The Triple Decker Tank Engine Level Design

August 14, 2017 | Author: Lee Petty | Category: Nature, Leisure
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Short Description

This is the level design document I wrote for the third level in Stacking -- The Triple Decker Tank Engine....

Description

The Triple Decker Tank Engine aka The Ignatious Valentine Adventure Design Document

Written By Lee Petty

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 Cinematics ................................................................................................56

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

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. The screen fades to black as the player moves onto the final challenge of the game.

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.

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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.

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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

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







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

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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.

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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.

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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”.

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“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.

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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.

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

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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!”

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.

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

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Charlie’s brother, Archibald is here as well.

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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.

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

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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.

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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.

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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.

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

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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.

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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.

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Archibald also tells Charlie that the Baron has captured all of their family and they are being guarded by four elite guards known as “The Diabolical Four”.

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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.”

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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.

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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.

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The car is filled with Evil industrialist passengers, kid servants, and a few unique dolls.

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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.

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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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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.

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

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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.

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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.

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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”.

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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.

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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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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



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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.

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

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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.

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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.

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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



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Immediately above the Shadow General level is a large two-story gas room car.

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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.

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

Abigail Exit Cinematic

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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.

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

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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.

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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.

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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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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.

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

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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.

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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.

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Outro Cinematic plays.

Outro Cinematic o

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

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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.

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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.

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Before family gets their bearings, Baron runs off.

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

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All of the Blackmore family runs off the stage after the Baron.

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Fade to Black.

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.

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 flatulationlike 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.

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.

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.”

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.

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.

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.

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.

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.



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).

o

The dog and a few kids will remain around.

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.

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 sizegated 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.



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.

o

These dolls are found upstairs in the passenger compartment above the guard.



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 slight yellow haze also rises from the soup.



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.

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.

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.



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.



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.

o

Player uses pelican’s “fly to roost” ability to fly up to the guard’s head.



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 “tailored” – perhaps while adjusting himself during an idle animation.



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.

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.



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.



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)



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.

o

This creates a giant “flash of light”, illuminating he whole room.

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.

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 childlike 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 ingame 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.



Player is free to try challenge again or leave.

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”.

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 vaultlike door that marks the first part of the sequence. Until the player has freed all of his family

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.



Player uses Agnes’ “clean out” ability near door.



Short in-game cinematic plays showing her putting her cleanout tool up the steam pipe, the combination lock rotating, and the door opening.



Note, if the player tries to use any of the other Blackmore family abilities on this door (before they have stacked all the way up to Agnes), whatever doll they are controlling will chatter “Not now! Let’s get everyone together first!”



On the other side of the door is a short hallway ending in two brick walls, narrowly spaced apart. A sign on the wall is labeled “emergency access” and points upwards.



Agnes cannot fit between walls.



Hint text “Use the next smallest Blackmore to keep moving forward”.



Player stacks down to Archibald. If player tries to unstack past Archibald (down to Abigail), the unstack will be blocked and Archie will chatter “Not now. I need to find a way to get up that wall”.



Player approaches the space between wall and uses Archie’s “chimney climb” ability. A short in-game cinematic plays showing Archie moving up between the walls by doing a special animation.



Control returns to player at the top of the chimney area. Once again the player is looking at a small hallway that sizes down and ends in a [Abigail ability door]. Collision blocks the player from falling back down the chimney climb area. The player must proceed forward.



Archie cannot fit down the hallway.



Player should have learned the pattern at this point and unstacks to Abigail and moves down hallway. If player doesn’t unstack from Archibald for 30 seconds, display the “Use the next smallest Blackmore to keep moving forward” hint text again.



Player unstacks to Abigail. If the player tries to unstack past Abigail, it will be blocked and she will chatter “Not now! I must do my part first!”



Player approaches moves down hallway and finds a fireplace with a fire burning in it.



Player approaches the fire and uses Abigail’s “snuff out” ability.



A short in-game cinematic plays showing Abigail pulling out a large copper snuffer (normally it scaled down inside her) and slamming it forcefully down on the fire, which puts it out.



Once the fire is out, a medium-doll-sized exit is on the back of the fireplace. Abigail cannot fit through it. Player must unstack down to Agatha. No hint text is displayed.



Player is prevented from moving back to through the fireplace opening by collision. Once again, if the player tries to unstack past Agatha, it will be blocked and she will chatter “Not now! It’s my turn!”



Player approaches an area where coal chunks are falling from ceiling down to a conveyor belt or something below. When player approaches the falling coal, they will be stopped and Agatha will chatter “I can’t just walk through that!”



Player uses Agatha’s “parasol spin” ability.



A short in-game cinematic plays showing Agatha pulling out a jet-black parasol and spinning like a whirling dervish through the falling coal. The coal bounces off of her umbrella and she passes through the area, unharmed.



On the other side of the “coal waterfall” area is an open door frame that steps down the size of the passageway and Agatha cannot proceed forward. Collision blocks the player from re-entering the coal waterfall. If player tries to use Agatha’s ability again, she will chatter “Not now! We must find a way forward into the engine room!”



Player must unstack to Albert to move forward. No hint text is displayed. If the player tries to unstack past Albert, he will chatter “No way! I’m doing my part!”



Around the corner from the door frame is a small door that says “engine room access” on it. The door is partially blocked by a large pile of coal that has been dumped there. Empty coal carts flank the door.



Player approaches the pile of coal and uses Albert’s “Shovel Coal” ability.



A short in-game cinematic plays that shows Albert wielding a coal shovel in an elegant, almost martial-arts fashion. He quickly clears the coal out of the way the small vent is now accessible.



Albert cannot fit through the vent. Player must unstack down to Charlie. No hint text is displayed.



Player unstacks down to Charlie and enters the vent. Once the player is through the vent, they are prevented from moving back through it by collision.



The player continues through the vent which opens to an open-aired catwalk that connects the Coal Cart to the Train Engine. The player can also see several slides that are dumping coal from the coal car and into the engine (not accessible).



The player continues forward and drops out of the vent and into the engine room.



The engine room is a small compartment. Tied to furnace area is Charlie’s father, William.



William will chatter “Charlie! It’s your father!”



Player approaches William.



Outro cinematic plays.

Secondary Gameplay Not including Primary Matched Stacking Set.

Diabolical Four None of the diabolical four are capturable dolls. They are the guardians of each of challenges on the train, and will remain at their posts –even in the “train stopped” game state, until all solutions for their challenges have been found. After that, they leave the train in some humorous way. If we have time, we could do some simple “all solutions found” reward cinematics to show what happens. Sickly Sentry • Size: 5 (XXLarge) •

Description: Wears a white filter mask strapped to his face, black elbow-length rubber gloves and a warm hat. First aid kit strapped to belt.



Accessories: Hat, mask, and first aid kid.



Ability: N/A.



Challenges: Sickly Sentry Challenge.

Ticklern the Ticklish • Size: 5 (XXLarge) •

Description: Wears full plate armor.



Accessories: Full plate armor.



Ability: N/A.



Challenges: Ticklern the Ticklish Challenge.

The Shadow General • Size: 5 (XXLarge) •

Description: Albino. Wears a full length wool trench coat, Russian style winter hat, sunglasses. Carries a long “grim reaper” style reaper with a butterfly net on the end – which he uses to catch children. He refers to normal dolls as “Day Walkers”.



Accessories: Hat & reaper.



Ability: N/A.



Challenges: The Shadow General.

The Simpleton the Strong • Size: 5 (XXLarge)



Description: Texture painted to make his head look tiny. Really long arms. Wears a propeller beanie hat and carries a stuffed kitty cat. He has the mind of a child.



Accessories: Propeller beanie hat & stuffed kitty cat.



Ability: N/A.



Challenges: The Simpleton the Strong.

Unique Dolls Sneezer • Size: 4 (XLarge) •

Description: Despite being quite ill, the Sneezer was so eager to invest in the Baron’s newest enterprise, he boarded the train despite his better judgment. Barely able to get up this morning, he has two water bottles strapped to his head and a thermometer hanging out of his mouth. He wears Victorian pajamas and bunny slippers. He is clearly sick.



Accessories: Dual water bottles strapped to his head and thermometer hanging out of his mouth.



Ability: “Infectious Sneeze”. When used, the Sneezer discharges a goopy eruption of snot. Any nearby dolls that are in front of him (within an arc) will get hit with the sneeze and become “infected”. Infected dolls will turn slightly green and begin to sneeze. After 10 seconds or so this effect wears off.



Challenges: Sickly Sentry Challenge (2 solutions).

Fire Chief Russell • Size: 2 (Medium) •

Description: This is the same fire chief who was in the brig in the Zeppelin challenge. Determined to not be sidetracked by the Baron’s men, he has boarded the train to do a thorough inspection for fire safety.



Accessories: Helmet with spray nozzle (rigged).



Ability: “Spray Hose”. Shoots a stream of water out from his hat for a few seconds. Any dolls hit by the water get remapped to look “wet” for about 10 seconds, and then the effect fades.



Challenges: Sickly Sentry Challenge – part of a combo solution with Hans.

Hans •

Size :1 (Small)



Description: Poor lost Hans in his distinctive sailor suit was lured onto the train with the promise of a lollipop. Instead he was fitted with a swamp cooler hat and told to circulate through the train, providing portable air conditioning for some of the larger guests, who tend to overheat.



Accessories: Swamp cooler hat (rigged).



Ability: “Blow Cold Air”. When used, the fan on his head animates and blows a gust of cool air (it lasts for a few seconds) out in front of him. Dolls hit with this effect, play a “chatter” response -- where they shake a bit, as if they were cold.



Combo: This ability can be combo’d with Fire Chief Russell’s Spray Hose. Dolls hit with the combo effect play a “Frozen” response. A thin layer of ice forms on the surface of the doll and freezes them in place. A few seconds later it melts and they are able to move again.



Challenges: Sickly Sentry Challenge – part of a combo solution with Fire Chief Russell.

Corporate Spy • Size: 1 (Small) •

Description: This doll has been sent aboard by one of the Baron’s competitors to get the low-down on the Baron’s new venture. He wears a full length trench coat/ Inverness and a hat that conceals most of his face.



Accessories: Large floppy hat that disguises most of his face.



Ability: “Disguise”. When used, target doll is given one of the Baron’s Guard’s masks, appropriate to their size. This mask will generally fool everyone – other Baron’s Guards will chatter a “Hello” when they walk by, for example. The diabolical four – other than the Simpleton – will not buy it and chatter a “That disguise is not fooling me. Beat it, Traitor!”.



Challenges: Used in a solution in the Simpleton Challenge.



Other: Needs some sort of little area of the passenger car that he rides in to help draw attention to his function. Perhaps he is riding with many conspicuous bags of Baron’s Guard masks, and a secret attaché case.

The Tailor Wickens • Size: 4 (XLarge) •

Description: He looks like a tailor – wearing suit pants, no coat with a white shirt pushed up to his sleeves. Carries a large dress-maker’s tape.



Accessories: Dress-maker’s tape (rigged).



Ability: “Measure for fitting”. When used, the tailor does an amusing animation on target doll with the measuring tape that might be considered inappropriate in certain circles. Dolls all play a “surprised” response.



Challenges: Part of a solution for the Ticklish Guard Challenge. When he uses his ability on the ticklish guard, the guard’s full-plate armor will be attached to his head as an accessory (see Challenge description for full description).

Gilliam the Furry • Size: 3 (Large) •

Description: He looks like a Chia doll – is head and arms are covered with fur that stick out from the doll’s silhouette. After an early life as a freak in a traveling circus, one of the rich industrialists employed him as his personal servant, because he makes a great conversation piece at parties.



Accessories: Just his hair!



Ability: “Hug it Out”. When used on a nearby male doll, Gilliam performs a brisk “man hug”. The target doll will chatter “Your hair tickles!” – as a hint towards his solution. Gilliam will refuse to hug women or children, and instead will chatter something like “Hugging women would be inappropriate” or “Hugging children is generally frowned upon!”



Challenges: Gilliam is part of a combo solution in the Ticklish Guard Challenge. He can “man hug” the ticklish guard after the Tailor removes his armor.

Rosie & Gertie (both unique) • Size: 6 (XXXLarge) •

Description: She guards the entrance to the ladies only car and will not let dolls pass through it unless they are female. If the player is controlling a female doll, she will chatter “Right this way, sister!” and open the gate door. Rosie & Gertie are generally hard to stack, but a few abilities will make them vulnerable to stacking – if the player would rather go this route than approaches with a female doll.



Accessories: None.



Ability: “Open Ladies Gate”. If the player uses this ability away from the ladies gate she will chatter something like “I must be near the ladies gate to open it!”



Challenges: No.



Other Notes: If the player unstacks to reveal a male doll after they have entered the ladies only car, all of the female dolls in the area will chatter nasty things at him, but no-one will kick him out.

Deranged Clown • Size: 6 (XXXLarge) •

Description: Unlike the somewhat charming Clown stewards that roam the train, this is a very scary and evil clown.



Accessories: Black curly wig. Evil puppets.



Ability: “Evil Puppet Show”. When used, the deranged clown pulls out two puppets and begins to act out a scene of murder and treachery, making stifled death rattle noises and jumping about like a mad clown. This sends most dolls running away in fear, leaving a wake of poop in the process.



Challenges: Used in the Simpleton Guard Challenge.

Guard Dog Biscuit • Size: 1 (Small) •

Description: A mild-mannered golden retriever, Guard Dog Biscuit is more interested in eating than in guarding the kid pen. A fact that Charlie exploits to solve the Sleeping Guard Sequence.



Accessories: Ears, a tail that can wag, big ring of keys hanging from his mouth



Ability: Open gate



Challenges: No, but he is the key (no pun intended) to the Sleeping Guard Sequence.

Meriwether Malodor • Size: 3 (Large) •

Description: He’s here because he got hooked into some sort of investment scam. For attending a one hour workshop on investing, he’s supposed to get a prize. Like one of those ridiculous time share things.



Accessories: None



Ability: “Flatulate”. Same as before, except that it now as a combo effect when used with the Lighter Doll’s “Flare” ability.



Combos: o

This ability can also be combo’d with “flare” to create a “charcoaled” remap on nearby dolls. Charcoaled dolls are covered with a black texture, with only their eyes showing, and lick of smoke emitting from their heads. 10 seconds later, the charcoal fades away.



Challenges: Used in the Albino Guard Challenge.



Other: Final Challenge Doll – he is part of one of the duels on the Offshore Labor Platform.

Jasper • Size: 2 (medium) •

Description:



Accessories: Trusty wrench!



Ability: “Maintain”



Challenges: Used in the Albino Guard Challenge.



Other: Final Challenge Doll – he is part of one of the duels on the Offshore Labor Platform.

Non Unique Dolls Clown Stewards • Size: 2 (Medium) •

Description: These stewards look much like train station employees, except that they were slightly disturbing clown masks.



Accessories: Clown Mask and juggling dolls.



Ability: “Juggle”. When used the doll pulls out three juggling pins (which are actually very small wooden dolls – about the size of the Pirate’s Parrot) and juggles for a few seconds – usually ending with a pin hitting him on the head.



Challenges: No.

French Maid • Size: 3 (Large) •

Description: These ladies are dressed in the classic French Maid’s uniform.



Accessories: Little white hat. Telescoping feather duster.



Ability: “Feather Dust”. When used her feather duster telescopes and she reaches up to dust up high shelves. This happens to be at the exact level of the nose of an XXLarge doll.



Challenges: Used in the Ticklern the Ticklish challenge.

Baron’s guards • Size: 5 (XXLarge). •

Description: These are the same mask-wearing Baron’s guards from the Zeppelin. They will chase Charlie and throw him off the train.



Accessories: Mask and hat.



Ability: N/A



Challenges: No.

Sleeping Guard • This guard is a slight variant on the Baron’s Guards above. The only real difference is that this guard can’t stay awake!



Used in sleeping guard challenge (see description elsewhere).

Carrier Pigeon • Size: 1 (Small) •

Description: These small dolls are used to carry messages to and from the train. They are all perched in the carrier pigeon car. Some have little rolled up messages attached to their legs.



Accessories: Rolled up messages.



Ability: “Fly to perch”. Works the same as the Pelican’s “fly to nest” ability.



Challenges: Used as part of the Sickly Sentry Challenge.

Lighter dolls • Size: 4 (XLarge) •

Description: These dolls look like large train station employees with a large Birthday cake hat. A single big candle with a tiny, almost out, flame sits in the center of the hat. They do things like light cigars, pilot lights, etc.



Accessories: Birthday cake/candle hat.



Ability: “Flare”. When used, the candle flame gets much larger and brighter, kicking off a dynamic light. This will cause nearby dolls to play a “surprise” response.



Combos:



o

This ability can also be combo’d with “flatulate” to create a “charcoaled” remap on nearby dolls. Charcoaled dolls are covered with a black texture, with only their eyes showing, and lick of smoke emitting from their heads. 10 seconds later, the charcoal fades away.

o

This ability can also be combo’d with “oil spill” to create a “super bright” flare that causes nearby dolls to play the blinded response.

o

This ability can also be combo’d with “toot” to create a small fireball. The fireball kicks off a dynamic light, but isn’t bright enough to blind anyone – instead they just play a surprised response. If this is done near the Shadow General guard, however, he will chatter a hint that the player should combo with flatulate instead. Something like “If you had more fuel for that flame, it might’ve amounted to something!”

Challenges: Shadow General Challenge – used in three solutions, including two combo solutions (one with Meriwether Malodor and one with the Oil Spill Evil Industrialists).

Evil Industrialists OVERALL • Size: 3-5 (Large-XXLarge)



Description: These are the cronies of the Baron who are traveling to the offshore labor platform with the Baron to invest in his new enterprises. Many of these dolls are counting money in the pay-off piano bar. Others are found throughout the various passenger compartments.



Accessories: Most of these dolls will have a special hat, as it relates to their comic, yet tragic, ability described below. Many of the male industrialists also have moustache accessories.

Evil Industrialist #1 - Pollute • Size: 4 (XLarge) •

Description: These are executives from the Confederation of Free Pollution – a crossindustry board whose sole mission it is to promote the unrestricted rights of companies to pollute.



Accessories: Pointy moustache and smoke stack top hat.



Ability: “Pollute”. When used, his hat emits a black fog of stinky polluted smoke for a few seconds. This can be done while he is moving. Nearby dolls play a “cough” response. Nearby Evil Industrialists dolls play a “cheer” response.



Challenges: No

Evil Industrialist #2 – Oil Spill • Size: 5 (XXLarge) •

Description: These dolls are part of OTARD – an international conglomeration of oil producers.



Accessories: They were large oil-barrel top hats, filled with oozing black oil. They also carry a cane, needed to help support the large weight of the barrel on their head.



Ability: “Oil Spill”. When used, the doll topples his hat in a small arc in front of him. Any dolls in front of him in that arc will be remapped to be covered with slick, shiny oil that looks like it’s been poured over their heads. They will be rooted to the ground, unable to move. A few seconds later the dolls will play a “surprise” animation – which will shake off the oil and return them to normal. Nearby Evil Industrialists dolls will play a “cheer” response instead of being affected.



Challenges: Used as part of a combo solution with the lighter dolls in the Shadow General Challenge.

Evil Industrialist #3 – Carbon Foot Print • Size: 5 (XXLarge) •

Description: These ladies are part of the Carbon Council for Clear Living. The lower half of their doll bodies are covered with carbon remnants.



Accessories: They were black ladies hats that look a bit wilted and are decorated with dead roses.



Ability: “Carbon Foot Print”. When used, she jumps up and stomps on the ground nearby, and then hops back to her starting position. This leaves a small carbon woodgrain footprint on the ground where her stomp landed. Nearby dolls play a “surprise” response when her stomp lands. Nearby Evil Industrialists dolls play a “cheer” response.



Challenges: No

Evil Industrialist #4 – Factory Whistle • Size: 4 (XLarge) •

Description: As senior members of the Efficiency Council Against Lazy Laborers, they are advocating the installation of loud, ear-splitting steam whistles on all factory floors to mark the milestones of the day such as work start, bathroom breaks, lunch time, and the start of the sleeping shift.



Accessories: These dolls wear tall top hats with steam whistles attached to the top.



Ability: “Factory Whistle”. When used, the whistle animates, emitting a violent blast of steam and creating an ear-splitting sound. Nearby dolls play a “surprised” response. Nearby small dolls play a “faint” response. Nearby Evil Industrialists dolls play a “cheer” response.



Challenges: No

Evil Industrialist – Punch Clock • Size: 3 (Large) •

Description: These are industry advocates of the punch clock – an automated way of tracking workers’ hours and holding those lazy good-for-nothing louts accountable for their lack of productivity.



Accessories: These industrialists wear top hats that have a clock in the front center. A punch card pokes out of the band.



Ability: “Punch Clock”. When used, the clock on his hat swings open and a boxing glove on the end of an “accordion” lattice extends to hit nearby dolls. Nearby dolls hit with the clock will play a “knocked down” response. Nearby Evil Industrialists dolls play a “cheer” response instead. Nearby child dolls will play an “evade” response (same response as they play to the Hunter’s cork gun).



Challenges: No

Evil Industrialist #6– Overtime • Size: 3 (Large) •

Description: These ladies are advocates of “Work Faster, Not Smarter”.



Accessories: She wears an “automation” hat – that has a few gears and a crank handle. When she uses her ability, the handle cranks and the gears move.



Ability: “Overtime”. When used, she charges ahead at a much higher speed than normal – in a similar way to “Full Steam Ahead”. This affects wears off after a few seconds, or when she is stopped by collision for more than a second or so. Any small dolls she hits will be split. All other dolls play a “surprise” response.



Challenges: No.

Toilet Kids • Size: 1 (small) •

Description: These are kids being trained to scrub toilets in the kid workshop.



Accessories: These kids wear little cork hats with toilet scrub brushes on top.



Ability: “Toilet Brush”. When used, these kids bend over and rotate their upper bodies in a swirling/ scrubbing motion – as if they were cleaning out the inside of a toilet. This generates a “gross” reaction in nearby dolls.



Challenges: No.

Hammer Kids • Size: 2 (medium) •

Description: These are kids being trained to forge nails in the kid workshop.



Accessories: These kids have a little hard hat with a spring-loaded hammer on top.



Ability: “Hammer Time”. When used, the hammer on their heads comes down and smashes any nearby small or medium dolls. A smashed doll will be scaled vertical to be really flat, 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.



Challenges: No.

Sheet Kids • Size: 2 (medium) •

Description: These are kids being trained to be maids and are found in the kid workshop.



Accessories: These kids carry a backpack of unfolded sheets on their back and a basket of folded sheets on their heads.



Ability: “Fold Sheet”. When used, the kids will pull a white sheet from out of their backpack, shake it out, quickly fold it, and put it in their basket hat. If they are near another small doll they will put the sheet on the doll’s head during the “shake out” phase. The target doll will then have a sheet on their head for some period of time,

before that doll will take it off and put it inside themselves (like eating it) – which just makes it go away. •

Challenges: This ability is used to make a faux ghost for a solution in the Simpleton challenge.

Soup Kids • Size: 1 (Small) •

Description: These kids carry serving bowls filled with piping hot soup on their heads.



Ability: “Serve Soup”. When used, the kids will bend over and dump the soup on the ground. If they do this near another doll, the target doll will get a “hot foot” and hop up and down, as if its foot has been burned and chatter something like “Ouch! Hot!”



o

There are two variant reactions to the serve soup ability, if the player has either turned it into pigeon soup or snot soup (see descriptions under the Sickly Sentry challenge).

o

Serving Snot / Pigeon Soup. People play a “gross” reaction. Children faint. Other animals (including pigeons) will come over and peck at it for a few seconds.

Challenges: Used in the Sickly Sentry Challenge for two solutions.

Money Kids • Size: 1 (Small) •

Description: These kids have hats that look like little open treasure chests filled with gold coins and gems.



Ability: “Serve Money”. When used, the kid will do a little wiggle or hop and gold coins will bounce out of the treasure chest and onto the ground. Any nearby dolls will get dollar signs mapped onto their eyes and peck the ground in an attempt to pick up the money.



Challenges: None.

Escaped Kids • Size: 1 -3 (Small – Large) •

Description: These are a variety of kids in various sizes who have escaped from the pens. They are huddled in small groups, hiding throughout the train. They exist primarily just for storytelling, but will also give the player clues. Maybe some of them will have “summit debate” style chatter written for them.



These are kids from previous levels (no new art): o

Coal kids from train station.

o

Coal Cart kids from train station with cart on head.

o

Rich Kids (1-3) from Steamship.

o

Smoke Kids (the ones with toothbrush) from Steamship.

o

Kitchen Kids from Zeppelin (“jump rope”)

o

Teapot Kids from Zeppelin.

o

Spice girl from Zeppelin.

o

Thad from the Zeppelin (holding his bear, Mr. Ruffles)

o

Bullies from the Zeppelin (Large)



Accessories: The kids will have whatever existing accessories they had in previous levels.



Abilities: Any existing abilities will be the same, but some kids that previously were not capturable will need new abilities:



o

Coal Kids: “Black Lung Cough”. When used, the kid coughs, spewing black chunks of charcoal across the ground. This ability is basically identical to Hans’ “toss cookies” ability in terms of reactions.

o

Coal Kids (with coal cart on head): “Coal Dump”. When used the kid leans forward and “dumps” some of the contents of his coal cart out. If any dolls are within range, they will get a texture remapped to have soot and charcoal on their lower halves. If target doll is small, their entire texture will be covered with soot, except for their eyes, which will remain white.

o

Smoke Kids (with toothbrushes): “Brush Clean”. When this ability is used, target doll is “cleaned” as the kid brushes the toothbrush on them. Unfortunately, the tooth brush is quite dirty and instead of cleaning the target doll, they get smudges and coal streaks across their surface.

o

Bullies: “Belly Bump”. When used on small dolls, it knocks them down (similar to a faint animation). They get up after a short time. When done on larger dolls they play a “bump back” animation and nothing happens to the target doll.

Challenges: No.

Secondary Matched Stacking Set The secondary matched stacking set is a bit different in this adventure in that the player MUST find and stack them together to restore power to the pay-off Piano Bar, which in turn powers the bar and opens a door that the player must proceed through to advance the level. Piano Players • Sizes: 1-6 (small-XXXLarge) •

Names: (in size order) Mallard, med, lrg, xl, Rockman Off, Showpan



Description: Six identical-dressed piano players who play a six tiered grand piano that is the center piece of the pay off bar. They all wear tuxedos with tails. Each has a different face texture.



Accessories: Each wears a “powdered wig” accessory.



Ability: “Keep time”. When used the upper half of the doll lifts up and ticks back and forth a few times, like a metronome. Nearby dolls play the same animation as the piano piano player, with the upper half of their bodies keeping the same time. Dolls that are unaffected by this ability will play a “Hrmph!” response instead.



Challenges: They aren’t used as part of challenges, but they need to all be stacked and taken to the Piano Bar for the player to proceed through that area.

Secondary Challenges NONE!

Key Props •

Hobo Mouth Entrance



Gas Room Setup



Piano Bar doors



Piano Bar piano



Coal Room Door



Jail Doors in Challenge areas

Closing Material Train Stopped State The next time the player will be able to make a return visit to the Triple-Decker Tank Engine level will be after the have finished the game, since the final challenge flows directly from the end of the primary play through of the level. When the player returns to the level, it will have the following changes: •

Not moving anymore. It is stopped on the bridge, pulled up next to the offshore labor platform. To sell this we will need: o

An alternate climate without “moving particles in the air”

o

An idle animation for ocean, bridge, and crossing guards so that they don’t move by

o

A version of the offshore labor platform that can be seen outside some of the windows (it’s not accessible).



The Baron’s Guards have all left the train. Charlie will no longer be thrown from the train at all.



If there are unfinished solutions for the four diabolical guard challenges, they will still be there. They are like left over soldiers from Iwo Jima, left behind. Since they are guarding nothing, the orphan kids now living on the train just steer clear of them.



All of the other passengers are still there – the evil industrialists, etc. They’re convinced that the Baron is making a “come back” and they are waiting for him.

Cinematics Stage Play Cinematics • Intro part 1 •

Intro part 2



Each Family Member Freed (4 Total)



Coal Room Intro Sequence



Piano Matched Stacking Set Reward



Outro



Tossed Off Train 1: Stack into Pelican



Tossed Off Train 2: Blow Hole



Tossed Off Train 3: Catcher in the Sea

Challenge intro cinematics (in-game) – 4 total • Pan from car behind guard to show family member. •

Pan continues up past guard, who chatters something –both to hint about his weakness and also to reinforce that the player is trying to get him to leave, - or defeat him – or whatever.

Challenge solution found cinematics (in-game) • Guard reacts, chattering something. Misc cinematics (in-game) • Pigeon flying onto soup bowl in pigeon car •

Pigeons flying onto soup bowl and then ground in Ticklish guard car



Initial Fly-By of level



Coal Car – Ability used correctly (5). These are short in-game cinematics that show the various members of the Blackmore family using their abilities and advancing the Coal Car sequence.

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