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Level 1 – Camp Area


Dalag Luft X, 4th October 1940. McDonald

Level Structure
First the player speaks to the SBO and information about the escape.

To escape, the player discovers, a pass is essential to success. The


forger needs one from the guard hut. Once the player takes this, a
timer begins, linked to a goon. Also the unit GUARDHUT_PATROL
is made active.

Once the player has got the ID it needs to be taken to the forger, who
takes it to make a copy. Make active unit DIGGING_GOON and
animate to dig with shovel he is equipped with.

At a set point the goon linked to the timer will route to the place where
the ID is. If the player is in region
CHECK_PLAYER_NOT_IN_ROOM then begin this using unit
OFFICER_CHECK_ID and camera ID_CHECK. If the ID is no there,
the alarm is raised and the mission failed. If the player is in the region
CHECK_PLAYER_NOT_IN_ROOM then do not do the scene, re-
checking every 5 seconds until the player is out of the region.

After taking the ID back the player is told to speak to the tunneler
working in the tunnel in hut 3. The tunneler tells the player he needs to
get the shovel, from by the locked 2nd gate. Make inactive unit
DIGGING_GOON and make active SHOVEL. This then needs to be
taken to the tunneler (make TUNNELER_PIOTR_KROTOPKIN
inactive and TUNNELER_KROTOPKIN_IN_TUNNEL active.).

The player needs to take the shovel down the tunnel. To do this the
player needs to push the furniture from the entrance. Once the player
has delivered the shovel to the tunneler, a sound file informs the player
that the guards are searching the hut. Units are spawned at each door
and 1 ferret and 1 goon enter the hut. They search the hut and if they
see the tunnel entrance it’s game over. If not when
SPAWN_TUNNEL_CHECK_FERRET reaches the waypoint
SPAWN_TUNNEL_CHECK_FERRET_10, the camera cuts to
GOONS_LEAVE_HUT and the player is paused to shown the goons
leaving the hut (until waypoint
SPAWN_TUNNEL_CHECK_FERRET_13 is reached) and all the
units made active are de-activated and control is returned to the player.

The player discovers that wood is needed to complete the tunnel. This
wood is outside by the wood shed. When the player grabs the wood a
goon is spawned to come a fetch some wood for the stove in the guard
hut. This unit is GOON_GET_FIRE_WOOD and when he reaches
GOON_GET_FIRE_WOOD_4 he should kneel down, then route to
GOON_GET_FIRE_WOOD_11 to become in-active again (provided
the player is not looking)

Once the wood has been given to the tunneler, the forger will have
finished the ID. The player can return and pick it up. Once the player
pick this up, the tunnel is made ready (remove
TUNNEL_BLOCKAGE, swap active tunneler HLOs) and the player
can escape. From the end of the tunnel the player emerges and is
captured, triggered by region TUNNEL_EXIT then jump to

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END_MISSION activate TUNNEL_EXIT_GOON_A and B).

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Cut Scenes
Guard Checking for Presence of Pass

Pass Present
Goon Officer to walk up to the table where the pass is and takes it.

Pass Not Present


Goon Officer to walk up to the table where the pass was and the alarm goes off, game over! Display
message MISSING_PASS_DISCOVERED.

Units Checking Tunnel Entrance


INT.HUT
Camera is looking down tunnel from POV of someone looking down the tunnel:

BIG X (Sound only!)


Look out! Goons are coming!

EXT.HUT 3
Spawned units at front door of hut 3 are shown, the front door is open and the ferret and goon entering
and one goon remaining at the entrance. Player control is then returned.

The ferret and goon to walk into the room with the tunnel,; if they see the open tunnel and shout an
alarm and it’s game over. Ferret to walk into the room with the tunnel and look around, turn round and
head back towards the guard hut (along with the 3 units guarding the left, right and front doors) and
unspawn as soon as possible.

Tunnel Discovered
If at any point any guards enter the region TUNNEL_ROOM and the tunnel is open (i.e. object
TUNNEL_COVER has been moved), it’s game over. Jump to the camera TUNNEL_ENTRANCE as
display the message TUNNEL_DISCOVERED (Which says; “The Goons have discovered the pass is
missing. Security will be too tight to attempt to escape.”

End Level
EXT. TUNNEL EXIT
The player emerges from the tunnel, a spotlight on the castle walls clicks onto the player, the screen
letterboxes and the player finds he is surrounded by 2 goon guards, 1 officer and 1 ferret. The officer
speaks as the player puts his arms up in surrender.

GERMAN OFFICER
Her MacDonald, A good attempt, but it would seem you have much to learn about escaping.

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Map

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Conversation Flow Table


Character: John Rose George Alexander Piotr Krotopkin Jimmy James
Stage/ (SBO) (Big X) (Tunneler) (Forger)
1 SBO1/ R1 R1 R1
Go to Stage 2
2 - BX1/ R1 R1
Go to stage 3
3 R2 - R2 JJ1/
Go to stage 4
4 R3 R3 PK1/ Given Pass?
Go to stage 5 JJ2
5 R4 R4 Given wood? Given Pass?
PK2/ JJ2
Go to stage 6
6 R5 R5 R5 Given Pass?
JJ2/
Go to stage 7
7 R6 R6 R6 R6
Pass returned? Pass returned? Pass returned? Pass returned?
Go to stage 8 Go to stage 8 Go to stage 8 Go to stage 8
8 R7 BX2 PK3 R7
Spade given?
PK4
Go to stage 8
9 R8 R8 R8 JJ3/
Go to stage 9
10 R9 R9 R9 R9
Nb - / denotes automatic change of stage
? denotes objective required for change of stage

Unit/Object Script Names:

Cameras Details
Shot when sound is played to warn the player of
GOONS_ARE_COMMING
Goons arrival
GOONS_LEAVE_HUT When goons leave hut.
ID_CHECK Camera used when Goon checks for Pass
END_MISSION Final shot when player emerges from tunnel.

Regions Details
Check to ensure player is not in room when cut-scene
CHECK_PLAYER_NOT_IN_ROOM
begins.
WARNING_WIRE01 to 3 Warning Wire Areas
SAFE_REGION_HUT_ONE to THREE Safe areas inside huts
TUNNEL_EXIT When levels ends
SHADOW_A1 and B1, C to G
PLAYER_IN_HUT
CORNER_A to D Help regions
DOOR_A to C
HELP_SLEEPING_GUARD
ID_HUT Region covering the ID hut
TUNNEL_ROOM Area where tunnel entrance is.
TALK_TO_SBO

Objects Details
FORGED_PASS Pass given to player by forger

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TUNNEL_COVER Object that covers the tunnel


ORIGINAL_PASS Pass player needs to recover
SHOVEL
WOOD
TUNNEL_BLOCKAGE Object that blocks the tunnel

Allied Units Details


PLAYER Player - MacDonald
SBO_ROSE Camp SBO John Rose
BIG_X_GEORGE_ALEXANDER Big X of this camp
FORGER_JIMMY_JAMES Forger
TUNNELER_PIOTR_KROTOPKIN Tunneler in hut, at top of tunnel
TUNNELER_KROTOPKIN_IN_TUNNEL Tunneler in tunnel
German Units
GUARDHUT_PATROL Unit made active to patrol the guard hut
PATROL_ONE German Ferret who patrols the camp
WATCHTOWER_SOLDIER_01 and 2 German Watchtower Goons
Unit spawned to guard front door when player is in
SPAWN_TUNNEL_CHECK_FRONT_DOOR
tunnel
SPAWN_TUNNEL_CHECK_LEFT_DOOR Unit spawned to guard left door
SPAWN_TUNNEL_CHECK_RIGHT_DOOR Unit spawned to guard right door
Goon unit spawned to enter the hut and look in end
SPAWN_TUNNEL_CHECK_GOON
room to check for tunnel entrance
SPAWN_TUNNEL_CHECK_FERRET As above but a ferret unit
SPAWN_FIREWOOD_GUARD Unit spawned to get fire wood
OFFICER_CHECK_ID Officer that looks for the ID
TUNNEL_EXIT_GOON_A and B Units who arrest the emerging player

Localisation/Objectives
LOC HEADING TEXT
Talk to the SBO Speak to the Senior British Officer about what options there are for
escape.
Talk to the Big X George Alexander, the Big X here, says there is a tunnel. However you
won't get far outside the camp without an ID card. See the camp
Forger.
Get a sample pass A forged pass needs a real sample. You'll be able to find a sample pass
in the guard hut.
Get pass to Forger Now you've got the pass - get it to the forger! You'll need to move
quickly as the goons may notice the pass is missing as raise the alarm.
Return Sample Pass Now the forger has seen the pass, get it back before the goons notice it's
gone.
Talk to the Tunneler Find out if the tunnel is ready. The Tunneler, Piotr Krotopkin, may well
be down there working on it.
Get Shovel The tunneler needs a shovel to complete the tunnel. There is one by the
second camp gate.
Get Some Wood The tunnel has caved in and needs wood to fix it. Get some from the
wood store.
Get Forged Pass and Exit Now the tunnel is open, get your forged pass, ready to escape.
Camp

Help Text
Training Mission Text
This is the text to guide the player, as it is the first few missions. For each item, the text is only
displayed the first time the criteria are met to display the text:

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Controller Help Text


Displayed the first time the player uses various functions of the controller:

HELP_STEALTH (Uses stealth button)


Moving stealthfully is a good way to move without making any noise.

HELP_ACTION_ICON (any action except opening a door)


To perform an action, press the action button when an icon will appears.

HELP_ATTACK_PUNCH (When player punches)


Use the punch with care, as it will make the Guards far more trigger-happy!

HELP_ATTACK_STRANGLE (when player strangles a unit)


Keep hitting the button to incapacitate the guard else he will break free.

HELP_START (at start of level)


Go and speak to the Senior British Officer. Press %s to view your notebook for more information.

HELP_STANCE_CROUCH (first time player crouches)


This stance is useful to move behind obstacles and hide from guards.

HELP_STANCE_PRONE (first time player goes prone)


This stance is useful to move under obstacles and hide from guards.

Region/Event Help Text


Displayed when the player enters/leaves the designated region:

HELP_SHADOWS (when player enters a region SHADOW_A and B)


Shadow is useful as it hides you from the view of guards.

HELP_SAFE_REGION (When Player leaves PLAYER_IN_HUT)


Huts are the only safe areas to be in after dark. Everywhere else is ‘Verboten’ (forbidden).

HELP_THREAT_METER_A (At start of level)


See moving bar on the left of the screen? The more wire, the closer an enemy unit it is.

HELP_THREAT_METER_B (At start of level after above)


The compass needle below it displays the direction of this enemy unit.

HELP_DOOR (When player goes near a door region DOOR_A and B)


Use your stealth camera to look though the keyhole before you exit the door.

HELP_CORNER (first time player enters region CORNER_A to D)


It's a good idea to use your stealth camera to check the coast is clear.

Stealth Cameras
First time the player uses any stealth camera. From then on no more of any of the peek camera help
text is displayed.

HELP_PEEK
You can use the peek cameras to look left, right, upwards, behind you and through keyholes.

Units
Displayed when the player targets an AI unit:

HELP_GOON (first time a player targets a Goon)


These Guards are called 'Goons'. They are slow-witted but tough and well armed.

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HELP_FERRET (first time a player targets a Ferret)


That guard is called a ‘Ferret’. They are anti-escape specialists and so are observant.

HELP_TIMER (when player gets ORIGINAL_PASS)


This is a timed objective; complete it before the timer counts down!

Standard Help Text


This is the text in a format used thought the game (depending on the difficulty setting) that informs the
player of additional information:

HELP_FORGED_PASS
Now you have a forged pass, you are ready to escape.

HELP_GET_PASS (when player enters region HELP_GET_PASS)


If the Goons discover this pass is missing all hell will break loose.

HELP_TUNNEL_COVER (when player enters region HELP_TUNNEL_COVER, after player has


completed objective ‘Talk to Tunneler’)
If you move this object, you will reveal the hidden entrance of the tunnel.

HELP_ORIGINAL_PASS
Take this to the forger in hut 2. He will then make a copy of the pass.

HELP_SHOVEL
This object is needed by the tunneler to finish the tunnel.

HELP_WOOD
This object is needed by the tunneler to shore up the tunnel.

Recorded Speech
SBO1
A Senior British Officer, John Rose, not the same SBO in Level 7 or Stalag Luft III. Spoken with
upper-class British accent.
No. Speech Context Outcome Critical
1 Luckily we have a good escape Initial speech when talked - N
organisation operating here. Our ‘Big to.
X’ here is George Alexander in hut 2.
Look out for guards if you go outside a
hut.
2 Keep at it Old Chap! Speech used once no.1 has - N
been said.

KROTOPKIN
All speech done in a polish accent. Full name; Piotr Krotopkin (Tunneler).
No. Speech Context Outcome Critical
3 I will need your help later. Come back Initial speech when talked - N
then. to.
4 I need your help, I need a shovel, this Speech used once player Make active shovel N
one is broken. The goons were clearing has returned the ID to object.
snow by the 2nd gate; try looking there. guard hut.
I’ll be down the tunnel when you
return.
5 I need more wood to finish the tunnel. Used when player has Make active wood N
There is wood in the wood store returned with the shovel. object.
outside; take this key I stole last week.

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6 I’ll soon have the tunnel ready. Make Used once the wood is Enable pass from N
sure you’ve got the forged pass. delivered. forger.
16 Keep at it comrade! Encouraging. - N

JIMMY JAMES
Jimmy James is the camp Forger. Jimmy James is a softly spoken officer from the home counties.
No. Speech Context Outcome Critical
7 I'm Jimmy James, camp forger. You Initial speech. Enable pass in N
must be McDonald. Now I can make guard hut
you a pass but I'll need a sample from
the goons. If you could borrow one
from the guard hut, that would be
splendid!
8 Keep at it Old Chap! Speech used once no.1 has - N
been said.
9 Splendid. I'll just make a copy as Once player returns with - N
quick as I can. <Pause> All done. original pass
Get this back to where you got it, as
soon as possible.
10 Here is your forged pass. It's now got Once player comes to get Enable tunnel for N
your photo on. Good luck with the the pass. use.
escape.

BIG X
The camp’s escape co-ordinator, George Alexander. George Alexander is Scottish with a Glasgow
accent.
No. Speech Context Outcome Critical
11 I'm George Alexander, the Big X here Initial speech. Enable pass in N
and head of the Escape Committee. guard hut.
12 Hurry! Return the pass! Once player has original - N
pass.

Said with urgency.


13 I hear there are problems with the Speech used once player - N
tunnel? has returned the ID to
guard hut.
14 Tunnelling has had to stop. Piotr Used when player has - N
needs a spade to continue. returned with shovel.
15 Have you got the pass from the forger? Used once the shovel is - N
delivered.
17 You're doing a good job, keep at it Encouraging. - N
Mac
18 Look out, someone’s coming! Said with urgency. - N

GERMAN OFFICER L1A


All in English with stern attitude.
No. Speech Context Outcome Critical
19 I’ll get some more wood. In German, muffled, - -
comes from inside the hut.

GERMAN OFFICER L1B


All in English with stern attitude.
No. Speech Context Outcome Critical
- Welcome to Dalag Luft X Her See Briefing - -
MacDonald. The rules here are
simple. It is forbidden to be outside
your hut during the night.

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- Violation of this rule will result in your See Briefing - -


suppression and arrest. Carrying a
weapon, attacking a guard or stepping
into the warning wire is both forbidden
and fatal.

Additional Speech

SBO1
A Senior British Officer, John Rose, not the same SBO in Level 7 or Stalag Luft III. Spoken with
upper-class British accent.
No. Speech Context Outcome Critical
20 This is for you. Smuggled in from When player gets compass - Y
Blighty in a parcel. It’s a compass.
The needle indicates where your next
objective is.
21 Use it to locate and speak to the When player gets compass - Y
camp’s Big X. He’s coordinating all
the camp escape activity.

KROTOPKIN
No. Speech Context Outcome Critical
22 I'm Piotr Krotopkin. The tunneler. - - -

BIG X
No. Speech Context Outcome Critical
23 Here’s something you might find - - -
useful; this slide rule indicates the
distance away of the nearest enemy
unit. You’ll find this invaluable
information!
24 We can help you to escape, but first we
need to get you a forged pass. Speak
to the forger.

MacDonald
No. Speech Context Outcome Critical
25 Thanks very much. Pleased. - -
26 This will come in very handy. Pleased. - -
27 I’ll see what I can do. Pleased. - -
28

GERMAN OFFICER L1B


All in English with stern attitude.
No. Speech Context Outcome Critical
31 This is the Kommandant. I need to In German. Spoken over a - -
know the issue date of the latest passes. phone.
32 There is no word from the camp. Send In German. As with
someone to investigate at once. briefing, this is a voice
over.

GERMAN FERRET L1
All in English with stern attitude.

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No. Speech Context Outcome Critical


33 Hello? See Briefing - -
34 At once sir. In German. Very formal
and clearly spoken.
35 The date of issue is 14th September In German. Very formal
1940. Have a good evening sir. and clearly spoken.

Sound Effects
All in English with stern attitude.
No. Speech Context Outcome Critical
36 Telephone ringing. See Briefing - -

Changes from Review 08/11/02


Help text initial: Talk to SBO, press Select for note book with further info.
HELP_THREAT_METER_A and B deleted. HELP_START added. When the level begins display
this message.

SBO: proximity based and gives player the compass. When the player enters region TALK_TO_SBO,
go widescreen and to camera TALK_TO_SBO_A and route the player to waypoint (and facing)
TALK_TO_SBO. Use animation Standard speaking animation for SBO_ROSE and play the following
speech: 1,29,37. Then cut to camera TALK_TO_SBO_B. Play speech 20. Make the compass on the
interface active. Then play speech 21, then 25. Return control to the player.

Make unit FORGER_JIMMY_JAMES sit at waypoint FORGER_JIMMY_JAMES_0.

All the objective names from OBJECTIVE_3 to 9 (and OBJECTIVE_3_TEXT to


OBJECTIVE_9_TEXT) have all been renamed one number up - as OBJECTIVE_4 to 10 (and
OBJECTIVE_4_TEXT to OBJECTIVE_10_TEXT).

When the player enters region TALK_TO_BIG_X, go widescreen and to camera


TALK_TO_BIG_X_A and route the player to waypoint (and facing) TALK_TO_BIG_X_A. Play
speech 30, 11 then 28. . Jump to camera TALK_TO_FORGER_A. Play speech 24. Then cut to
camera TALK_TO_BIG_X_B and play speech 23. Play speech 23 then 26. Make the slide rule on the
interface active, and add a new objective, 3. (This is to talk to the forger).

When the player talks to the forger go widescreen and jump to camera TALK_TO_FORGER_B and
play speech 7 and make FORGER_JIMMY_JAMES use animation Sat_forward_talking, then play
speech 27. At the end of speech 27 return control to the player.

When the player fist speaks to KROTOPKIN, play speech 22, then 3. When the player speaks to
KROTOPKIN after completing objective 5, determine if the player has already spoken to
KROTOPKIN, if not play speech 22 then 4, if the player has just play speech 4.

Unit SLEEPING_GUARD has been renamed to PHONE_GUARD. Region and help text
HELP_SLEEPING_GUARD have been deleted. Unit (and waypoints) OFFICER_CHECK_ID has
been deleted.

When timer first appears, when the player picks up object ORIGINAL_PASS, display text
HELP_TIMER.

Make unit PHONE_GUARD begin sitting at waypoint PHONE_GUARD. Once the timer has expired,
check to see if the player is in the hut (region ID_HUT) and if the unit PHONE_GUARD is alive or
actively chasing the player.

If the player is not in this region and the PHONE_GAURD is alive and the pass is present: then go
widescreen, pause the player and go to camera PHONE. Play sound effect 36 twice. Teleport unit
PHONE_GUARD to waypoint PHONE and Jump to camera ID_CHECK_A then play answer phone
animations. Stop the phone sound. Play speech 33, 31 then 34. Make the unit follow waypoint from

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PHONE_GAURD_0 until it reaches the region CHECK_PLAYER_NOT_IN_ROOM. Once it reaches


this region, teleport the unit to PHONE_GUARD_5 and jump to camera ID_CHECK_B. Once the unit
leaves the region CHECK_PLAYER_NOT_IN_ROOM, teleport it to waypoint PHONE (plus facing)
and Jump to camera ID_CHECK_A then play answer phone animations and speech 35.

If the player is in region ID_HUT and the PHONE_GAURD is alive and the pass is present: If the
player is in the region ID_HUT then play sound effect 36. Make the unit stand up (if still sitting) and
route to waypoint PHONE and play answer phone animations. Stop the phone sound. Play speech 33,
31 then 34. Make the unit follow waypoint from PHONE_GAURD_0 until it reaches waypoint
PHONE_GUARD_13, then play answer phone animations and speech 35.

If the player is not in this region and unit PHONE_GUARD is alive and the pass is missing then:
then go widescreen, pause the player and go to camera PHONE. Play sound effect 36 twice. Teleport
unit PHONE_GUARD to waypoint PHONE and Jump to camera ID_CHECK_A then play answer
phone animations. Stop the phone sound. Play speech 33, 31 then 34. Make the unit follow waypoint
from PHONE_GAURD_0 until it reaches the region CHECK_PLAYER_NOT_IN_ROOM. Once it
reaches this region, teleport the unit to PHONE_GUARD_6 and jump to camera ID_CHECK_B, and
then jump to camera PASS_MISSING for 1 second and alarm the unit, play alarm sounds, then route it
to waypoint PHONE. Keep the camera on this for 5 seconds while displaying message
MISSING_PASS_DISCOVERED. It is them game over.

If the player is in region ID_HUT and unit PHONE_GUARD is alive and the pass is missing then:
play sound effect 36. Make the unit stand up (if still sitting) and route to waypoint PHONE and play
answer phone animations. Stop the phone sound. Play speech 33, 31 then 34. Make the unit follow
waypoint from PHONE_GAURD_0 until it reaches waypoint PHONE_GUARD_6 then jump to
camera PASS_MISSING for 1 second and alarm the unit, play alarm sounds, then route it to waypoint
PHONE. Keep the camera on this for 5 seconds while displaying message
MISSING_PASS_DISCOVERED. It is them game over.

If at any point during this (or at all) the unit is either killed or goes after the player, pause the player
jump to camera PHONE, play sound effect 36 twice then make active units SEARCH_A and B and
allow to follow way points, cut to camera SEARCH and play speech 32. Once speech is finished
teleport units SEARCH_A and SEARCH_B to waypoints SEARCH_A_0 and SEARCH_B_0, return
control to the player.

Kill the interface timer as soon as the pass is returned, but keep the time in memory to trigger the evens
described above for when the time has expired.

Increase the time before goon checks for the crate over the tunnel: I've added delay time to the
waypoints SPAWN_TUNNEL_CHECK_FERRET_2 and 5, I assume this will increate the time?

Only display the HELP_TUNNEL_COVER help text when the player grabs the box, so the region
HELP_TUNNEL_COVER has been deleted!

Ending cut scene is too abrupt - so rewrite. TBC!

Additional Design 12/02


Remove cut scene involving scene 18 - just play the speech. Only trigger this scene when the player
enters the region PUSH_PULL_CHECK having given the SHOVEL to the tunneler.

Comment out GOON_GET_FIRE_WOOD and any associated speech.

Increase the timer for the player to return the pass by 3 minutes.

All the cut scenes for the phone call and so on need removing; i.e. as if the player is always in the
region ID_HUT. The only change this requires to the scripting of the arrival of units SEARCH_A and
B; after the time has elapsed to make them arrive, then as soon as the player enters any of the regions
TUNNEL_ROOM, SAFE_REGION_HUT_TWO or SAFE_REGION_HUT_ONE - then make them
active and teleport straight to waypoints SEARCH_B_0 and SEARCH_A_0.

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Additional Effects
1 ) POW jumps fence
When the player hits either of the region boxes by hut 1, the POW hiding in the shadows scream out, “I
can’t take it…” and runs towards the fence. He climbs the warning wire but is killed on the fence. At
the same point 2 units; a Goon and an SS Officer are spawned. They route over to examine the body.
The goon will say, “I will inform the Kommandant and remove the body.” The SS Officer will reply,
“No. Leave it there till morning as a warning.” They will both route into the guard hut and unspawn.

2 ) Bombers Overhead
When the player hits the region box in the southeast corner of the camp, 3 Wellington bombers, high in
the sky drone overhead.

3 ) Tank and APC


A tank and APC emerge as if from the castle. The tank remains where it is while the APC drives over
towards the camp. In the back 4 SS soldiers disembark and walk off and disappear into the small cope
of trees. The APC then re-joins the tank and they both drive off.

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