The Triple Decker Tank Engine Level Design

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The Triple Decker Tank Engine

aka The Ignatious Valentine

Adventure Design Document

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Contents

Summary ...3 Description ...3 Objectives ...3 Adventure Goals ...5 Adventure Flow ...5

Key Area Descriptions ...13

Primary Matched Stacking Set ...14

Blackmore Family ...14

Combo Solutions ...20

Sleeping Guard Sequence ...21

Pursued by the Baron’s Guards ...23

Primary Challenge Descriptions ...24

Challenge 1: Defeat Sickle the Sly ...24

Challenge 2: Beat Ticklern the Terrible ...29

Challenge 3: Scare the Shadow General ...33

Challenge 4: Simpleton the Strong ...37

Coal Car Sequence ...39

Secondary Gameplay ...43

Diabolical Four ...43

Unique Dolls ...44

Non Unique Dolls ...48

Secondary Matched Stacking Set ...54

Secondary Challenges ...55

Key Props ...55

Closing Material ...55

Train Stopped State ...55

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Summary

In an attempt to find and rescue his brother Archibald, Charlie makes his way onto the Baron’s Triple-Decker Tank Engine, the Ignatius Valentine. The train is taking children on a free

seaside vacation as part of the new “Baron Gives Back” social program.

Once onboard, Charlie discovers that the free vacation is a ruse, and the children are in fact being transported to the Baron’s offshore labor platform, which is positioned in international waters and therefore exempt from the summit’s resolutions. Even worse, Charlie discovers that the Baron has captured all of his family and is holding them hostage on the train. To rescue his family, Charlie must best an elite group of the Baron’s guards known as the “diabolical four” and find a way to stop the train before it reaches the Baron’s labor platform.

Description

This adventure takes place on board the Baron Matroyshka’s Triple Decker Tank Engine, the

Ignatius Valentine. The train is the largest moving land vehicle ever created. Charlie must

weave his way through, under, and on top of the train to find and rescue his family. The train travels in the cover of night on an elevated track over the ocean itself. The

whimsical start of the train ride quickly gives away to an oppressive iron beast of a machine, filled with large animal pens, where the children are held. All manner of corrupt officials have decided to join the Baron in his new ventures, and while the children are being held in cattle cars, they are being served piles of cash in an open-air piano bar.

Objectives

Like many of the children, Charlie first sees and boards the Triple Decker Tank Engine from the third train platform at the Royal Train Station. At first glance, the rather large train seems like a joyous, fun place perfect for kids. Its brightly decorated surface is adorned with signs reading “This way to fun!”, “No adults here!”, and “Kids ride free!” Even the conductors are dressed like festive clowns and greet the children with lollipops and balloons.

Once aboard, this façade quickly falls away as the cheerful train meets with, and drives into, a much larger train. This massive train is in fact the true Triple Decker Tank Engine. Its vast iron surface is littered with steam pipes, belching smoke stacks, and secured entrances. The kids are quickly corralled into holding pens on this new train, with Charlie barely

escaping capture. Once inside Charlie manages to use his talents to unlock some of the pens to free some captured children, including his brother Archibald.

Its then that Archibald gives Charlie the bad news: all of the siblings that Charlie has previously freed have been recaptured by the Baron and are imprisoned on the train. Even worse, their mother is also jailed here. Archibald also tells Charlie that there is no “free seaside vacation”, but instead the Baron is taking all of these kids to his offshore labor platform, where they will be put to work with even less humane conditions than before. Archibald tells Charlie to use his quick wits and talent to help free the family, who are being

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held captive by some of the Baron’s most elite guards – the Diabolical Four. Archibald is going to make his way to the engine and see if he can stop the train before they reach the offshore labor platform.

All of the challenges are centered on the members of the Diabolical Four. Each of four has a weakness that Charlie must exploit to best them and free his family. As the members of his family are freed, they join Archibald at the locked entrance to the coal car. To reach he engine compartment, they must first find a way through the coal car.

After all of his family members have been freed, Charlie joins his family and together they find a way through the coal car and into the engine room, where they are surprised to see their father, William Blackmore, bound up. But before the reunited Blackmore family can get their bearings, the train screeches to a halt. It’s too late - the train has reached the offshore labor platform.

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Adventure Goals

Most tension in game. More Baron’s officers and guards -- all after Charlie. The stakes

of this level are very high – The Baron is effectively kidnapping all of these children, and it’s up to Charlie to save them.

Low point for Charlie. At the end of the Zeppelin level, all of the kids were happy

with Charlie because they thought he had freed them from a life of labor. But as it turns out, Charlie’s actions just forced the Baron’s hand and he is doing something even more evil and the kids are worse off than before. Because of this, the children throughout the level say mean things to Charlie. Its not until the Baron is defeated that the kids warm up.

Charlie can get captured. Similar to the Zeppelin, but they just throw Charlie

overboard, who always manages to get back onboard via cinematic.

Charlie fails a bit. Charlie has tried to do it on his own the whole way – like he’s

proving to the world that a small guy can do it all by himself, but he falls short, and his family shows up to help him. The message that it’s ok to need some help, and not turn that into anger like the Baron did, needs to be somehow communicated.

Size Gating Challenges. We now have a lot of different areas in the game level that

are gated by doll size – we’ve got six sizes to work with. Somehow, this needs to be made an interesting element in the level design, and also incorporated into the challenges into an interesting way.

More Timing Combo Solutions. Timing combo solutions require two different abilities

from two different dolls to be used within a period of time to get the solution. To make this more intuitive and easier, all timing combos are setup so that the dolls that are needed can stack inside each other.

Adventure Flow

Intro Cinematic, Part 1

o Curtains open on the stage play set, showing a miniature version of the happy train moving down the tracks and approaching an even larger, second train. o The brightly decorated happy train drives up a ramp into the larger, much more

ominous industrial train – the Baron’s real triple-decker tank engine.

o The door to the happy train opens and the children, loaded up with balloons and suckers, all excitedly run towards a festively decorated gate sporting the face of a happy hobo that reads “FUN ‘FER ALL!”. Charlie is accidentally

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knocked aside by the excited kids and falls into a chamber pot, concealing him from the train crew.

o A member of the train crew dressed as a somewhat unsettling clown closes the gate to the fun house.

o The gate slams shut and a few of the letters above the gate fall and “FUN ‘FER ALL!” becomes “FUN ER AL”.

Establishing In-Game Cinematic.

o In-game camera pans along length of train, showing it “moving” down a track that is suspended high above the water, at night. Buoys with blinking lights provide some focused illumination, while a full moon floods the train itself. o The camera tracks through a window towards the caboose, and we see Charlie,

alone, standing near the fun house gate. Caboose

o Player takes control of Charlie in the Caboose.

o The Fun ‘Fer All (now reading “FUNERAL”) gate is locked. The player finds a vent that only Charlie can fit through and emerges into the next train car. The Kid Pens

o Player emerges from vent into a small passageway that is flanked on either side by “cattle pen” style gates filled with children. A large sign reads “Child Labor Force Holding Pens”.

o “Fun house” style slides lead from the ceilings and dump into the pens. Occasionally a child slides down one of these and lands behind the gates. o It’s clear that the kids who went into the “Fun ‘Fer All!” gate in the opening

cinematic got shoved down the slides and put into the pens here.

o As Charlie walks down the cattle car, it’s clear that there is nothing he can do to free the kids at the moment.

o The kids all recognize him from his past victories against the Baron. Somewhat surprisingly, they angrily yell at Charlie instead of praising him.

▪ “Look! It’s that little runt from the Zeppelin!” ▪ “Thanks a lot, Charlie! Now look at us!” ▪ “We were better off before!”

▪ “You made the Baron angry, and now we’re paying for it!” ▪ “Who knows where the Baron is taking us!”

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o The player moves forward using the set of stairs leading to the lowest level of this train car.

The Sleeping Guard Sequence

o The player emerges into a second pen area, once again filled with children. A short in-game cinematic does a fly-by of this area, showing the kid pen with a shut gate, a sleeping guard, a guard dog holding keys in his mouth, and finally a large device on the wall near Charlie.

o There are kids of all sizes here, both good and bad, from previous adventures in the game.

o Charlie’s brother, Archibald is here as well.

o Talking with Archibald reveals that there is something much more going on here, but Archibald insists that Charlie help the kids escape before they talk further.

o There is a sleeping guard and a guard dog positioned near a gate to the kid pen.

o If the player approaches the guard, he will wake up and throw the player off the train. One of three “thrown from the train” cinematics will play, and the player will be returned to the train.

o To successfully complete the sequence, the player must stack into a large feeder, which will dump dog food in a bowl for the guard dog – who will come over to eat it.

o The player can then stack in the guard dog. The guard dog has a ring of keys in his mouth and an “open pen” ability.

o The player can use the guard dog ‘s ability to open the gate and let the kids out.

o Intro cinematic part 2 plays. Intro Cinematic, part 2

o Curtains open on stage play to show the freed children running across the stage, escaping from the pen. Archibald also escapes and approaches Charlie. o Archibald tells Charlie about the Baron’s plan to take all of the children to his

offshore labor platform, which falls outside the protection of the summit. o Archibald also tells Charlie that the Baron has captured all of their family and

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o Archibald asks Charlie to rescue their family from the guards while he makes his way to the engine compartment in an attempt to stop the train before they get to the platform.

Primary Objectives Card

o “Rescue your family from their captors and stop the train.” o The card features images of Charlie’s five family members. • Hint text “Rescue your family from their captors and stop the train.”

Defeat Sickle the Sly Challenge

o Player proceeds from the sleeping guard sequence car to the next train car and encounters the first challenge at this point. One of the diabolical four is

guarding his brother Albert.

o This diabolical guard is a hypochondriac, and all of the challenge solutions involve the player fooling the guard into a panic about being ill and abandoning his post.

Hint text “Defeat the Sickly Sentry and Rescue Albert.”

Albert Exit Cinematic

o After the player find the first solution for the Diabolical Guard #1 Challenge, a stage play cinematic will show Albert leaving the area and arriving in the coal car in front of the locked vault door that makes up the first part of the coal car sequence. Any other family dolls previously freed will be in this room as well. Passenger Level

o Directly above the Sickly Sentry car is the first of many passenger cars. o The car is filled with Evil industrialist passengers, kid servants, and a few

unique dolls.

o Dolls that the player needs to solve the various guard challenges will always be located one or two train levels away from the challenge itself.

Carrier Pigeon Level

o On the third and final level of the Sickly Sentry car is the carrier pigeon level. o Dozens of pigeons line the walls, sitting on a series of perches that look exactly

like the soup bowls that some of the child servants carry on their heads. Some of the pigeons have letters that kids have written to home, asking for help. Penthouse Level

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o The Carrier Pigeon level connects to a new train car. The top level of this train car is the penthouse level. This luxurious car is filled with Evil Industrialist dolls.

Ladies Only Level

o Directly below the penthouse level is a “ladies only” level.

o The player can enter the level, but can only proceed through if they are stacked in a female doll.

o Two XXXLarge female dolls (Rosie and Gertie) guard both sides of the ladies only level. If the player is stacked with a female doll showing, the guards will open the gate so that the player can proceed through.

o This area winds up being a small gating obstacle that the player must navigate. To solve many of the solutions in the Ticklish guard challenge below, the player must stack male dolls from the Penthouse level into a female doll and bring them through the ladies only level.

Beat Ticklern the Terrible Challenge

o The bottom level of this train car is another challenge. The second of the diabolical four is holding his sister Agatha captive.

o This diabolical guard is formidable, but is extremely ticklish. All of the challenge solutions involve the player tickling the guard in some way, which drops him to the floor in an uncontrollable fit of laughter.

Hint text “Rescue Agatha from the Diabolical Guard”

Agatha Exit Cinematic

o After the player find the first solution for the Diabolical Guard #2 Challenge, a stage play cinematic will show Agatha leaving the area and arriving in front of the locked door to the train engine room.

Open-Air Piano Bar

o The player can walk alongside an exterior balcony from the Ticklish Guard challenge area to arrive at a large, open-aired train car called the “Pay off Piano Bar”.

o Various corrupt government and industrial officials are being served piles of money by children with little treasure chest hats. Open vaults lined with money and gold bricks are open behind the bars, and clown-masked train stewards are filling up plates full of money for the guests.

o At the center of the bar is a six-tiered piano. Attached to the side of the piano is a music-box like mechanism. A single XXXLarge piano player sits forlornly in front of the largest, lowest piano.

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o The bar is without power – the hanging overhead lights are unlighted and the exit door is closed. The XXXLarge piano player will chatter at the player to get his attention. He will ask the player for help, explaining that all six of the piano players must be brought to the bar so that the six tiered piano can be played and power restored to the bar. Only once power is restored to the bar will the player be able to proceed with the rest of the level.

Hint Text “Find and stack together all of the piano players matched stacking set”

Piano Players Matched Stacking Set

o The player must move back to the previous two train cars and find and stack together the piano players and bring them to the pay-off piano bar.

o The player will have already passed all of the piano players on their way to the bar.

o It’s a minor obstacle to get them to the pay off piano bar, because the player will have to stack the appropriate piano players in a larger female doll to get them through the ladies only level.

o Once the player has brought all of the piano players to the bar, they will need to stack them together. Once they are stacked together, the secondary

matched stacking set reward cinematic will play, power will be restored to the bar, and the player will be able to proceed through the rest of the level. Scare the Shadow General Challenge

o The player encounters the third challenge at this point. The third of the diabolical four is holding his sister Abigail captive.

o This diabolical guard is an albino and is extremely light adverse. He has turned off the main gas powered lights in this car and it is only dimly illuminated with candle light. All of the solutions for this challenge involving bringing light to this area in some way, which will send the guard running away.

Hint text “Defeat the Shadow General and rescue Abigail.”

Gas Room

o Immediately above the Shadow General level is a large two-story gas room car. o The gas room car is filled pipes, gas mains, pilot lights and other industrial

looking equipment and dolls that the player can use to find solutions for the Shadow General challenge.

o A catwalk leads up and onto the roof, where the player can continue on to the next car.

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o After the player find the first solution for the Diabolical Guard #3 Challenge, a stage play cinematic will show Abigail leaving the area and arriving in front of the locked door to the train engine room.

Kid Workshop

o The catwalk from the Gas Car leads the player on top of the train and down into the upper story of a tall workshop level.

o This level is home to the “kid workshop” where children are being taught to do a variety of hard and unpleasant tasks.

o Many of the children here, like the kid in the pens at the first part of the level, are quite angry with Charlie, and will yell unkind words at him if they see him. o The player can stack with and use a variety of these dolls in the nearby

Simpleton Guard challenge below. Simpleton the Strong

o Directly below the Kid Workshop level is the fourth and final challenge. The fourth of the diabolical four is holding his mother Agnes captive.

o This diabolical guard is massive and strong, but quite dumb. All of the

challenge solutions involve the player deceiving or tricking the guard in comical ways that no intelligent adult would fall for.

Hint text “Defeat the Simpleton Guard and Rescue Mom!”

Mom Exit Cinematic

o After the player find the first solution for the Diabolical Guard #4 Challenge, a stage play cinematic will show Mom leaving the area and arriving in front of the locked door to the train engine room

Tutorial Card “Help your family! Join your family and help find a way into the

engine!”

o The above tutorial card will display as soon as the player as found first solutions for all four challenges.

Hint text “Help your family get in the engine room and stop the train.”

Coal Car Sequence

o The car immediately after the Simpleton guard is the Coal Car. The Coal Car is a large train car piled high with chimneys and coal. A series of conveyor belts shuttles large clumps of coal from the Coal Car to the Train Engine in front of it.

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o The player makes his way to the Coal Car and finds all of the freed Blackmore family gathered in front of locked vault door. A cinematic plays, introducing the sequence to the player.

o When the game returns after the cinematic, the player is locked in the Coal Car with just the Blackmore family dolls.

o The player must stack the Blackmore family together and use their abilities, in turn, to make their way through the coal car and into the engine room.

Engine Room

o After using all of the Blackmore family abilities in the Coal Car, Charlie is able to squeeze through a vent and enter the train’s engine room.

o As soon as Charlie jumps out of the vent and lands in this area, the player will see Charlie’s father, William, bound to the machinery.

o Outro Cinematic plays. • Outro Cinematic

o Charlie unties dad and opens the door to let the family in.

o The family reunion is interrupted as the train comes to a halt. The family realizes that they’re too late – the train has arrived at the offshore labor platform.

o The Baron emerges from the a previously unseen door in the engine room and delivers a monologue. He tells them that his real plan is to sail the entire platform to a nearby country that gives generous tax breaks to companies who make heavy use of child labor.

o Before family gets their bearings, Baron runs off.

o Charlie says “I’ll take care of this”. Dad says “wait a minute, son. Let’s do this together – as a family”.

o All of the Blackmore family runs off the stage after the Baron. o Fade to Black.

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Key Area Descriptions

The following are brief descriptions of the key areas in the Triple Decker Tank-Engine.

Fun House Caboose

The initial areas in the adventure are made up in part by the “happy train” parked inside the caboose area of the larger train. These areas are very colorful, with a distinct carnival/fun house feel. All of the train crew wear clown outfits that are slightly unsettling. Upon close inspection of the colorful signage and props is an undercurrent of something very wrong.

Kid Pens

There are several cattle-style kid pens throughout the train. For the most part these are largely inaccessible to the player, but serve to sell the tension of this level. The children will yell angry words at Charlie. While Charlie seemed to be the hero at the end of the Zeppelin level, he has hit a low point at the start of this level. Many of the children blame him for the Baron’s sudden aggression and their desperate situation.

Passenger Cars

Several passenger cars, each catered to a different size of doll, make up most of the “connecting” parts of the train. The passenger cars are primarily filled with various corrupt officials and industrialists who have decided to join the Baron in his new ventures.

Carrier Pigeon Car

This foul smelling animal car is filled with dozens of pigeons, which perch on a series of cork roosts. Some of the pigeons have letters that kids have written to home, asking for help. The pigeons in this car can be used in some of the challenge solutions.

Pay-Off Piano Bar

The center point of the train is made up of a very large open-air piano bar car. At the center of this spectacle is a six-tiered piano, being played by six different piano dolls – one for each size doll in the game. Seated around the piano bar are a variety of corrupt officials. Children and crew servants wander among the crowd, serving them money, stocks, and bonds from the Baron’s “payola bar”.

Kid Workshop

This is a training area for the children who have been conscripted into hard labor by the Baron. Children are being forced to learn how to use a variety of implements to do unsavory jobs.

Coal Car / Engine Room

To access the engine room, the player must use Charlie’s family to successfully navigate through the attached coal car. Inside the engine room, Charlie’s father William is bound. The train itself is being run by an auto-pilot- which turns out to be a series of rat dolls pursuing chunks of cheese.

Diabolical Guard Cars

Typically, a guard will occupy one story of a “passenger” style car. Each guard area is set dressed to provide hints about the Guard’s weakness. Since the car is functionally only a gate and a guard, the entire rest of the space can be there to provide hints.

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Primary Matched Stacking Set

Blackmore Family

The Blackmore Family is a close-knit, loving working-class family struggling to make ends meet as the world around them rapidly changes. They are a hard-working family of chimney sweeps. Strength, agility, and an uncanny determination run in their blood, making them all uncommonly good at all things relating to chimney sweeping.

William Blackmore

Size: 6 (XXXLarge) Description: William is a

proud fourth generation chimney sweep. The harsh hand of the working life has made him serious, but he always remembers to try and make his family laugh. Despite his large size and powerful frame, years of balancing on gables and climbing roof lines has made him dexterous and agile.

Accessories: Hat, bellows.

William wears a working man’s hat, woven from the Blackmore family pattern. He also carries a small bellows, handed down to him from his father.

Ability: “Stoke Fire”. When

used, William points his bellows in front of him and rapidly pumps them a few

times before returning them to his side. If used on the sight of a fire, William can transform smoldering coal into an ambitious blaze. When this ability is used on another doll, the doll “inflates” with each pump of the bellows. Once the pumping has stopped, the doll remains in its swollen state for a beat or two and then quickly deflates, as an embarrassing flatulation-like sound rushes from the doll.

Notes: Because the presence of William Blackmore is a surprise, only revealed at the end of

the level, he will not be shown as part of the matched stacking set for this level. On the triple-decker tank engine level, the Blackmore family set will only be five dolls. During the Final Challenge, William will be added to the list and it will increase to six.

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Agnes Blackmore

Size: 5 (XXLarge) Description: As the

matriarch of the

Blackmore family, Agnes’ frequent hugs and quiet determination are the glue that holds everyone together in tough times. Although proud of her family’s chimney sweep heritage, she’d like her children to have more options in this new, industrialized world and works hard to see that they do.

Accessories: Hat, flue

brush. Agnes’ black hair is pulled back in elegant loops and tucked under a simple, white hat. On her back she carries the bristle head and collapsed wooden frame of a flue brush.

Ability: “Clean Out”.

When used Agnes’ pulls

the wooden frame of the flue brush off of her back, creating a telescoping brush that she shoves in front of her in an upward trajectory. If used near an open steam pipe or chimney flue, the brush will telescope/extend to the top, often clearing the passageway of debris. If this ability is used on another doll, the brush will interpenetrate the doll, and the target doll will be given giant “googly eyes” (accessory) as the brush “cleans them out”. Child and other small dolls play an “evade” response.

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Archibald “Archie” Blackmore

Size: 4 (XLarge)

Description: As the oldest of

the Blackmore children, Archie carries the burden of a child who has been given a bit too much responsibility at too young of an age. Although this can make him seem a bit uptight at times, Archie finds release in athletic activities and strenuous, physical work.

Accessories: Hat. Archie

wears a working class hat, woven from the Blackmore family pattern.

Ability: “Chimney Climb”.

When this ability is used near two walls at the correct width apart, Archie will turn

sideways, lifting himself up by alternating pressure on his head and feet. This allows Archie to quickly climb up these types of vertical

passageways. When this ability

is used away from this type of navigational challenge, Archie will simply chatter “I can’t do that here.”

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Abigail “Abby” Blackmore

Size: 3 (Large)

Description: Abigail is

Charlie’s fiery, energetic oldest sister. Always ready to leap to action, she can become

impatient with indecision or pause. She speaks more coarsely than her siblings and is sometimes warned by her mother to “watch her language”.

Accessories: Hat and

snuffer. Abby wears her hair shorter than the other Blackmore women, and tucks most of what remains under the same style working hat (woven from the Blackmore family pattern) that her father wears. She also has a large copper flame “snuffer”, but this accessory is scaled down

and not visible when she doesn’t use her ability.

Ability: “Snuff Out”. When used, Abby pulls out a large copper flame snuffer, brings it up over

her head, and slams it down with great aplomb. If she is near a fire source when performing this ability, the fire will be immediately extinguished. If she does this ability on another doll, the snuffer will hit them on the head, smashing them vertical to be really flat. The smashed dolls will hop for a second and then “pop” out to normal size. Larger dolls will play the “hot foot” response – as if their toe had been smashed. This ability response is identical to the Hammer Kids from the Kid Workshop.

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Agatha Blackmore

Size: 2 (Medium)

Description: Agatha is a

friendly, creative child. She often expresses herself by customizing her belongings, and has embroidered flowers on her dress. Despite her pleasant nature, she is as strong as the rest of the family, enduring the arduous life of a chimney sweep with a smile and a kind word.

Accessories: Parasol. Agatha

carries a black, “Edward Gorey-esque” parasol, which has been embellished with an embroidered flower or two.

Ability: “Parasol Spin”. When

used, Agatha will pull out her umbrella, open it over her head, and rapidly spin around, like a whirling dervish. She will slightly translate forward as she does this. Agatha can use this ability to shield herself from falling debris, such as falling lumps of soot and chunks of charcoal – a common

occurrence when she is working with her father. If she uses this ability near other dolls, any medium or small dolls will be split as she spins into them. Large or bigger dolls will play a “surprise” response.

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Albert Blackmore (Small)

Size: 1 (Small)

Description: Albert is a bright,

slightly introverted child often described as shy. In contrast to some of his more domineering brothers and sisters, Albert enjoys spending time alone. Despite this outward appearance, he is as strong as the rest of the family, and can wield a coal shovel like no other.

Accessories: Hat, coal shovel. He

wears the same worker’s hat, woven from the Blackmore family pattern, as the rest of the men in the family. He also carries a copper coal shovel that has been in the Blackmore family for some time. The head of the shovel is engraved with the Blackmore family crest.

Ability: “Shovel”. When this ability is used near a pile of small debris – such as a pile of coal,

Albert will leap into action, rapidly dispensing of the obstacle with a preternatural grace and speed. When used on a small or medium doll, he will flip them up into the air, where they will do a full rotation and land back on their feet, exactly from where they launched from. Large and bigger dolls simply play a “surprise” response.

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Combo Solutions

As part of ramping up the difficulty on this adventure, more combo solutions will be present in the challenges. Combo solutions are solutions which require two different dolls to be used. They come in a few flavors:

Chain. Use one doll to do something and use the second doll to do something. There is

little or no timing pressure and the doll abilities do not need to be used in a particular sequence. Example: Bear solution in Safari, Bun in the Oven in Get Rid of the Gas. • Timing. Two different abilities of two different dolls must be used within a certain

time to get the solution. This is the most advanced, and the type that we should do more of.

To make Timing Combo solutions more intuitive, they should be setup so that the dolls that are needed can stack inside each other (they are the appropriate sizes).

The ideal timing combo sequence would be: Player finds and stacks with Doll B.

Player finds Doll A. Player stacks Doll B into Doll A. Player goes to challenge area and uses Doll A’s ability. Player then unstacks to Doll B and uses their ability.

• Note it would be possible to do timing combo solutions without stacking both dolls together – by just having them around, but it would be hard to manage, because after a period of time dolls will leave an area to return to where they were taken from.

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Sleeping Guard Sequence

Summary

The lower floor of the kid car that Charlie makes his way into contains a small sequence that the player must do before moving forward with the rest of the level. After completing the sequence, the back door to this area will be open and the player can advance through the level.

• When the player first enters this car, an in-game establishing shot will play. It will start with Charlie, pan pass the kids in the pen, and over towards the sleeping guard

(indicated by ZZZ’s above his head). An obvious gate to the pen is across from the guard. Near the guard sits a guard dog, wagging its bushy tail and “whining” (indicated with dialog).The dog has a distinctive key ring in his mouth. The camera then starts to make its way back towards the player and pans past an empty dog bowl and a dog food feeding contraption (that has a semi obvious way to activate it).

• Hint text will display “Open the gate and free the kids.”

• The kid pen is filled with children from previous levels. Charlie’s oldest brother, Archibald (XLarge) is also in the pen. The kids will chatter at the player if he gets close to them. Archie will chatter encouraging words, but the rest of the kids will spew venom, similar to the initial kid pen that the player makes his way through. • If the player gets too close to the dog or the guard (before the player can stack into

them), the guard will wake up with an alert, chatter “It’s you! Stop!” and chase the player. If the guard gets within range, he will throw Charlie off the train.

• In order to open the gate, the player must stack with the dog that has the key ring in his mouth.

• To do this, the player must attract the dog far enough away from the guard so that the guard doesn’t wake up and chase Charlie.

• To attract the dog, Charlie must activate the dog food mechanism and fill the dog’s bowl with food. Once the bowl has been filled, the dog will come over to the area and begin to eat. At this point, the player can stack into the dog.

• The dog feeding mechanism works in a similar way to the guard horn or tiny bellows from the Zeppelin; when the player is within close range to it, it will highlight blue indicating the player can stack into it. Once stacked into it, Charlie will have an ability that says “pedal feeder”.

• The player must rapidly press the ability button, which will slowly cause a feeding “gate” to rise. Once the gate has risen past a certain point, large pieces of dried dog food will roll down a tube and into the dish below. If the player stops pressing the button before successfully dispensing the dog food, the gate will slide back down. The player can unstack from the device at any time.

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• Once the player has dispensed the food, a short in-game cinematic will play that shows the food falling into the dish, and then cut to the dog -- who perks up at the sound of the food and begins to head over toward the dish.

• Once the player is stacked into the dog, they will see that the Guard Dog has an “open pen” ability. This ability can be used to free the kids.

• When the player approaches the guard as the dog, the guard will wake up and chatter, but not chase the player at all. The guard will initially chatter something like “Oh, Biscuits, it’s just you.” If the player stays close to the gate, the guard will chatter “Biscuits, get away from the pen! Those are naughty kids in there.”

• When the player uses Biscuit’s ability on the gate, it will open and intro cinematic 2 will play.

• After the cinematic is over, the following things will change in the area: o Guard will be gone (explained in cinematic);

o Archibald will be gone (explained in cinematic);

o The back door connecting to the next train car will be open;

o Most of the kids will have dispersed across the train. The player will

periodically notice them hiding throughout various areas of the train. (we can have these spawned from the very start – since the player will not be able to get past this sequence to see them).

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Pursued by the Baron’s Guards

The Baron’s Guards are all on alert for Charlie. The Baron has captured Charlie’s family to lure him onto the train, so he can be captured and tossed overboard, removing his ability to interfere with the Baron’s evil plans. The same “milk carton” wanted posters are posted throughout the train.

The Baron’s Guards will chase Charlie in the same way that they did on the Zeppelin. However, instead of taking him to a brig, they will throw him overboard. When Charlie is thrown overboard, one of three “Thrown Overboard” stage play cinematics will play. In all three cinematics, crafty little Charlie manages to get back onboard the train.

The player will be returned to the train on the last previously crossed “overboard

checkpoints”. This should result in the player being slightly set back in his advance through the train, but otherwise is not punishing.

The Diabolical Four will not leave their posts to throw Charlie off the train. They WILL

recognize him, though, and chatter one-shot warnings and respond with special dialog for him. We could also have them call for the guards if this doesn’t feel tense enough. After calling the guards, they would show up a few seconds later and chase Charlie, throwing him off as described above.

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Primary Challenge Descriptions

There are four primary challenges, all of which involve Charlie besting one of the Diabolical Four who are guarding a different member of Charlie’s immediate family.

Challenge 1: Defeat Sickle the Sly

Summary

Another of the diabolical four, Sickle the Sly, guards Charlie’s brother Albert. Like the rest of the challenge areas, Albert is behind a locked jail door. The player must find a way to make the hypochondriac guard think he is sick, and abandon his post to seek medical

attention or just to wash his hands

This challenge area has the following features:

• The entrance to the challenge area (where the sickly guard stands) is size-gated so that only a Large or smaller doll can enter and approach the guard.

Challenge Introduction

Challenge is introduced with a simple in-game cinematic that shows Albert trapped behind bars and a large, sickly-looking guard standing on the other side of the gate. The guard will chatter “I will not leave my post!”

Solution Found / Reset Sequence

Each Challenge has a repeatable sequence that plays out whenever the player finds a solution and the challenge resets.

• Player meets solution criteria.

• Solution cinematic plays (described at the end of each solution). • Screen fades to black.

• Challenge resets

• Player is teleported to the closets reset waypoint and stacked down to Charlie. • Screen fades up from black.

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• Solution HUD displays a, highlighting which solution the player as found for the challenge.

• Player is free to try challenge again or leave.

Solutions

Solution 1: Sneezing Wild Fire (Medium)

o On the passenger car above the guard is a sick doll (Xlarge). He is obviously sick – he has two hot water bottles strapped to his head, a thermometer accessory hanging out of his mouth and he is sneezing.

o The player’s first instinct will probably be to stack the Sneezer and take him downstairs to sneeze on the guard.

o However, the player will be unable to get to the guard, because the entrance to the jail area is only big enough to accommodate a Large doll.

o The player can try sneezing from the entrance, but the effects won’t reach the guard. The guard will chatter a response “Ha! You’re too big to get in here and infect me with your germs!”

o When the Sneezer doll sneezes on any other doll, they also get sick and begin to sneeze uncontrollably for 10 seconds -- before they finally shake it off. (Question to answer – does this change their ability, or is it an ambient effect in addition to their ability?)

o Player uses the Sneezer to sneeze on any doll Large or smaller. This doll then begins to sneeze.

o Player unstacks out of Sneezer and stacks into smaller doll who is now sneezing.

o Player takes this smaller doll through the doorway and near guard before the effects wear off.

o Once the player is near the guard, a cinematic will play where the guard chatters “A sneeze in the air! I must go wash my hands!” and then leaves through the entryway.

o Solution Found / Reset Sequence. Solution 2: Pigeon Bisque (Medium)

o Player finds and stacks with any child food carrying-waiter (small). These dolls carry a bowl of soup on their heads and have a “serve soup” ability which pours it on the ground.

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o If the player wanders by the guard with these dolls he will chatter “That smells good! Give it to me!”

o If the player gets close to the guard, a quick in-game cinematic will play where the guard drinks from the soup.

o Cut back to game and the guard says “That was good, but I’m still hungry”. o If the player uses the serve food ability and dumps it on the floor, he will

chatter something like “Hey! Don’t waste that!”

o All of this is an elaborate hint for the player to use these dolls in some way. o Two floors up from the guard is the pigeon floor – which is an open -roof car filled with carrier pigeons. All of the pigeons are perched on things that look exactly like the soup bowls.

o If the player stacks and takes one of the child food carrying waiter dolls up here, a quick in-game cinematic will play showing one of the pigeons flying down and landing in the soup bowl on his head, shuffling around a bit, and then flying away.

o Once we cut back to the game, the soup has an unsightly green color and a wicked odiferous curl of poisonous looking smoke emits from the top of the bowl.

o Player then takes the waiter with the fouled soup downstairs to the guard, who will respond as before – chattering for the player to come over and give him some soup.

o Once the player is close enough, a short in-game cinematic will play showing the guard drinking the soup. The guard will abruptly turn green. His face texture swaps to one that looks like he is holding back vomit. He then chatters “I’m going to be sick!” and runs off camera.

o Solution Found / Reset Sequence.

o Note – if the player pours the pigeon soup near other dolls, they will react differently than to the normal or snot soup.

o Note – After a solution is found, this doll will reset to having normal soup. Solution 3: Snot Soup (Medium)

o Player finds and stacks with the sneezer doll (XL) in the passenger compartment above the guard.

o Player uses the sneezer to sneeze on one of the soup-carrying waiter dolls. o The contents of the soup will swap out to a new mesh that will look chunkier. A

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o Player can then stack with the soup-carrying waiter doll and take him downstairs and approach the guard.

o The guard will chatter about being hungry in a similar way as in the Pigeon Bisque solution.

o If the player gets close the guard, a cinematic similar to the Pigeon Bisque solution will play and the guard will run away.

o Solution Found / Reset Sequence.

o Note – if the player pours the snot soup near other dolls, they will react differently than to the normal or pigeon soup.

o Note – After a solution is found, this doll will reset to having normal soup. Solution 4: Fire and Ice (Hard)

o This is a timing combo solution.

o Hans is nearby, on the same level as the guard. Perhaps he is standing on the landing outside of the train – so he’s at least a few seconds away. Hans has a swamp-cooler strapped to his head and has a “Blow Cold Air” ability.

o If player uses Hans’ ability on the Guard, he will chatter something like “Hey that’s cold! At least it’s not damp in here!”

o On the passenger car upstairs from the guard is the Fire Chief doll (medium). This is the same fire chief (medium sized) from the zeppelin.

o Player stacks the fire chief doll and takes him downstairs to spray the guard with water. This will make him shiny and wet looking for 10 seconds before it fades. When the water hits the guard he will say “HEY! At least there’s not a draft in here…”

o Player must then use Hans’ “Blow Cold Air” ability on guard before his wetness fades. If he has already stacked Hans, and then stacked the Fire Chief, this will be quick. If not, he will have to hustle to get Hans and bring him back before the wetness fades. This should be possible, but very tight. We want to

encourage the player to sack both of the dolls needed in timing combos together.

o Once player manages to perform both on the guard within the time limit, cut to a cinematic where the guard chatters “I think I feel a sniffle coming on!” A change of clothes is in order!” and runs off camera.

o Solution Found / Reset Sequence.

o The next time we see the guard (after the reset) he has a scarf on to show that he has changed clothes and is warming himself up. This stays around for the rest of the game.

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Solution Hint Summary

Below is a summary of some of the ways the different solutions will be hinted at for the player. As always, easy solutions are heavily hinted, while medium and hard solutions will have less hints.

• Guard will occasionally chatter about being hungry and wondering where his soup is. • Guard chatters several things that give the player the impression that he is worried

about being sick.

• Guard will also mention that he mustn’t abandon his post.

• If the player uses the Fire Chief’s ability on him, the guard will chatter “HEY! At least there’s not a draft in here…”

• If the player uses Hans’ ability on him, the guard will chatter “Hey that’s cold! At least it’s not damp in here!”

All Solutions Found State

• Jail Door permanently open.

• “Back Door” to car open – so player can traverse straight through this car. • Guard is gone – left the train somehow.

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Challenge 2: Beat Ticklern the Terrible

Summary

Another of the diabolical four, Ticklern the Terrible, guards Charlie’s sister Agatha. Like the rest of the challenge areas, Agatha is behind a locked jail door. Ticklern wears full plate armor – which both makes him tough and also prevents others from tickling his body.

This challenge area has the following features:

• There is no size gating in this

challenge area – any size doll can get into the Ticklish Guard challenge area. • After each solution is found, Ticklern

falls down in a tickle-fit, rolling around and hitting the jail door that he’s guarding, which opens it up. • An exterior balcony leads around this

car, so that the player can get to the Piano Bar (because the jail door blocks

off the path through the car, which isn’t open until all solutions have been found for this challenge).

Challenge Introduction

Challenge is introduced with a simple in-game cinematic that shows Agatha trapped behind bars and a large, armor-plated guard standing on the other side of the jail door. The guard will chatter “None shall pass!”

A small group of huddled kids sits to one side near the entrance of this area, and will chatter a few introductory lines before the first solution has been found. They will hint at the guard’s ticklish nature.

Solution Found / Reset Sequence

Each Challenge has a repeatable sequence that plays out whenever the player finds a solution and the challenge resets.

• Player meets solution criteria.

• Solution cinematic plays (described at the end of each solution). • Screen fades to black.

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• Player is teleported to the closets reset waypoint and stacked down to Charlie. • Screen fades up from black.

• Solution HUD displays a, highlighting which solution the player as found for the challenge.

• Player is free to try challenge again or leave.

Solutions

Solution 1: Tickle Duster (Easy)

o Upstairs in the “Ladies Only” car are French maids, who are dusting off shelves.

o Player finds and stacks with a French maid and comes downstairs to where Ticklern is.

o Player uses her “feather duster” ability on Ticklern. Her telescoping duster is just big enough to reach his nose.

o After ability is used, cut to an in-game cinematic that shows the duster on his face, Ticklern falling down and laughing uncontrollably.

o Solution Found / Reset Sequence Solution 2: Feather Face (medium)

o Guard has hair with headband that looks very similar to upside down bowl that pigeons perch on.

o There are some pigeons perched up near the ceiling line of the guard car, but the player cannot sack with them.

o To attract pigeons, player use a soup kid.

o Player finds and stacks with a soup kid, located upstairs.

o Since the soup kids are male, the player must then stack them in a female doll to bring them through the ladies only car.

o When the player is in control of a soup kid near the pigeons, a short in-game cinematic will play that shows the pigeons fluttering down, briefly landing in the soup bowl, and then moving onto the ground.

o Player stacks with small pigeon doll (they stay on the ground until the challenge resets) and approaches guard.

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o After ability is used, cut to an in-game cinematic that shows the pigeon landing on his hair, and “settling in”. Ticklern falls down and laughs uncontrollably while pigeon flies away.

o Solution Found / Reset Sequence Solution 3: Hairy A’mor (Hard)

o This is a combo solution.

o In the penthouse car, two levels up, are both Gilliam the Furry (L) and the Tailor Wickens (XL).

o The player finds both of those dolls and stacks them together.

o To get to the guard area, the player must pass through the “Ladies Only” car. To do this with these two male dolls, the player must find and stack with an XXL female doll (the Carbon Footprint female doll is around for this purpose). o Player gets through “Ladies Only” car and makes his way to the challenge area. o Player unstacks from female doll and uses the Tailor Wickens’ “Measure for

Fitting” ability on guard.

o Short cinematic will play where the guard will chatter “It’s about time. This armor is too tight! Take it and fix it!”

o When game fades up from cinematic, Ticklern has been stacked down one size and is standing in his boxer shorts. The larger, armored Ticlern doll is stacked on the Tailor’s head as an accessory.

o Player unstacks from tailor and uses Gilliam the Furry to give Ticklern a furry “Man Hug”. Gilliam’s hairy body tickles the Guard.

o Solution Found / Reset Sequence

o Note, after this solution has been found once, the Guard will respond differently to the Tailor Wickens – instead of taking off his armor, he will chatter “I’m not falling for that again! Get outta here!”

Solution Hint Summary

Below is a summary of some of the ways the different solutions will be hinted at for the player. As always, easy solutions are heavily hinted, while medium and hard solutions will have less hints.

• If the player tries to hug the guard with Gilliam before his armor has been removed, he will chatter “Thankfully your hair can’t get through my armor. It looks ticklish!” • The guard will periodically chatter about his ill-fitting armor, and the need to get it

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• If the player talks to the guard, he will say something about the place needing a good “dusting”.

• If, while stacked with a Pigeon, the player gets real close to guard without flying to his head, guard will chatter “Your feathers can’t get through my armor, you little ticklish thing you!”

All Solutions Found State

• Jail door open.

• “Back Door” to car open – so player can traverse straight through this car. • Guard is gone.

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Challenge 3: Scare the Shadow General

Summary

Another of the diabolical four, The Shadow General, guards Charlie’s sister Abigail. Like the rest of the challenge areas, Abigail is behind a locked jail door. The Shadow

General looks like an albino, and is very light sensitive, so he has disabled the gas power in this car. It is very dimly lit, illuminated mainly with large birthday cake candles.

This challenge area has the following features:

• Because the guard is light-sensitive, he has disabled the gas main and the gas lights in his car. The area is only dimly lit with large birthday candles. • Upstairs from the guard car is a two

story “gas car”. A sign near the stairway door says “Gas Main” and points up stairs.

• Additionally, fat gas pipes come down from the stairs and ceiling and

terminate in a large, un-illuminated gas light. These could be human scale for extra emphasis.

Challenge Introduction

Challenge is introduced with a simple in-game cinematic that shows an annoyed Abigail trapped behind bars and a large albino guard standing on the other side of the jail door. The guard will chatter “Be afraid of the dark!”

Solution Found / Reset Sequence

Each Challenge has a repeatable sequence that plays out whenever the player finds a solution and the challenge resets.

• Player meets solution criteria.

• Solution cinematic plays (described at the end of each solution). • Screen fades to black.

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• Player is teleported to the closets reset waypoint and stacked down to Charlie. • Screen fades up from black.

• Solution HUD displays a, highlighting which solution the player as found for the challenge.

• Player is free to try challenge again or leave.

Solutions

Solution 1: Cookin’ with Gas (Medium)

o Guard has turned off the gas power to his car so it stays dark. It is only illuminated by dim birthday candle light.

o Upstairs from the guard is a two story “gas car”. A sign near the stairway door says “Gas Main” and points up stairs.

o The gas room is filled with all sorts of pipes, dials and valves. Arranged

prominently in the room is a large Gas Main valve in the “off” position and also an un-lit Pilot Light.

o A big valve with a wrench like hex nut on it has a sign above it that reads “Gas Main” and next to it is an indicator that it is “Shut OFF” instead of “Turned On”.

o Next to the valve is a gas nozzle with a sign above it that says “PILOT LIGHT”. An indicator is next to it that says “NOT LIGHTED” instead of “LIGHTED”. o Player must find and stack Jasper who can use his “maintain” ability to turn

the gas line to on. Jasper is in one car back in the Piano Bar and the player will have to go back and get him.

o The player must also use one of the “lighter dolls” who can then light the pilot light. There is one in the gas room already.

o The player must turn the gas on before lighting the pilot light. If the player tries to light the pilot light first, the lighter doll will chatter “I can’t light this until the gas is turned on”.

o After the player has used both Jasper and the Lighter Doll in the correct sequence, power to the lights is restored.

o Cut to a quick in-game cinematic that shows the light turning on downstairs and the guard running around shrieking “IT BURNS! IT BURNS US!”

o Solution Found / Reset Sequence Solution 2:Flatulight (Hard)

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o This is a combo solution.

o The albino guard area is dimly illuminated, lit only by giant birthday candles. o In the gas room, located immediately above the guard, is one of the lighter

dolls (XL). The lighter doll has a candle on his head that provides some dim illumination. This doll has a “flare” ability which, when used, increases the intensity of the candle on his head.

o Player’s first instinct may be to stack with the lighter doll and take him down stairs and use his “flare” ability near the Shadow General.

o If he does, the Shadow General will chatter “What a nice reading light. Not too bright!” or something to indicate that the light isn’t intense enough to bother him. If the player repeatedly uses the flare, the guard will chatter more hints – that nudge the player into thinking of combo’ing with the Farter.

o The player needs to go back to the piano bar and stack with the farter (L) and then find and stack with a Lighter Doll (XL) – there are some in the piano bar, as well as a few upstairs in the gas room.

o Player brings both dolls to the guard.

o First the player uses the Lighter doll’s “Flare” ability, and then –before it fades away--, the player unstacks to the Farter and uses his “Flatulate” ability on the Lighter Doll’s candle.

o Cut to an in-game cinematic that shows a giant fireball illuminating the whole room, and the guard scurrying away, chattering ““IT BURNS! IT BURNS US!”and running away.

o Solution Found / Reset Sequence Solution 3:Grease Fire (Hard)

o This is a combo solution.

o Player must travel to the piano bar to find and stack with an XXLarge Oil Barrel doll.

o Player must also stack an XL Lighter doll.

o Player takes both dolls near guard. Player unstacks to XL Lighter Doll and uses “Flare” ability.

o And then, before the flare fades away, the player re-stacks with the Oil Barrel doll and uses his “oil spill” ability on the Lighter Doll.

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o Cut to an in-game cinematic that shows a giant fireball illuminating the whole room, and the guard scurrying away, chattering ““IT BURNS! IT BURNS US!”and running away.

o Note, if the player uses the Oil Barrel doll’s “oil spill” ability anywhere near the guard, he will chatter “Unlit oil is no concern of mine!” as a hint.

Solution Hint Summary

Below is a summary of some of the ways the different solutions will be hinted at for the player. As always, easy solutions are heavily hinted, while medium and hard solutions will have less hints.

• Talking to the guard will reveal several mentions of “not liking bright light”.

• If the player tries to light the pilot light with the lighter doll before using Jasper to turn on the gas main, the lighter doll will chatter “I can’t light this until the gas is turned on”.

• If he does, the Shadow General will chatter “What a nice reading light. Not too bright!” or something to indicate that the light isn’t intense enough to bother him. • Hint for if the player combos with the “toot” instead of “Flatulate”: “If you had more

fuel for that flame, it might’ve amounted to something!”

• If the player uses the Oil Barrel doll’s “oil spill” ability anywhere near the guard, he will chatter “Unlit oil is no concern of mine!” as a hint.

All Solutions Found State

• Jail door open.

• “Back Door” to car open – so player can traverse straight through this car. • Guard is gone.

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Challenge 4: Simpleton the Strong

Summary

Another of the diabolical four, The Simpleton the Strong, guards Charlie’s mother Agnes. Like the rest of the challenge areas, Agnes is behind a locked jail door. The Simpleton the Strong looks very child-like and simple minded.

This challenge area has the following features:

• On the other side of the jail area, there is a small open “service hatch” in the floor. The entrance to the hatch is on the connector/balcony leading to the front of the car, where the guard stands. It is clearly labeled “emergency access”. Small dolls (and Charlie!) can fit in this hatch and pop up in the jail cell where Charlie’s Mom is being held.

Challenge Introduction

Challenge is introduced with a simple in-game cinematic that shows Agnes trapped behind bars and a large dumb-looking guard

standing on the other side of the jail door. He chatters “Duh…none shall pass…”

Solution Found / Reset Sequence

Each Challenge has a repeatable sequence that plays out whenever the player finds a solution and the challenge resets.

• Player meets solution criteria.

• Solution cinematic plays (described at the end of each solution). • Screen fades to black.

• Challenge resets

• Player is teleported to the closets reset waypoint and stacked down to Charlie. • Screen fades up from black.

• Solution HUD displays a, highlighting which solution the player as found for the challenge.

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Solutions

Solution 1: Clownfoolery (Medium)

o Simpleton mentions that he doesn’t like clowns and is afraid of them.

o On the passenger car above Simpleton’s car is a large clown box. Inside the box is a deranged clown that is used to keep misbehaving children in line. The clown is part of an emergency child control system that the Baron had installed on the train.

o The clown box is guarded by a guard.

o Player uses nearby hammer or toilet children to annoy passengers by using their abilities on them.

o Guard lets the clown out of the box, who will jump out with a scream. o Player can then stack into the XXXLarge Deranged Clown.

o Player takes clown down to Simpleton and uses his ability on him.

o Cut an in-game cinematic of guard chattering “Scary clown!” and running away. o Solution Found/Reset Sequence.

Solution 2: Sheet Spirit (Medium)

o Simpleton is scared of ghosts.

o Upstairs from the guard’s car is a two story workshop car, where kids are being trained to do menial tasks. The largest station in the workshop car is a “sheet folding area”, where kids are folding white sheets.

o Player stacks with one of the sheet folding kids (Medium sized) and uses her “fold sheet” ability on one of the small children. This puts a blanket on their head, making them look like a ghost.

o Player stacks into the “faux ghost” kid and approaches the Simpleton guard. o Cut to an in-game cinematic that shows the guard playing a surprise animation,

chattering “A ghost!!!” and running away. o Solution Found/Reset Sequence.

Solution 3: Masked Mirage (Medium)

o Simpleton mentions that he is waiting for the relief guard to come so he can go “potty”.

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o Player finds and stacks small sized “corporate spy” doll who is found in the passenger car above Simpleton.

o Player uses the spy’s disguise ability on any nearby doll. o Player takes disguised doll to talk to Simpleton.

o If player’s disguised doll is smaller than XXLarge, Simpleton will say “you’re too small to be my relief guard!”

o If player’s disguised doll is XXLarge or larger, cut to in-game cinematic where Simpleton chatters “Oh, good you’re here! I need to use the potty!” He then runs off.

o Solution Found / Reset Sequence.

Solution Hint Summary

Below is a summary of some of the ways the different solutions will be hinted at for the player. As always, easy solutions are heavily hinted, while medium and hard solutions will have less hints.

• Guard chatters about needing to use the potty – and asking if the player if he’s seen his replacement.

• Talking to guard will reveal that he’s scared of ghosts. He describes ghosts in a way that sounds like white sheets.

• There are a few clown stewards in the car near the guard. The guard will talk about how much he likes clowns, and that they would never hurt a fly, etc.

All Solutions Found State

• Jail door open.

• “Back Door” to car open – so player can traverse straight through this car. • Guard is gone.

Coal Car Sequence

Once the player has freed all of Charlie’s family, a tutorial card urges the player to join the family at the Coal Car. The player must use all of Charlie’s family abilities to get through the coal car and into the engine in an attempt to stop the train.

Accessibility

The player can make their way up to the coal car at anytime during the level progression, and see whatever family members have been freed standing there, outside of the locked vault-like door that marks the first part of the sequence. Until the player has freed all of his family

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members, they will auto-face the player and not be stackable. They will chatter at the player, urging them to free the rest of the family and come back.

After the player has freed all of the Blackmore family members, a tutorial card will pop up, urging the player to travel to the coal car and help the family get into the engine room. Although the player is not limited as to which dolls the player brings with them into the coal car, all of the non-Blackmore family dolls will be teleported back to the spawn locations after the coal car sequence intro cinematic plays (see below).

Five gates

The coal car sequence is a series of five gates that can only be passed by using one of the Blackmore family’s abilities on. The family abilities will be used from the largest (xxl – mom) to the smallest (s – Albert). Finally, Charlie will proceed through a small space to find his father in the engine room and trigger the outro cinematic – which completes the primary playthrough of the level.

The main purpose of this sequence is to familiarize the player with all of the Blackmore doll abilities, as they will be used to win the final challenge. This sequence also has a very similar pattern to the final challenge, in that the player is using the largest of the family dolls to solve the first part, and then smaller dolls, in order, to proceed through the rest of the sequence.

Sequence Flow

• Player enters area after freeing all of the Blackmore family members. Coal sequence intro cinematic plays.

• When game returns control to the player after the coal sequence intro, the player is unstacked down to Charlie, and any other dolls that the player brought into the coal car are teleported back to the starting locations. In addition, a door now blocks the coal car entrance so that the player cannot leave. If the player approaches the locked door, Agnes will chatter (in super hi-pri) “The Baron’s guards must’ve heard that we escaped and put the train on lock down.”

• All of the above measures are to ensure that the player can only use the Blackmore family dolls to solve the coal car sequence and removes any potential confusion. • Hint text “Get all of the Blackmore family and find a way through the coal car”. • Player stacks all of the family together, leaving the player in control of Agnes

Blackmore. If, after stacking the family together, the player tries to unstack, Agnes will chatter “No time for that now! I must open that door!”

• Player approaches a large, vault-like locked door in center of room. In the center of the door is a large combination lock. Connected to the combination lock is a large conduit that moves up the door and off to the side, where it merges with a large steam pipe. The steam pipe has an opening at around Agnes’ height.

Figure

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References

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