Environ: outside of motor pool, elders around
fire, night
Actors: Talon, elders, dancers
Cinema: elders chanting as Keeper shuttle lands
Plot progress: sets up environment and the horror
of the aliens, as well as Talon’s indifference to tribal ways
Plot_point 2
Environ: Talon’s house, dim light
Actors: Talon
Objects: Talon’s medallion
Cinema: Talon in house, sitting in chair, drawing
in sand with wrench, hears explosion
Plot progress: see Talon’s house, how he lives
Plot_point 3
Environ: outside of Talon’s house on the
reservation, night, flames in the background
Actors: Talon, old man, Mary, beasts
Cinema: Talon runs out to see what’s going on,
sees old man killed, beasts, Mary running, her taken away
Challenge: to beat the beasts off and get back to
the cabin
Plot progress: establishes Talon and Mary’s
connection, first glimpse of the visceral horror of the beasts
Plot_point 5
Environ: oil-change pit and garage
Actors: Talon, beasts
Challenge: get out of the oil change pit, get bus
keys, get to bus
Plot progress: shows where Talon works, his
knowledge of mechanical things
Plot_point 6
Environ: bus
Actors: Talon, beasts
New weapons: Crowbar
Cinema: Talon driving off into the night,
reservation burning behind
Challenge: to kill the last beast, start the bus
and drive it out of the garage (through the wall)
Plot progress: shows the unbelievable destruction
that the aliens have wrought upon the reservation
Level CH1L2 – trailer park/gas station
Plot_point 1
Environ: bus
Actors: Talon, beast
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 2
Environ: bus wreck\outside of gas station
Actors: Talon, beast
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 3
Environ: inside of gas station
Actors: Talon, body of Rico, beasts
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 4
Environ: outside of trailer park
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 7
Environ: Chevy truck
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Level CH1L3 – Nike missile base
Plot_point 1
Environ: Chevy truck
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 2
Environ: Outside of Nike base
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 3
Environ: Missile silo
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 4
Environ: Inside of human/old section of missile
base
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 5
Environ: Inside of old alien section of the base
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 6
Environ: Inside new alien section of missile base
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_point 7
Environ: Outside canyon with Trocaran shuttle
Actors:
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Chapter 2
Chapter synopsis of 3D game content:
Actors:
Talon Brave
Keeper mechanized cat variation
Cyber-zombie tripod
Cyber-zombie leader
4-ape (in cage)
“Away” Keeper
Mary Thunder
Indian captives (male and female)
Inventory/gameplay objects:
Weapons locker
Health station
Weapons:
Colt Peacekeeper
Wave gun
Level CH2L1 – Trocaran shuttle ship
Mandatory plot_point sequencing:
Plot_point 1: mandatory_start
Plot_point 6: mandatory_in_sequence
Plot_point 7: mandatory_in_sequence
Plot_point 11: mandatory_end
Environment description:
This is the shuttle ship that takes Talon and the
other Earthly captives from Earth to the Trocaran mothership. The
shuttle is operated by a Keeper “away team.” This means a few
Keepers (in their away suits) plus a large contingent of
“manufactured” workers—all of these are derived, in some way,
by the Keepers from the genetic designs of the other species.
The shuttle is large in scale, and while it is a
Keeper vessel, it was built by their cybernetic “servants” so
that it doesn’t seem too Keeper-like at first glance, but more
robotic and automatic. The age of the ship is incredible, but it has
been scrupulously maintained. Imagine an old piece of metal that has
been ground down and polished back up hundreds of times.
There is a system of nearly-hidden tunnels and
rooms (picture our own lymph system) which are used by the Keepers,
and may be discovered by the player.
The vast majority of the area of this ship is
given up to storage cells—the primary function of the ship is
either to haul things down to a planet or bring things up. Often, a
lot of what’s “brought back” to the Trocaran ship are organic
life forms.
Plot_Point 1
Environ: Loading room
Status: mandatory_start
Actors: Talon, Zombie guard, beast
Objects: Crates to move, hide behind
New weapons:
Puzzle:
Challenge: Get out of room
Cinema:
Plot progress: sets up the Trocaran shuttle
environment, and makes the player really feel like he’s cruising
away from Earth. This room is the loading room just past the
airlock—where supplies are loaded before being taken to storage
rooms.
Plot_Point 1b
Environ: Storage room with 4-apes in a container
Status: optional
Actors: Talon, 4-ape
Objects: Crates to move, hide behind
New weapons:
Puzzle:
Challenge: shut down alarm by killing power but
don’t let the 4-apes out
Cinema:
Plot progress:
Plot_Point 2
Environ: Hallways
Status: optional
Actors: Talon, beasts
Objects:
New weapons:
Puzzle:
Challenge: find trap-door down to service area
Cinema:
Plot progress: give the player the desperate
sense that he is alone, set up the feel of the ship
Plot_Point 3
Environ: Service conduits
Status: optional_reliant
Reliance: must first find trap door in Plot_Point
2
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: get to electrical service bay
undetected
Cinema:
Plot progress: get the player used to the fact
that he will explore “hidden” areas like this often
Plot_Point 4
Environ: Electrical service bay
Status: optional
Actors: Talon, zombies
Objects: Weapons locker, mod blaster batteries
New weapons: level 2 mod blaster
Puzzle:
Challenge: get weapon, find schematic\map
Cinema:
Plot progress: give the player a sense of the
ship as operating without him, also gives him the first taste of a
weapon’s locker
Plot_Point 5
Environ: Service conduits
Status: optional
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_Point 5B
Environ: Service shuttle bay
Status: optional
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: First, since this is sort of a secret
area (should the player access this during the first play, or should
this be one of those “replay” easter eggs?), Talon must find
it—the challenge then is to start up and fly the service shuttle
around the larger Trocaran shuttle ship.
Cinema:
Plot progress:
Plot_Point 5C
Environ: Service shuttle
Status: optional
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: To fly the shuttle (joyride) and then
land it back in the shuttle bay
Cinema:
Plot progress:
Plot_Point 6
Environ: Double-door puzzle
Status: mandatory_in_sequence
Actors: Talon, zombie-guards
Objects:
New weapons:
Puzzle: open first door, shoot out portal before
gas fills up room (w/colt), destroy override switch, open second door
Challenge: kill first guards, get doors open
Cinema:
Plot progress: present a mental puzzle to the
player—get him using his brain, but also make the player feel like
he’s affecting things on the ship (when the state of alarm brings
other cyber-zombies, etc.)
Plot_Point 7
Environ: Cells
Status: mandatory_in_sequence
Reliance: must get through double-door puzzle
first
Actors: Talon, Mary, “Away” keeper, captured
men and women, mutilated corpse
Objects:
New weapons:
Puzzle:
Challenge: destroy second door’s controls, turn
on emergency lights, shoot men free from cables, find hidden panel to
exit room
Cinema: Talk to Mary about cell, learn about the
bended bars, some of the horrors of the Keepers (though we still have
no clue as to what they are)
Plot progress: make Talon feel that he’s in a
leadership role here—only he has the power to change things at this
moment—also make Talon know that these are not the only captives,
just part of them in this cell block
Plot_Point 8
Environ: Back exit from cells
Status: optional
Actors: Talon, 2 Indians
Objects:
New weapons:
Puzzle:
Challenge: discover Keeper door (maybe open),
find stairs up
Cinema:
Plot progress: Talon as a rescuer
Plot_Point 8b
Environ: Keeper inner-sanctum
Status: optional_reliant
Reliance: must be able to open Keeper door in
Plot_Point 8
Actors: Talon, 2 Indians
Objects:
New weapons:
Puzzle:
Challenge: catch a glimpse of a Keeper (can’t
kill), escape from Keeper trap (gas in room)
Cinema:
Plot progress:
Plot_Point 8c
Environ: Keeper exit
Status: optional_reliant
Reliance: must have gone into area 8b
Actors: Talon, 2 Indians
Objects:
New weapons:
Puzzle:
Challenge: catch a glimpse of a Keeper (can’t
kill), escape from Keeper trap (gas in room)
Cinema:
Plot progress:
Plot_Point 9
Environ: Zombie guard recharge room
Status: optional
Actors: Talon, 2 Indians, 4 re-charging zombies
Objects:
New weapons:
Puzzle: wire the systems so that you can kill the
zombies w/o waking them up
Challenge: find the map to the bridge
Cinema:
Plot progress:
Plot_Point 9b
Environ: Alien “slab” room—storage room for
specimens
Status: optional
Actors: Talon, cyber zombie tripod, away keeper
Objects:
New weapons:
Puzzle:
Challenge: kill the cyber-tripod (Keeper
escapes), see some of the mutilated specimens (some human, some
coyotes, etc.), kill the still alive specimens to put them out of
their misery
Cinema:
Plot progress:
Plot_Point 10
Environ: Ship hallways near bridge
Status: optional
Actors: Talon, 2 Indians, zombies, beasts
Objects:
New weapons:
Puzzle:
Challenge: get to the bridge w/o getting killed
Cinema:
Plot progress: give Talon a sense of the
desperate nature of his situation, and that he can’t control
everything himself
Plot_Point 11
Environ: Bridge
Status: mandatory_end
Actors: Talon, 2 Indians, zombies
Objects:
New weapons:
Puzzle:
Challenge: close bridge door, gain some control
of the ship
Cinema: door bursts open, Indians are killed,
Talon is swarmed
Plot progress: when the Indians are dying, Talon
feels helpless, unworthy of his role as hero, but he regains some
sense of confidence when he begins to control the ship—when the
doors break down, and the Indians killed and Talon captured, Talon
feels helpless, hopeless and trapped
Chapter 3
Chapter synopsis of 3D game content:
Actors:
Talon Brave
Lesser Keeper
Staleene Keeper
Mary Thunder
Indian male
Great grandfather
Humanoid beefy chick guard
Humanoid noble
Suffering humanoid and human captives
Generic Cvamp
Hataa-skeen
Hovering thing
Bird thing
Food parasites
Inventory/gameplay objects:
Health station
Weapon’s locker
Weapons:
Colt Peacekeeper
X5
Wave gun
Vamp spear
Level CH3L1 – Humanoid prison
Mandatory plot_point sequencing:
Plot_point A: mandatory_in_sequence
Plot_point 1: mandatory_start
Plot_point 3: mandatory_in_sequence
Plot_point 4: mandatory_in_sequence
Plot_point 5: mandatory_in_sequence
Plot_point 7: mandatory_random_access
Plot_point 8: mandatory_random_access
Plot_point 13: mandatory_in_sequence
Plot_point 14: mandatory_end
Environment description:
This is a large humanoid prison area that is
broken up into 3 primary sections—the research section (where the
humanoids dissect captives and perform genetic research and
experimentation); the “cold storage” section—this area consists
of holding cells, cold storage for recently killed humanoids and
processing sections which are used to process humanoids and
humanoid-like captives into humanoid food; the “debauchery”
sections—cells to hold captives and arenas for pleasure and play,
sexual depravity and torture, etc.
Talon begins this level in the research area of
the prison, in a gigantic “holding area” where many captives are
placed to recover from research. It should be noted that the “Keeper
presence” in the research area is quite strong, since the Keepers
often help, or facilitate genetic research and exploratory surgeries.
There are also plenty of Keeper access tunnels in this area, since
they often observe the Trocaran’s genetic research surreptitiously.
Plot points A-8 take place in the research and
dissection area of the prison. The other 2 areas (cold storage and
debauchery) can be approached in either order.
Plot_Point A
Environ: Prison—dissection room
Status: mandatory_in_sequence
Actors: Talon, some strange Keepers
Objects:
New weapons:
Puzzle:
Challenge:
Cinema: Talon wakes up as he’s being dissected,
passes out, wakes up to empty room, sees leg and arm on table, passes
out again
Plot progress: Talon learns that he is a prisoner
now, and that something horrible has been done to him
Plot_Point 1
Environ: Prison platforms
Status: mandatory_start
Actors: Talon, hovering thing, other Indian
captive
Objects:
New weapons: Talon finds his colt peacemaker
Puzzle: figure out how to leap on the automated
drones to get from platform to platform (too Mario-esque?)
Challenge: get to the wall
Cinema: Talon, once he gets a sense of where he
is, hears another human voice, far away. It is another Indian
captive, like himself. A light comes on and illuminates the captive,
within shouting distance, but impossible to get to. He is in the same
boat as Talon, but has been awake for several days, exploring what he
can—he thinks he’s found a way out for himself (Talon can’t get
there), but gives Talon a clue to get out himself—he also clues
Talon in on several of the small, parasitic creatures he’s found
that are edible. After giving his advice, he tells Talon that he’s
going to search for the others and that Talon should do the same…
Plot progress: Talon realizes that he is not
dead—feels the scars and some of the strange mental effects, knows
he must escape the prison, knows that he’s no longer on the ship,
but someplace altogether different and alien
Plot_Point 2
Environ: Prison sloping wall
Status: optional
Actors: Talon, bird-creatures
Objects: ammo for the Colt
New weapons:
Puzzle:
Challenge: get up the wall, avoid the bird
creatures
Cinema:
Plot progress:
Plot_Point 3
Environ: Prison ledge/entrance
Status: mandatory_in_sequence
Actors: Talon, 2 beefy-chick humanoid guards
Objects:
New weapons: Humanoid weapon (X5?)
Puzzle:
Challenge: knock out the 2 guards, get a weapon
Cinema:
Plot progress: learns that he was meant to be
kept here
Plot_Point 4
Environ: Prison hall
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: find trail of fresh blood to lead him
to Mary’s cell
Cinema:
Plot progress: learns that this place is a prison
Plot_Point 5
Environ: Prison—Mary Thunder’s cell
Status: mandatory_in_sequence
Actors: Talon, Mary
Objects:
New weapons:
Puzzle:
Challenge: Talk to Mary, hear scream
Cinema: Mary explains that they took the others
away
Plot progress: Learns the there were others (and
they were taken away), that he’s been “out” for quite a few
days
Plot_Point 6
Environ: Prison—dissection room
Status: optional
Actors: Talon, 2 lesser Keepers, Indian on table
Objects:
New weapons:
Puzzle:
Challenge: figure out how to get into room
Cinema:
Plot progress: Talon feels helpless—he couldn’t
stop the dissection and death of his friend, his friend had the same
sort of experience he had, but Talon didn’t die—he wonders why
Plot_Point 7
Environ: Prison—meeting with great grandfather
Status: mandatory_random_access
Actors: Talon, great grandfather
Objects:
New weapons:
Puzzle:
Challenge:
Cinema: Talon’s first meeting with the old man
Plot progress: Set’s the stage for the mystical
portion of the game
Plot_Point 8
Environ: Prison--Staleene Keeper in hall
Status: mandatory_random_access
Actors: Talon, Staleene Keeper, guards
Objects:
New weapons:
Puzzle:
Challenge: kill guards, listen to Keeper, find
entrance to library
Cinema: Introductory meeting with Staleene Keeper
(does this need to be a cinema?)
Plot progress: introduces the concept of Earth as
part of the game
Plot_Point 9
Environ: Prison—cold storage area A
Status: optional
Actors: Talon..???
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: get Talon wondering about the cold
storage of beings
Plot_Point 10
Environ: Prison—cold storage area B
Status: optional
Actors: Talon..???
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: provides Talon with the disturbing
knowledge that humanoids are cannibalistic
Plot_Point 11
Environ: Prison—debauchery area A
Status: optional
Actors: Talon..???
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: Talon begins to see some of the
aberrant habits of the humanoids and their collective “insanity”
Plot_Point 12
Environ: Prison—debauchery area B
Status: optional
Actors: Talon..???
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: Talon witnesses or tries to rescue
on of the Indian women who is being horribly tortured
Plot_Point 12B
Environ: Prison—Keeper back hallway
Status: optional
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: to discover the entrance to this area
Cinema:
Plot progress: Talon get his first taste of the
network of Keeper halls that exist “between the cracks of the
Trocara”—this hallway should also imply great distances above and
below, that Talon can’t access
Plot_Point 12C
Environ: Keeper—small, spherical hub area
Status: optional
Actors: Talon, Keeper (NOT Staleene Keeper)
Objects:
New weapons:
Puzzle:
Challenge: get out of there before Talon is
discovered
Cinema:
Plot progress: Talon gets his first glimpse of a
real Keeper area (he must be able to associate this with the Keepers)
and just a hint of their powers—here he sees his first real example
of the Keeper’s portal powers
Plot_Point 13
Environ: Prison—shuttle tube loading area
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: figure out how to call the shuttle
tube
Cinema:
Plot progress: introduces the concept of shuttle
tubes as a means to travel the huge distance on the Trocaran ship
Plot_Point 14
Shuttle tube ride
Status: mandatory_end
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: will help to show off the huge
scale of the Trocaran world
Level CH3L2 – Humanoid library
Mandatory plot_point sequencing:
Plot_point A: mandatory_start
Plot_point 1: mandatory_in_sequence
Plot_point 2: mandatory_in_sequence
Plot_point 3: mandatory_random_access
Plot_point 4: mandatory_random_access
Plot_point 6: mandatory_in_sequence
Plot_point 7: mandatory_end
Environment description:
This is a large humanoid library—essentially
the base of their knowledge. The library is utterly ancient and
utterly run-down. While parts of the library are still used by nobles
doing some corporate research or scientific research, most of the
vast resources are left to crumble under the harsh passing of time.
This library should show some of the
time-stratification of the Trocaran mothership—parts of the library
should appear significantly older and less technologically-advanced
with newer (though still ancient and run-down) and more advanced
additions looking like they were built right over the top.
This place should make you want to cough from
dust and wash your hands if you touch anything. It should also be a
cool place for the player to learn a bit about the Trocara—we’ll
need to come up with some cool “data-access” interfaces for the
library stuff.
Plot_Point A
Environ: Library—shuttle tube unloading area
Status: mandatory_start
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: gives Talon the first taste of a
new environment that still feels congruent with the Humanoid theme
Plot_Point 1
Environ: Entry to library
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: Talon begins to realize the scale
and antiquity of this place
Plot_Point 2
Environ: Library main room
Status: mandatory_in_sequence
Actors: Talon, humanoid nobles
Objects:
New weapons:
Puzzle:
Challenge: kill the nobles, access a kiosk, learn
a bit about the Trocara
Cinema:
Plot progress: Talon sees other members of the
humanoid species, and also learns a bit about the Trocara from the
information kiosks (this will teach him how to access other data
later in the game)
Plot_Point 2B
Environ: Library museum area
Status: optional
Actors: Talon, humanoid nobles
Objects:
New weapons:
Puzzle:
Challenge: kill the nobles
Cinema:
Plot progress: Talon sees for the first time some
indication that there might be other species of the Trocara—he also
gets a hint at the genetic engineering and that the humanoids (and
some variations) are very close to human in nature
Plot_Point 2C
Environ: Library gigantic stacks
Status: optional
Actors: Talon, humanoid nobles, guards
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress: Talon has another avenue to learn
something about the humanoids and the Trocara, and he also learns of
the grand scale in which things are tackled on the Trocaran ship,
since these stacks are HUGE and must be accessed through funky
platforms, etc.
Plot_Point 3
Environ: Upper ledge area
Status: mandatory_random_access
Actors: Talon, great grandfather, parasite
creature
Objects:
New weapons:
Puzzle:
Challenge: see old man, kill parasite, figure out
how to move crates, get up to ledge, follow old man into mystical
portal
Cinema:
Plot progress: learns about the old man’s way
of getting him into a dream quest
Challenge: see the cvamp do her thing, follow the
running vamp
Cinema:
Plot progress: sees a new and bloodthirsty
creature in the vamp
Plot_Point 5
Environ: Cvamp stairs\conduits
Status:
Actors: Talon, cvamp
Objects:
New weapons:
Puzzle:
Challenge: follow cvamp
Cinema:
Plot progress:
Plot_Point 6
Environ: Cvamp entry room
Status: mandatory_in_sequence
Actors: Talon, many cvamps
Objects:
New weapons: cvamp spear
Puzzle:
Challenge: kill the attacking cvmaps, follow the
survivors into the throne room
Cinema:
Plot progress: begins the genocide of the cvamps
without knowing what he’s doing
Plot_Point 7
Environ: Cvamp throne room
Status: mandatory_end
Actors: Talon, cvamps, Hataa-skeen
Objects:
New weapons:
Puzzle:
Challenge: kill the last cvamps, learn about what
he just did
Cinema: Hataa-skeen lambastes Talon for his
horrific rampage, falls to her knees and weeps
Plot progress: realizes that he’s wiped out the
cvamps who really didn’t threaten him, begins to feel great guilt
and obligation
Level CH3DQ –Dream quest 1
Mandatory plot_point sequencing:
Plot_point 1: mandatory_start
Plot_point 2: mandatory_in_sequence
Plot_point 3: mandatory_in_sequence
Plot_point 4: mandatory_ in_sequence
Plot_point 5: mandatory_ in_sequence
Plot_point 6: mandatory_in_sequence
Plot_point 7: mandatory_end
Environment description:
This is the first dream quest level. It will
resemble an Apache Pueblo cave: dark, sandstone and wood with deep
red paintings on the wall. It’s important that this place appear
very dream-like—animated wall paintings, juxtapositions of
sandstone and Humanoid tech, etc.
In the entry room, it’d be cool to have one of
the Humanoid library kiosks that will work partially, as well.
Plot_Point 1
Environ: Entry room
Status: mandatory_start
Actors: Talon. Great grandfather
Objects:
New weapons:
Puzzle:
Challenge: figure out how to access secret door
Cinema: old man introduces talon to his learning
path
Plot progress: learns of the old man’s previous
abduction, and that powers have been reawakened in him via the
vivisection
Plot_Point 2
Environ: Hallway 1
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_Point 3
Environ: Room test 1
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: use his budding powers to move stone
and open secret door
Cinema:
Plot progress:
Plot_Point 4
Environ: Hallway 2
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge:
Cinema:
Plot progress:
Plot_Point 5
Environ: Room test 2
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: use his powers to stack 2 stones to
open secret door
Cinema:
Plot progress:
Plot_Point 6
Environ: Hallway 3
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: Avoid the rolling rocks
Cinema:
Plot progress:
Plot_Point 5
Environ: Room test 3, water platform room
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: jump on the platforms to avoid the
water, move rocks to their niches to open underwater door, jump into
water to get to underwater passage
Cinema:
Plot progress: starts to see the use of mystical
powers
Plot_Point 6
Environ: Underwater hallway
Status: mandatory_in_sequence
Actors: Talon
Objects:
New weapons:
Puzzle:
Challenge: swim to end of passage
Cinema:
Plot progress:
Plot_Point 7
Environ: Final cave room with old man
Status: mandatory_end
Actors: Talon, great grandfather
Objects:
New weapons:
Puzzle:
Challenge: listen to old man, return to Trocaran
ship via portal
Cinema: wisdom cinematic
Plot progress: begin to see the wisdom of the old
man and view him as an ally