The game master Network involves a group of friends, including the narrator, Rebecca, Maddie, and others, participating in a series of challenges and puzzles set by "Lucifer." The group is competing against each other to earn tokens, with the ultimate goal of winning a prize.
The story begins with the narrator and their friends trying to complete a challenge on a warehouse roof, where they find a laptop with a message leading them to search for a clue in their house. They soon discover that someone has been in their house, leaving behind a hidden camera and a flash drive.
As the group searches for clues, they begin to suspect that Maddie, one of their friends, may be hiding something. They find a binder in Maddie's car with a mysterious note and a headset that seems to match the one used in the programs.
The group confronts Maddie, who claims to have been on a coffee date with a boy. However, they are skeptical of her story and suspect that she may be lying. The narrator believes that Maddie may be betraying them and working with the person behind the programs, known as "the guy with the green beanie."
The story ends with the group trying to uncover the truth about Maddie's activities and the mysterious programs, with the narrator planning to use a strategy to get Maddie to tell the truth.
Here are the key facts extracted from the text:
1. The game master Network, Mick, and Lucifer trapped someone in the back of their van.
2. They took the person's phone and texted Rebecca to give them a program.
3. The person mentions they have a new hacker, JP.
4. The group is on a warehouse route and received a message to find a laptop on the warehouse roof.
5. They are waiting for Maddie, who is late and probably with a boy.
6. Amanda is introduced as a competitor in a challenge.
7. The challenge is a memory game where the contestants flip over pages and match images.
8. The winner of the challenge gets a token from Lucifer.
9. A clue is hidden in the house, and the group searches for it.
10. The group finds a flash drive and hacker wires.
11. They watch a video of a person trapped and asking for help.
12. The group thinks the clue might be in the movie theater.
13. Rebecca finds a clue, but it's not clear what it is.
14. The group searches Maddie's room and finds a hidden key.
15. They use the key to unlock a door and find a binder with a mysterious message.
16. The binder has a note that says "only need two more" and has a drawing of a headset.
17. The group thinks the headset is related to the programs they've been doing.
18. They search Maddie's car and find a binder with notes and a photo of Maddie shaking hands with a person.
19. The group is suspicious of Maddie and thinks she might be lying about her whereabouts.
20. Maddie tells the group she was on a coffee date with a boy, but they don't believe her.