Objectives - Terry Greer

Chapter Number: 2
Mission Number: 04
Name: Unwelcome Guests
Location/Setting: Tau Ship / Boarding Tube
Imperial Guard Storm Troopers try to force their way onto the Tau ship (in orbit). The
player must use auto-deploy charges to blow up 3 boarding tubes. This will involve
finding the breach, moving to the center of the tube, planting the charges and getting
out before it blows, so the section of the ship can be sealed.
Objectives
1. Destroy tube #1
2. Destroy tube #2
Note: Each tube will not detonate until the player has exited the tube and the section
to be sealed. Once out, the section will shut down, sealing all doors, alarms going off
and so on, and the charges will blow (seen as an exterior cutscene each time).
Story Elements
Your helmet fades up still in the dropship, Lusha tells you to change your suit in the
armory and then head into the ship to stop the boarding action.
As you enter the boarding tubes, you hear radio broadcasts by the Imperium about the
invasion. You also hear some Troopers talking about strange occurrences (chaos) and
are left wondering what they mean.
In one of the tubes you find a mutilated body and claw marks on the walls.
In the final tube you hear a story about an encounter with a, “monster!”
Then you hear a radio message of a guard being slaughter, just screaming and saying,
“what the…AARRRGGGHHHH!”
Action
You exit the dropship into the hanger and then into the armory where change weapons
set and pick up auto-deploy chargesThen you head for the upper deck where the first
breach is located.
The player suit is changed during loading.
As you make your way to the first breach, you are told that there are dozens of tubes
smashed into the side of your ship and that groups of warriors are heading towards
most of them and that some have been assigned to you.
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Once you make it to the first tube, you enter it and head for the designated point to
place the explosives. Once done you must make it out before the tube is destroyed.
Once out, the doors close behind you and the tube detonates.
You are then told that there are 2 more tubes for you to destroy and you head for each.
At each one you must repeat the process, except that you must delve deeper inside
with each one.
The final tube is the hardest, infested with Imperial Guard Storm Troopers and with
the bomb drop the furthest in.
Once all 3 tubes are destroyed, you head for a horizontal lift to escape to the next
level.
Once inside the lift, Lusha debriefs you and tells you to upload mission data. Your
helmet fades down.
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Characters, Weapons and vehicles
Characters
Weapons
Tau Carbine
Grenades
Auto D-Charges
Player
Allied
Enemy
Vehicles
Ethereal Ko’vash
Tau Dropship Deck
Officer
Line Trooper
Prisoners
Storm Trooper HellGun
Storm Trooper AutoGun
Storm Trooper
Captain
Standard Rifle
Standard
Grenade
Dropship
HellGun
AutoGun
Plasma Pistol
Objects/Weapons to find
Object / Weapon
Location
T Grenades
Tau Rifle
Sniper Rifle
TBD
TBD
TBD
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Map Overview
Part 1
4
2
3
6
14
1
5a
5
8
5b
7
10
11
9
12
13
1. Start (hanger)
2. Control room
3. Hanger door, corridor and ceiling
hole1
4. Dead end
5. Corridor two
6. Waiting area
7. Split room (blocked) part a
8. Split room Battle medic room
9. Blocked tunnel access + ceiling
hole
10. Split room (blocked) part b
11. Supplies room
12. Vent access
13. Vent
14. Lift access to next level
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Part 1 (details)
This first part is mainly combat, the gameplay will be largely constrained by
scripting and the AI. In general opponent dialogue will obtained from the
generic speech tables. Only level specific dialogue is present in this
document)
Locations:
1. player start:
 The game starts with the player in the drop ship.
 Starting message:
MESG Miss4_START
<sound of drop ship landing>
The imperial ship has begun its attack.

 The hanger should be deep with the player near the top of the hanger.
 Walkways circle the ship and the player can look down seeing more
drop ships stored below.
 Nearby is a control room juts out, with it’s door open.
 Another door (large and closed) also lies nearby. This door is locked
and will not open until the player and Lusha have been in the control
room.
 The main hanger doors are closed.
Almost immediately there is a thump and sound of grinding metal<Sound fx>.
MESG Miss4_001
The boarding has started. We must protect the Ethereal. Come with us
fire warrior.
Lusha and the Ethereal cross into the control room.
The other fire warriors from the drop ship go and stand by the hanger door.
As they do a claxon goes off <Sound fx> and a message is played over the
ships intercom.
MESG Miss4_005
Intruder Alert … Imperial incursion … all Firewarriors to their stations.
If the player doesn’t enter the control room within 30 seconds Lusha shouts
MESG Miss4_010
Kais, come here, hurry there is not much time!
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2. Control room:
Once inside here the door will close trapping the player inside with Lusha and
the Etherial.
Lusha will then say.
MESG Miss4_020
Give me your weapon.
The player’s weapon is removed
MESG Miss4_021
You have proved yourself worthy, I will give you this Carbine rifle.
The player is given the carbine and the required number of auto deploy
mines.
MESG Miss4_022
May the carbine serve you well. You have earned it and our respect. Go
now and protect the ship, I shall guide our defence from here. I have
also given you several autodeploy bombs. You will need them.
Lusha goes to the control panel and sits (if possible) activating the controls.
MESG Miss4_023
The hanger door must remain sealed. I shall unlock it when you
approach it.
When the player leaves the control room (with the carbine) the door will close
and not open again.
If the player approaches the door again he should get an additional message.
MESG Miss4_024
Go now Kais, I shall not open this door again.
There should be another thump and sound of grinding metal<Sound fx>.
Same as before.
3. Hanger door, Corridor and ceiling hole:
As the player approaches the door it should open.
The other fire warriors leave and turn left taking up an immediate defensive
position. An air caste runs past from the left heading to area 4.
The player gets a message.
MESG Miss4_030
Quickly Kais, I must close the door.
As soon as the player has exited the hanger the door closes it will not open
again.
If the player doesn’t leave, and goes the other way, he should get a second
message from
MESG Miss4_031
Kais, you must leave, we are depending on you.
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MESG Miss4_041
I am routing more reinforcements to the area, you must defend the
hanger until I can get them there.
The other defending Tau will quickly succumb to the imperial attacks, and the
player will have to defend this area until reinforcements arrive.
OBJECTIVE 1
On screen the player gets his first objective. This is shown as a text string that fades
after a few moments.
OBJ_Miss4_01
DEFEND HANGER
After a number of opponents have appeared (to be determined in playtesting)
the door to 5 will open and several Tau will arrive.
OBJECTIVE 1 COMPLETION
On screen the player gets a completion message.
It is shown as a text string that fades after a few moments.
OBJ_Miss4_01COMPLETE
OBJECTIVE: HANGER DEFENDED
One of the lead Tau will say:
MESG Miss4_042
You killed all these! I am impressed firewarrior.
The player will then get a message from Lusha
MESG Miss4_043
Commander Daishoul will protect us now. Firewarrior you must help
stop the boarding barges. Go now.
OBJECTIVE 2
On screen the player gets his second objective. This is shown as a text string that
fades after a few moments.
OBJ_Miss4_02
PREVENT BOARDING BARGE FROM DOCKING
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Once through the door to loc 5 the door will close, and not open again.
3. Dead end:
This area is a dead end, with a single cowering air caste.
The air caste will be killed and targeted by the imperial forces.
(If the Air caste survives until the reinforcements arrive the player could get an
additional bonus.)
5. Corridor Two:
5 Lift area
Area just outside lifts
5a lift shafts:
These lifts doesn’t work at all, the doors are buckled and smoke issues
from the ione marked 5a in the map.
5b Blockage
Ceiling and walls have partially collapsed … Prevents player from going
directly down corridor.
6. : Waiting area
This is a small area with seating. It has no other purpose.
7. : Split room (blocked) part a
This is the remains of an armoury. The ceiling has collapsed however and
access to loc 10 is impossible. There are many boxes and crates here, but
nothing useful.
8. : Split room battle medic room (health/medipack)
This is an emergency medbay for returning wounded.
Both rooms should have a central operating table. Ceilings should be
raised, with strong ‘fish eye’ light arrangements fitted. Against the walls
should be medical apparatus, cupboards and alcoves. A dead tau should
lie on one of the tables, as if the operation had been interrupted.
9. : Blocked tunnel access another ceiling hole
There is another ceiling hole here, it has already been cut, and the
imperial guard have taken up position.
Imperial guard reinforcements should be scripted to come through the hole
after a random period, providing the number of reinforcements has not
grown too large.
Ceiling and walls have partially collapsed … Prevents player from going
escaping by the ‘proper’ route.
MESG Miss4_050
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Access to the working turbo lift is blocked. You need to find another
way.
10. :Split room (blocked) part b Armoury (remains of)
This part of the armoury is not as damaged, and the player can get a few
grenades from here.
11, :Supplies room
Vent access by climbing on crates.
12. :Vent access:
Vent access from low on the wall.
13. :Vent
 This area needs to be broadened out, we need to get away from the
narrow duct approach.
 There should be wide floor vents (with grills preventing players from
falling down. Similar vents should go up into the ship.
 Some areas should be wide with the player walking on a narrow ledge.
This is a work walk way and normal Tau neatness should not apply.
14. :Lift access to recreation level:
The player gains access to the lift shaft. The player needs to climb the
ladders to the next level. Part way up, a door on an upper level should be
noisily prised open, and an Imperial trooper should take up station and
shoot down at the player. <Sound fx>.
At the top of the lift shaft the lift doors have already been prised open.
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Map Overview
Part 2
15
27
16
18
24
17
26
25
22
23
19
21
20
15. Top of lift
16. Briefing/rest area
17. Computer core
18. Avionics (star maps)
19. Test range
20. Deck officer’s room
21. Mashed room
22. Balcony through walkway smashed
23. Barge
24. Barge exit
25. exit lift to next section
26. Data repository
27. Computer core
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Part 2 (details)
As with part 1 the gameplay will be largely constrained by scripting and the
AI.
Locations:
15. Top of lift
Nothing special.
16. Briefing/rest area
The briefing area needs to be made more dynamic Wall screens and a
split level approach need to be taken. See below..
Walkway area snakes
around seating areas
Viewscreen / or
several viewscreens
Lower area (player steps
down 1 or 2 steps to get
to this area
Low ‘Room dividers’
Seats
Ceiling areas (especially over the seating areas should be raised. This
changes the line of sight and makes combat more interesting. Some of the
benches and dividers will need to be removed, and rearranged to form
makeshift barricades.
View screens should show static, or be broken.
As with previous areas, there should be a large jagged hole in the ceiling.
This acts as an unsettling reminder that enemy reinforcements can come
at any time.
When the player reaches this area he gets a message from Lusha
On arriving here the player will receive a message from Lusha.
MESG Miss4_060
The boarding barge lies off the end of this corridor. The enemy have
sealed off all access. I will send an aircaste technician to bypass the
door controls when you have made the area safe.
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Once there are no more enemy alive in the area Lusha will send a further
message.
MESG Miss4_061
I am sending the technician now. Keep the area safe.
As the aircaste appears and makes its way towards the door, enemy
reinforcements should start to take up position around the hole, and jump
down. They target the air caste, or the player randomly.
The air caste should go to the door and ‘fiddle with it’ or with an associated
control box for a few seconds.
If he air caste dies before carrying out his task you get this message
MESG Miss4_062
Firewarrior. You must keep the area safe. I shall send another
technician. It s important you protect him.
If the air caste succeeds then you get this.
MESG Miss4_063
Now firewarrior go through. Speed is of the essence. I shall seal the
door after you.
It doesn’t matter now if the air caste dies or not.
17. Computer core
Room shape needs to be resized and made more interesting to fit in with
the theme.
Computer towers should be monolithic like, perhaps with matrix like
symbols raising or falling, looking like a technological Stonehenge..
The central area should have pipes that converge into some sort of large
sphere on the floor that seems to shimmer and change. Everything in here
should be protected by forcefields. (Ideally firing a weapon should
richochet for a long time.) This is not an area which encourages combat.
18. Avionics (star maps)
Another large room, needs several fitted integral consoles. These should
be set into the ground , or raised by one step to separate them from the
rest of the room.
The walls should be crowded with view screens with images of the planet,
the ship, and the attacking imperial ship, along with scrolling text readouts
(ideally appearing to be on the same screen.
Again room should be enlarged and have shape changed as needed…
need to get away from boring simple shapes.
Dead Tau should be scattered around, perhaps one still moving feebly.
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19. Test range
Test area intended for checking weaponry and equipment before a
mission. There should be monochrome, and damaged, ‘cutout imperial’
targets at the far end of the room. The player can pick up a grenade here,
and possibly a change of weapon. (To be playtested)
20. Deck officer’s room
The room should look as if it was abandoned hurriedly. (Tipped over
beakers etc)
As the player enters the room an imperial trooper should stand up with his
back to the player. The trooper will turn and fire at the player, but the
player will have a short advantage.
21. Mashed room
This room is totally trashed by the incoming boarding barge.
22. Balcony through walkway smashed
This area should be smashed two layer balcony room (similar to the ones
on level 6).
The player enters on the upper balcony. Access to the barge should be via
collapsed support beams.
There should be a hole in the ceiling (through which we will spawn
reinforcements later)
If the player tries to gain access to this location before the air caste has
bypassed it he should get the following message.
MESG Miss4_064
The barge lies behind this door. I will open it for you…one moment.
Once you are beyond the door, Lusha says:
MESG Miss4_065
This door is now sealed. I will open the door opposite when you have
placed the charge. I am sending coordinates for you now.
The player now receives a waypoint indicator in his HUD.
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23. Barge
After much thought it has been decided that the barge needs to be
considerably reduced in size so that it is only a single story high and has
space for about 12 troopers.
The function of the barge is to penetrate the ship and make a beachhead.
(Hence the small numbers of troopers)
Then a second troop carrying module is winched into place.
When it docks the remainder of the Imperial force swarm out.
The player can thwart this by sabotaging the winch mechanism before it
winds the troop module into place. (ie. The player is on a time period
before he meets an overwhelmingly superior force)
This winch time is set when the player enters loc 22.
The barge should be lightly defended, but on the player’s return to loc 22 a
small number of reinforcements (1 or 2) should drop through the ceiling
hole to slow him down.
When the player arrives at the right point Lusha says.
MESG Miss4_070
Place the explosive quickly.
Once the charge has been set at the back end of the barge the player
receives another message.
MESG Miss4_071
Well done now clear the area. The explosive is set to explode in sixty
seconds.
And a time limit is set for him to get away.
24. Barge exit
If the player tries to leave before the charge is set he gets a message from
Lusha
MESG Miss4_075
The door is sealed. I shall not unlock it until the charge is set.
If the explosion occurs before the player can get clear of this exit he dies.
If the player does get clear he is rewarded by an explosion and ship shake
<sound fx>
OBJECTIVE 2 COMPLETION
Destroying the first Barge completes this objective.
On screen the player gets a completion message.
It is shown as a text string that fades after a few moments.
OBJ_Miss4_02COMPLETE
OBJECTIVE: FIRST BOARDING BARGE DESTROYED
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The player then receives a message from Lusha
MESG Miss4_076
Good work firewarrior. But there is still much to do. See if you can
find a route off that level.
25. Exit lift to next section
This lift should arrive with an imperial guard inside.
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26. Data repository
This is a racked room containing data modules. This should look like a
series of narrow isles or pillars with the data elements stored within.
Elements here should be very delicate and prone to destruction (like
crystal or glass shards). There should be mechanisms of some type
crisscrossing the ceiling and isles for choosing and picking data elements.
(this doesn’t need to animate.)
An imperial guard should be spawned in either this room or loc 27.
27. Computer core
Data room (similar to loc 17 but smaller)
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Map Overview
Part 3
30a
28
30b
29
30
31
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
33
Lift access
Destroyed lift
Glass space facing walkway
Restaurant
Glass room with weakened glass
serving area
Kitchen food preparation
Food storage…. Cold room.
Damaged walkway and access to 32
Couches and massive screen (Cinema?)
Wide corridor
Access to the barge
Barge
Way out of barge
Mall tiersa
Mall tiersb
34
32
35
38
36a
36
39
37
39b
40
41
42
43
44
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Part 3 (details)
28. Lift access
The player arrives by lift.
As the doors open the player gets a message from Lusha.
MESG Miss4_076
There is another boarding barge that has intersected this level, but I
cannot get a fix on the coordinates. You will have to find it yourself.
OBJECTIVE 3
On screen the player gets his third objective. This is shown as a text string that fades
after a few moments.
OBJ_Miss4_03
PREVENT SECOND BOARDING BARGE FROM DOCKING
29. Destroyed lift
This lift is damaged, doors slightly open, smoke billowing from it.
30. Glass space facing walkway
This is a large corridor. That looks out into space and the battle.
The corridor should be made asymmetric. Eg..cross-section
Space view
Outside the Imperial ship should be visible and the boarding barges
manoeuvring into position.
Chairs and benches should be scattered around, Ideally a large piece of
ceiling cladding should have peeled away half hiding what is further down
the corridor to the players left.
30a Blockage
To the player’s right, on arrival, the view way should be blocked by more
debris and fallen ceiling cladding.
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30b Alcove
This should be used as an ambush point, there should be two imperials by
a dead tau. They should be scripted to either hide and take cover and then
attack him as he approaches them, or follow him once he has passed by,
depending on what the player’s actions are.
31. Restaurant
The room needs to be increased in height, perhaps made slightly split
level.
There need to be many chairs and tables arranged here.
The tables, and floors should be filled with breakable/shoot-able objects.
(Glasses food/fruit etc.)
There is a wide doorway between this location and loc 32, but it is open.
32. Glass room with weakened glass - set piece action
This is a new area that needs to be built. It should be a glass observation
lounge.
One of the external walls should be cracked and scored (showing it is
damaged)
Inside the area a battle is going on between
As the player approaches a door flashes down to seal this area off. It
needs to be impossible for the player to get to this area.
Inside the battle continues.
More ‘spider web’ like impact damage is added to the outer window until
suddenly it explodes outwards in fragments, sucking everything inside out
into space.
(Note the player cannot go this way)
33. serving area
This area should be full of worktops and clean lined equipment. There
should be plates of food, and glasses everywhere.
There should be an imperial guard in here. That pops up and fires from the
cover of the counter.
Note a doorway needs to be added to the back of the room to access
location 34.
34. Kitchen food preparation
Worktops, cupboards and cooking surfaces (these should be made ‘alien’
and not like they came out of an Argos catalogue)
No guards
There is a switch here that toggles the walk through freezer storage
between open and closed.
By default the door is open.
35. food storage…. Cold room. Need dual entry
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Note the doors to the cold locker need to have a very large clear glass
panel so that the player can see out. The door to this from the curved
corridor is on a timer switch. It
37. Couches and massive screen (Cinema?)
The door here has been blown off, and lies twisted on the floor. Dead Tau
are everywhere.
The room is dark, but ammo can be found by the dead close to the screen.
There are ‘dead’ imperial guards here. One will recover and try and shoot
the player after the player has passed by.
36. Wide corridor
Attempting to open this area with the door at 36a open should give an
error sound. Otherwise, if the door at 36a is closed, then the door should
open automatically when the player approaches.
 This area should be increased in size, extending into the ship.
 The player should be at the base of a wide corridor. A wide section
of ceiling for at least two more levels should have collapsed leaving
a huge tiered hole
 The ceilings should have collapsed and formed an irregular ramp,
that can be descended, but which is too steep to climb.
 There are Tau and Imperial guards fighting up there, they will
attempt to take pot shots as you pass through, but only one or two
will follow (to be scripted and playtested in conjunction with the AI).
Eg.
Player
enters and
leaves on
this level
39. Blocked access
Corridor blocked by fallen ceiling debris.
If the player gets here Lusha says.
MESG Miss4_110
There must be another way out of the barge. The imperials didn’t get
access that way.
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40. Barge
A carbon copy of the first barge, but with the following differences:
The troop module is much closer, and will dock almost as the player sets
the charge.
There exit door to loc 41 has a slow moving blast door sealing it. The
player will have to defend while it opens.
When the player arrives at the barge Lusha says.
MESG Miss4_110
Hurry Kais. The cable has almost finished retracting. It will dock in
seconds.
41. way out of barge
A series of slow moving blast doors. The player will have to fight a retreat
from here on while waiting for each of these to open.
He must reach the last one and close it before the mine is detonated,
otherwise he will also die in the blast.
(This will require much playtesting to get the balance right)
OBJECTIVE 3 COMPLETION
Destroying the second Barge completes this objective.
On screen the player gets a completion message.
It is shown as a text string that fades after a few moments.
OBJ_Miss4_03COMPLETE
OBJECTIVE: SECOND BOARDING BARGE DESTROYED
Also on successful detonation Lusha will send the player a message
MESG Miss4_115
Excellent work. That was the last of the boarding barges, but there
are still many Imperial forces aboard, be on your guard.
A few seconds later another message from Luscha
MESG Miss4_116
Kais. The power generator is under threat! If the generator fails, we
are lost. I have identified a lift that will take you there. Here are the
coordinates. Hurry fitrewarrior.
The player’s HUD gets the coordinates for the lift.
42. Mall tiers
This should be a wide shopping mall like avenue. There should be a
number of tiers (at least three), with imperial guard sniping from the
different levels. The roof could be made of glass and look out to space
(occasional explosions or fighter craft passing by)
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The player enters on the second tier, but the exits are blocked, and he will
have to leap down (on some form of giant sculpture/fountain piece) to
reach the bottom tier.
The bottom tier has all exits bar one blocked.
43. Mall tiers b
A repeat of the loc 42
The player enters on the bottom level.
Imperial guard snipe and throw themselves over the second balcony to
land in front of the player blocking his access to the lift at 44.
44. Exit lift.
Entering it loads the next level.
Loading sequence for next level
The autosave/loading sequence starts:
Freeze screen (possibly fade to black):
Suit data starts streaming up the screen:
Including:
o List of objectives carried out and score for each.
o Opponents killed
o Items found %
o Accuracy rating
o Overall skill rating
o Awards
MESG Miss4_END (Lusha)
<Throughout … noise of lift moving through the ship>
Please remain still, while the data from your suit telemetry is transferred.
<very slight pause>
You are doing well Kais.
<very slight pause>
Data transferred.
<Alert noise>
Kais….not all the boarding barges were destroyed, and there are many imperial
forces on the ship. You must be careful.
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