance.

Adrian took a breath. He could do this. He'd coded these combat algorithms. He *knew* how they worked.

He lunged at the drunk bandit.

The man tried to block, but the intoxication penalty meant his reaction was a quarter-second slow. Adrian's blade caught his arm—not a kill blow, but solid damage. Blood bloomed across the bandit's sleeve.

```

[HIT] +7 damage (Crit threshold not met)

```

The camp erupted into action.

Club-guy charged him from the left. Adrian sidestepped—the overweight penalty made the movement predictable, telegraphed. He spun and slashed the drunk one again, following up while the advantage was there.

```

[HIT] +6 damage

[ENEMY DEFEATED: THORNWOOD_001]

[+] EXP: 12 | [+] 2 Silver Coins

```

The drunk bandit fell to one knee, coughing blood.

Then three fought him at once.

It was chaos. No—it was *pattern recognition*. Adrian's developer's mind kicked into high gear. The club-guy was slow, so Adrian let him swing, reading the wind-up and dancing away. The sword-wielder was balanced, professional. The dagger one was fast but *fragile*—Adrian could see it in the scan results. Low health pool.

Adrian feinted left, made dagger-guy commit to a parry, then pivoted and clocked the club-wielder in the face with his pommel. The impact wasn't meant to be lethal, but it rattled the man.

```

[STUN] THORNWOOD_004: -1 turn

```

Adrian spun on the sword-wielder, their blades meeting in a shower of sparks. The man was good—real combat experience coded into his AI. But Adrian was learning. Every move, every attack pattern, was logged in his developer's memory. He could see the tells.

He saw the opening and took it.

```

[CRITICAL HIT] +15 damage

[ENEMY DEFEATED: THORNWOOD_002]

```

Sword-wielder went down. Two left. Club-guy was recovering from stun. Dagger was circling, looking for an opening.

Adrian attacked the dagger wielder with everything he had. The health pool was small—he could finish this in two, maybe three good hits. Dagger dodged left, fast. Adrian compensated, slashing at where the attack *should* go based on movement speed statistics.

```

[HIT] +8 damage

```

The dagger wielder gasped. Adrian pressed forward, sword high.

```

[HIT] +9 damage

[ENEMY DEFEATED: THORNWOOD_003]

```

One left. Club-guy was angry now, charging like a rhino. Adrian ducked under the swing and drove his sword into the man's ribs.

```

[HIT] +7 damage

[ENEMY DEFEATED: THORNWOOD_004]

```

Silence.

Adrian stood in the center of the campsite, breathing hard, covered in scratches and two actual bleeding cuts on his forearms. His heart was screaming. His sword was shaking in his hands.

He'd won.

Actually *fought* and won.

```

[COMBAT COMPLETE]

[+] EXP: 38 | [+] 8 Silver Coins | [+] Common Shortsword (drop)

[LEVEL PROGRESSION: 30% → 68%]

```

Adrian picked up the dropped shortsword, wiping blood from the blade. It was heavier than his starter sword, better balanced. He could feel the difference in weight distribution. A real weapon.

He looted the dead bandits mechanically—coins, a map, some jerky. Standard drops.

Then he saw the tent.

The largest one, at the center of camp. It had to be the boss's quarters.

Adrian pushed through the flap.

The bandits had been living like animals, but the tent was immaculate. Piles of stolen goods stacked carefully. Maps on the walls. A cot with actual blankets. And sitting on a wooden stool, head tilted as if waiting, was the bandit boss.

He was enormous—nearly seven feet, wearing leather armor that had seen real combat. A massive greatsword lay across his knees.

The moment Adrian saw him, the man's eyes opened.

"You killed my men," he said. His voice was calm. Almost disappointed.

Adrian raised his sword. "I'm here for the quest."

The boss stood slowly, lifting his greatsword. "Then come."

Adrian's Developer's Eye activated instinctively.

```

ENEMY SCANNED: THORNWOOD_BOSS - KAEL THE RAVAGER

Level: 5

Health: 67/67

Class: Warlord

Weapon: Greatsword (legendary quality)

Notable flags:

 - Veteran fighter (+30% damage)

 - Scarred veteran (-15% pain response)

 - Glitched Immortality Flag = FALSE

```

Adrian's eyes locked on that last line.

*Glitched Immortality Flag = FALSE.*

He'd never coded that. He'd never coded any immortality system for the boss. And the flag wasn't set to TRUE—it was set to FALSE, which should mean the boss *couldn't* be immortal.

Except why would the flag exist at all?

"Problem?" Kael smiled, and Adrian saw scars on the man's face that weren't in the original design.

Adrian didn't answer. He was too busy asking himself one terrifying question:

If Kael had a flag Adrian never coded, what else had changed in his game?

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