Quest for the Spark. Half-Life 2 Document Date: 8/26/10

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1 Quest for the Spark Half-Life 2 Document Date: 8/26/10 Designer: Kyle Brennan Intended Level Delivery Date: 12/2010

2 Table of Contents Revision Notes... 3 Quick Summary... 4 Gameplay Overview... 4 General Game Flow... 5 Major Elements... 6 Objective Summary... 7 Technical Overview... 8 Campaign... 8 Mission Location... 8 Mission Difficulty... 8 Mission Metrics... 9 Technical Details... 9 Level Atmosphere/Mood... 9 Story Major Areas/Visual Themes Desert Exterior Underground Temple Map Objectives Challenge Highlights Water Cooler Moments Actors Player Key Actors Antlions Combine sentry Supporting Actors Eerie Hint Giving Voice Key Assets User Interface Gameplay Details Gameplay Mechanics Level Progression Chart Map(s) Key Sketch(s) Walkthrough/Detailed Map Description Area Area Area Area Area Area Kyle Brennan Page 2 of 43 Level Design Document

3 Revision Notes 8/23/10 Initial version of document 8/24/10 further edits of General Game Flow, added Major Elements, added Objective Summary, added Campaign, added Mission Location, added Mission Difficulty, added Mission Metrics, added Level Atmosphere/Mood, added Story, started, added Major Areas/Visual Themes 8/25/10 added Map Objectives, added Challenge Highlights, added Water Cooler Moments, added Actors, added Key Assets, added User Interface, added Gameplay Mechanics 8/26/10 added map picture to General Game Flow, added map picture to Major Areas/Visual Themes, added map picture to Sketch(s), added Key, added detail walkthrough images, added Visual References, added Level Progression Chart Kyle Brennan Page 3 of 43 Level Design Document

4 Quick Summary This singleplayer Half-Life 2 level takes place within an old underground temple that located within a mountain. The game space consists of two main areas: a small desert exterior just outside the entrance to the temple and the interior of the underground temple that contains five dangerous puzzles. The player s objective is to traverse through the temple as quickly as possible in order find Dog s spark, which is located at the end of the temple, before he dies. Each puzzle within the temple has a side passage that can help the player skip the puzzle. However, using these side passages may add unnecessary time to getting to the end of the temple. Gameplay Overview The primary focus for the player in Quest for the Spark is to traverse through the underground temple as quickly as possible in order to obtain Dog s spark, before he dies. The player goes about doing this by making a choice each time they run into a puzzle, which is to either: solve the puzzle as quickly as possible or to use the side passage to get past the puzzle without solving it. Both of these options have positives and negatives to them depending on the situation. If a player is having taking too long on a puzzle, taking the side passage may be quicker then continuing to struggle with the puzzle. However, each side passage contains a single guard with a good vantage point on anyone coming up it, which may slow the player down some. In addition, solving the puzzles is the quickest and most direct route through the temple as long as a player is not stuck at it for too long. Solving a puzzle also has the added bonus of giving the player a good vantage point against the guards who occupy the side passages, allowing for a quick and easy kill. This constant decision making each time a player comes to a puzzle provides a certain type of strategy in beating the level. The combat within the level is quite simplistic. The only forced combat is at the beginning of the level where the player must fight a few antlions before entering the underground temple. The combat within the temple is optional, as the player does not have to take any of the side passages where the guards are located. Since the combat within the level is quite sparse, the difficulty in the level comes from the race to get to the end of the temple as quickly as possible by solving the puzzles as quickly as possible. This time pressure gives the level a sense of difficulty. It is also important to note that as the temple is underneath a mountain its path goes up hill and provides a preview of the puzzles to come as long as the player has the sense to look up. Kyle Brennan Page 4 of 43 Level Design Document

5 General Game Flow 1. The player starts the level outside the underground temple near the dying Dog 2. The player approaches the entrance to the temple and is attacked by four antlions 3. After killing the antlions the player heads into the temple 4. The player turns to the right and heads towards the first puzzle 5. The player completes the first puzzle by running straight down the hallway just in front of the arrows that shoot out of the walls behind him 6. The door on the opposite end of the hallway opens as the player approaches, signaling the completion of the first puzzle Kyle Brennan Page 5 of 43 Level Design Document

6 7. After the player walks through the newly opened door he continues on to the second puzzle 8. The player completes the second puzzle by running forward just as a buzz saw comes spinning up at of the ground and then ducking as another buzz saw comes spinning out of the left wall 9. After completing the second puzzle the player continues forward through the opening door to the third puzzle 10. The player completes the third puzzle by jumping from tile to tile spelling out the word water 11. After completing the third puzzle the player continues forward through the opening door to the fourth puzzle 12. The player completes the fourth puzzle by looking at the room from the side in order to see the bridge and cross it 13. After completing the fourth puzzle the player continues forward through the opening door to the fifth and final puzzle 14. The player completes the fifth puzzle by throwing rocks into each well until one of them makes a splashing noise 15. The player then jumps into that well and swims down and up out of the well on the other side of the closed door 16. The player then grabs Dog s spark from the alter, ending the level Major Elements Major Features: o 5 distinct Puzzles: Shooting arrows puzzle Pressure plates on the floor that cause arrows to shoot out of the walls Saw blade puzzle A saw blade that comes spinning out of the ground and a saw blade that comes spinning out of the wall Spelling tile puzzle Several floor tiles with letters on them Stepping on an incorrect letter results in the tile breaking and the player falling into a chasm Invisible bridge puzzle A room that appears to contain only a bottomless chasm Well puzzle 6 dark wells 1 of which is flooded with water and leads to a 7 th well past the puzzle s door o Alternative paths around the puzzles guarded by combine sentries Wow Moments: o Narrowly avoiding the shooting arrows o Narrowly avoiding the saw blades o Figuring out how to see where the invisible bridge is o Hearing a splash instead of a clunk when throwing a rock down a well o Looking up the slope of the temple to see the upcoming puzzles Hook: o The visual provided by looking up the temple path to see the top of the path and the upcoming puzzles Kyle Brennan Page 6 of 43 Level Design Document

7 Objective Summary Main Objective: get Dog s spark before he dies o Loss condition: The player losses if they fail to get to Dog s spark before the timer runs out o Strategy: Beat each puzzle as quickly as possible while also using the side passages when necessary for getting past a difficult puzzle Objective 1: get inside the underground temple o Loss condition: The player losses if they take too much damage from the antlions and die o Strategy: Keep the antlions at a distance to prevent being damaged a lot Objective 2: get past the first puzzle o Loss condition: The player losses if they take too much damage, from the puzzle or a combine sentry, and die o Strategy: To beat the puzzle the player must sprint in a straight line in order to keep the arrows just behind the player The player may also get past the puzzle by taking the side passage and attempting to kill the combine sentry Objective 3: get past the second puzzle o Loss condition: The player losses if they take too much damage, from the puzzle or a combine sentry, and die o Strategy: To beat the puzzle the player must sprint as they hear the sound of the first incoming buzz saw and then duck as they hear the sound of the second incoming buzz saw The player may also get past the puzzle by taking the side passage and attempting to kill the combine sentry Objective 4: get past the third puzzle o Loss condition: The player losses if they step on the wrong tile and fall to their death The player losses if they take too much damage from a combine sentry and die o Strategy: To beat the puzzle the player must spell out the word water by jumping on the correct letter based tiles The player may also get past the puzzle by taking the side passage and attempting to kill the combine sentry Kyle Brennan Page 7 of 43 Level Design Document

8 Objective 5: get past the fourth puzzle o Loss condition: The player losses if they fail to walk on the bridge and fall to their death The player losses if they take too much damage from the combine sentry and die o Strategy: To beat the puzzle the player must look at the room at the right angle in order to spot where the bridge is The player may also get past the puzzle by taking the side passage and attempting to kill the combine sentry Objective 6: get past the fifth puzzle o Loss condition: The player losses if they jump in the wrong well The player losses if they take too much damage from a combine sentry and die o Strategy: To beat the puzzle the player must launch rocks into the wells listening for the sound of a rock hitting water instead of ground The player may also get past the puzzle by taking the side passage and attempting to kill the combine sentry Technical Overview Campaign A Man s Best Friend: a new campaign that takes place sometime after the events of Half-Life 2: Episode 2 in which Dog and Gordon team up to take the combine down, once and for all. Level Position in Campaign: o Mission Location Quest for the Spark is the last level in the campaign, in which Gordon must get Dog s spark back after the combine steal it to power an old underground temple. Theme: dark and foreboding with a sense of tension Mood: tension and awe Setting: middle of the desert in an underground temple Time: noon Season: summer Weather: hot and arid Mission Difficulty Starting: 2 out of 5 (fighting the antlions) Middle: 3 out of 5 (spelling out water by jumping from tile to tile takes some time) Ending: 4 out of 5 (well puzzle takes time to figure out how to solve) Kyle Brennan Page 8 of 43 Level Design Document

9 Mission Metrics Play Time: 5 10 minutes Physical Length: 18,432 hammer units Physical Area: 6,400 hammer units wide x 8,704 hammer units long Max New Characters: no new characters, using the standard antlion and combine soldier Max Visual Themes: 2 o Desert exterior sandy terrain and yellow rock o Underground Temple dark yellow and brownish stone Technical Details Level Atmosphere/Mood Quest for the Spark emanates a dark and foreboding feeling with a sense of tension. This comes from both the visual theme of the underground temple as well as the main objective of the level. Listed below are some ways in which the level helps to give the player this dark and foreboding feeling with a sense of tension: The temple hallways are dark with old and warn yellow/brown stone, lit only by the warm glow of wall torches Dirt and rocks from the walls falling apart cover the floor The pathway of the temple steadily climbs in elevation and if the player looks up they can see the next puzzle in the distance giving them a foreboding notion of the next puzzle to come Tension is derived in the level through the use of a 10 minute countdown to Dog s death which gives the player added pressure to getting to the top of the temple as fast as they can The puzzles are littered with the remnants of those who came before and failed, adding some additional tension Some of the puzzles also give the player a sense of awe with seamlessly unending chasms that may mesmerize the player Before each puzzle an eerie voice gives the player a hint on how to complete the puzzle The entrance into the temple also gives off a foreboding feeling due to its large size and the fact that the player cannot see inside until they walk through it The low sound of the wind blowing throughout the temple provides the player with some ambience Kyle Brennan Page 9 of 43 Level Design Document

10 Story Introduction o Gordon Freeman finds himself in the desert next to a dying Dog. It is up to Gordon to go into the nearby temple and find Dog s spark before he dies. The levels prior to Quest for the Spark involve Gordon and Dog fighting combine together until a combine manages to steal Dog s spark and take it to the temple in the desert. o The level starts after Gordon crash-lands his car, carrying Dog, near the entrance to the temple. In-Game o After crash-landing his car, Gordon finds himself in a small desert valley with the big temple entrance in front of him o As Gordon approaches the entrance, four antlions pop out of the ground and attack him o After Gordon finishes off the last of the antlions, he heads into the temple o Upon entering the temple Gordon sees corridors rising up showing the puzzles to come in the distance o Gordon then turns right and into the first puzzle o The walls are full of holes and the floor looks like it is tiled o As Gordon gets closer a voice says a true hero sprints towards his destiny o Gordon takes that as a hint and sprints down the hall as arrows come shooting out of the walls just behind him o After getting past the puzzle a door opens up so that Gordon can continue forward o As Gordon approaches the next puzzle a voice says run to escape danger, duck to avoid surprises o Gordon sprints down the hall just as a saw blade comes spinning out of the ground o As Gordon reaches the end of the hall the sound of a second saw blade quickly appears, so Gordon ducks just in to see another saw blade come spinning out of the wall o Making it past that puzzle Gordon continues on to the next one where a voice says the element that gives life shale lead the way o Seeing the different tiled floor pieces with letters on them, Gordon jumps from W, to A, to T, to E, to R. o As Gordon arrives at the next puzzle a voice says only those with a sharp eye can see the path ahead o Gordon stands looking at what appears to just be a room with an endless chasm o After starring for a few seconds Gordon moves around the room until he notices a bridge that seamlessly blends in with the chasm o After crossing the bridge to the last puzzle a voice says the way is deep so listen before you leap o Gordon starts grabbing rocks off the floor with the gravity gun and throwing one down each of the wells o Gordon hears the sound of the rocks hitting the bottom of each of the wells except for one o Gordon jumps into the well where he did not hear the rock hit the bottom Kyle Brennan Page 10 of 43 Level Design Document

11 o o o Extro o o Gordon falls for a little bit and then lands in water Gordon then swims down and eventually back up through the well on the other side of the closed door Upon making his way out of the well Gordon sees an altar with Dog s spark sitting on it As Gordon grabs Dog s spark the level fades to black and ends After the level ends there is a cinematic of Gordon inserting Dog s spark back into Dog Major Areas/Visual Themes Kyle Brennan Page 11 of 43 Level Design Document

12 Desert Exterior The desert exterior is a hot and barren place. The area consists of sand dunes, a few cactuses, and sand colored rocks. The entrance to the temple is in the northern area, made out of carved sand stone inside an opening of a rock face. The sun shines bright in the sky revealing every detail of the ground below. At the player start, Dog is slowly dying and the crashed car sits near an impassable ramp. Antlions also wait in the ground for the player to come too close. Visual References o Terrain/Vegetation Sand Dune Desert Rocks Kyle Brennan Page 12 of 43 Level Design Document

13 Cactus r saguaro_west-saguaro_national_park_arizona.html o Models/Architecture Entrance to temple Kyle Brennan Page 13 of 43 Level Design Document

14 Ramp o Textures/Lighting Desert sand texture Kyle Brennan Page 14 of 43 Level Design Document

15 Desert Rock Texture Desert Lighting Kyle Brennan Page 15 of 43 Level Design Document

16 o Characters/Vehicles Dog Antlion Kyle Brennan Page 16 of 43 Level Design Document

17 Underground Temple The underground temple is a dark and ominous place. The warm glow of wall torches lights up the slanted temple hallways. Decaying brown/yellow stone make up the walls, floor, and ceiling. Dirt and rocks litter the floor from the old stone-walls falling apart. The various puzzles populating the temple contain mutilated bodies of those travelers who came before. Stone doors sit at the end of each puzzle and combine sentries stand waiting at the end of the alternative paths around the puzzles. Visual References o Terrain/Vegetation there is no terrain or vegetation in this area o Models/Architecture Temple Hallway Kyle Brennan Page 17 of 43 Level Design Document

18 Wall torch pid / Temple doors Kyle Brennan Page 18 of 43 Level Design Document

19 o Textures/Lighting Temple wall texture Temple ceiling texture Kyle Brennan Page 19 of 43 Level Design Document

20 Temple floor texture Floor1.jpg Temple lighting ing Torch Light Kyle Brennan Page 20 of 43 Level Design Document

21 o Characters/Vehicles Map Objectives Combine Sentry/Guard l&id=3&game=3 Primary: o Get Dog s spark before he dies Secondary: o Get inside the underground temple o Get past the first puzzle o Get past the second puzzle o Get past the third puzzle o Get past the fourth puzzle o Get past the fifth puzzle Bonus: there are no bonus objectives Hidden: there are no hidden objectives Challenge Highlights Area 1.1: Combat: fight with 4 antlions Stealth: there is no stealth challenge is this area Puzzles: there is no puzzle challenge in this area Conversation: there is no conversation challenge in this area Boss Battles: there is no boss battle in this area Area 1.2: Combat: optional combat with combine sentry Stealth: there is no stealth challenge is this area Puzzles: shooting arrows puzzle Conversation: there is no conversation challenge in this area Boss Battles: there is no boss battle in this area Kyle Brennan Page 21 of 43 Level Design Document

22 Area 1.3: Combat: optional combat with combine sentry Stealth: there is no stealth challenge is this area Puzzles: saw blade puzzle Conversation: there is no conversation challenge in this area Boss Battles: there is no boss battle in this area Area 1.4: Combat: optional combat with combine sentry Stealth: there is no stealth challenge is this area Puzzles: spelling tile puzzle Conversation: there is no conversation challenge in this area Boss Battles: there is no boss battle in this area Area 1.5: Combat: optional combat with combine sentry Stealth: there is no stealth challenge is this area Puzzles: invisible bridge puzzle Conversation: there is no conversation challenge in this area Boss Battles: there is no boss battle in this area Area 1.6: Combat: optional combat with combine sentry Stealth: there is no stealth challenge is this area Puzzles: well puzzle Conversation: there is no conversation challenge in this area Boss Battles: there is no boss battle in this area Water Cooler Moments Area 1.2: o Looking up the elevated temple hallways to see the upcoming puzzles o Narrowly avoiding the shooting arrows Area 1.3: o Narrowly avoiding the saw blades Area 1.5: o Figuring out how to see where the invisible bridge is Area 1.6: o Hearing a splash instead of a clunk when throwing a rock down a well Kyle Brennan Page 22 of 43 Level Design Document

23 Actors Player Model(s): o Default Gordon Freeman model Inventory: o Gravity Gun o H&K MP-7 PDW (with full ammo) Start Location o The most southern location of the level in the exterior desert Motives/Objectives: o Get Dog s spark before time runs out o Kill the antlions o Get past the first puzzle o Get past the second puzzle o Get past the third puzzle o Get past the fourth puzzle o Get past the fifth puzzle Key Actors Antlions Model(s): o Default antlion model Inventory: o Nothing in inventory Motives/Objectives o Kill the player/prevent the player from getting inside the temple Starting Location: o The four corners of the desert exterior Combine sentry Model(s): o One of the default combine models Inventory: o H&K MP-7 PDW Motives/Objectives o Guard the side passages that allow the player to get around the puzzles o Kill the player Starting Location: o The far end of each side passage Kyle Brennan Page 23 of 43 Level Design Document

24 Supporting Actors Eerie Hint Giving Voice Model(s): o There is no model for this actor, only text and/or dialog Inventory: o Does not have an inventory Motives/Objectives o Give the player a hint about how to solve each puzzle Uses Within Level o Provides the player with a hint to each puzzle Key Assets Weapons/Ammo: o Weapons: Gravity Gun H&K MP-7 PDW o Ammo: H&K MP-7 PDW ammo drops off of dead combine sentries Vehicles: o Damaged car Interactive Elements: o Pressure sensors in arrow puzzle o Letter tiles in letter tile puzzle o Throwing rocks in well puzzle o Dog s spark Environment: o Cactus o Sand dunes o Rocks o Brown/yellow brick o Wall torches o Arrows o Saw blades o Chasms o Invisible bridge o Wells o Temple entrance Enemies: o Antlions o Combine sentries Kyle Brennan Page 24 of 43 Level Design Document

25 User Interface Pre-Game Information: o Gordon Freeman has crashed his car in the desert and must rush to get Dog s spark back before he dies In-Game Information: o Introduction: The level starts with a fade in and fade out of text, showing the name of the campaign followed by the name of the level Text: Campaign: A Man s Best Friend Text: Level: Quest for the Spark o Main objective: After the player enters the temple the main objective displays and the 10 minute countdown begins Text: get to Dog s spark before he dies o Puzzle 1 Hint: As the player approaches the first puzzle an eerie voice gives the player a hint on how to get past it Dialog/Text: a true hero sprints towards his destiny o Puzzle 2 Hint: As the player approaches the second puzzle an eerie voice gives the player a hint on how to get past it Dialog/Text: run to escape danger, duck to avoid surprises o Puzzle 3 Hint: As the player approaches the third puzzle an eerie voice gives the player a hint on how to get past it Dialog/Text: the element that gives life shale lead the way o Puzzle 4 Hint: As the player approaches the fourth puzzle an eerie voice gives the player a hint on how to get past it Dialog/Text: only those with a sharp eye can see the path ahead o Puzzle 5 Hint: As the player approaches the fifth puzzle an eerie voice gives the player a hint on how to get past it Dialog/Text: the way is deep, so listen before you leap o Conclusion: After the player grabs Dog s spark the screen fades to black and there is a fade in and fade out of text concluding the level Text: Good job Text: Dog is now safe and sound thanks to you Post Game Information: o Debriefing None o Stats None Kyle Brennan Page 25 of 43 Level Design Document

26 HUD Elements: o Normal Elements Used Health Ammo Fade in and fade out of text Screen fade out to black Weapon switching o Special Elements Required Possibly the countdown clock (might be able to go under normal elements) Gameplay Details Gameplay Mechanics Prerequisite Skills: o Basic Half-Life 2 controls, navigation, and combat o Basic use of the gravity gun and the H&K MP-7 PDW Skills Learned o Quick navigation and puzzle solving while under time constraints Kyle Brennan Page 26 of 43 Level Design Document

27 Level Progression Chart

28 Map(s)

29 Key Kyle Brennan Page 29 of 43 Level Design Document

30 Sketch(s) Kyle Brennan Page 30 of 43 Level Design Document

31 Walkthrough/Detailed Map Description Area 1.1 Gameplay: o The gameplay starts with the player on the south end of a small desert valley with the big temple entrance on the northern side of the valley o As the player heads towards the temple entrance, four antlions pop out of the ground and attack him o After finishing off the last antlion, the player heads through the temple entrance Dialog: o There is no dialog in this area Kyle Brennan Page 31 of 43 Level Design Document

32 Visual References Desert valley Kyle Brennan Page 32 of 43 Level Design Document

33 Area 1.2 Gameplay: o Critical Path: After entering the temple, the player turns to the right, arriving at the first puzzle An eerie voice gives the player a clue on how to beat the puzzle The player sprints down the hallway as arrows coming shooting out of the walls behind him As the player reaches the end of the hallway a door opens up and he heads on through it Kyle Brennan Page 33 of 43 Level Design Document

34 o Alternative Route (Side Passage): Instead of taking a right, the player goes left, arriving at the first side passage The player heads down the side passage A combine sentry spots the player and attacks him After the player defeats the combine sentry he heads towards the next puzzle Dialog: o Eerie voice: A true hero sprints towards his destiny Visual References: Pressure Plate Taken from Indiana Jones and the Raiders of the Lost Ark Arrow Trap Taken from Indiana Jones and the Raiders of the Lost Ark Kyle Brennan Page 34 of 43 Level Design Document

35 Area 1.3 Gameplay: o Critical Path Making his way through the door, the player goes left, arriving at the second puzzle An eerie voice gives the player a clue on how to beat the puzzle The player sprints down the hallway just as a saw blade comes spinning out of the ground As the player nears the end of the hallway a second saw blade comes spinning out of the wall and the player ducks just in time After ducking the second saw blade a door opens up and the player heads on through it o Alternative Route (Side Passage): Instead of taking a left, the player goes straight, arriving at the second side passage The player heads down the side passage A combine sentry spots the player and attacks him After the player defeats the combine sentry he heads towards the next puzzle Dialog: o Eerie voice: Run to escape danger, duck to avoid surprises Kyle Brennan Page 35 of 43 Level Design Document

36 Visual References Saw Blade Kyle Brennan Page 36 of 43 Level Design Document

37 Area 1.4 Gameplay: o Critical Path: Making his way through the door, the player takes a left, arriving at the third puzzle An eerie voice gives the player a clue on how to beat the puzzle The player jumps from tile W, to tile A, to tile T, to tile E, and finally to tile R The player walks off of tile R and through the opening door o Alternative Route (Side Passage): Instead of taking a left, the player goes straight, arriving at the third side passage The player heads down the side passage A combine sentry spots the player and attacks him Kyle Brennan Page 37 of 43 Level Design Document

38 After the player defeats the combine sentry he heads towards the next puzzle Dialog: o Eerie voice: The element that gives life shale lead the way Visual References Lettered Floor Tiles Taken from Indian Jones and the Last Crusade Broken letter floor tile reveals a chasm below Taken from Indian Jones and the Last Crusade Kyle Brennan Page 38 of 43 Level Design Document

39 Area 1.5 Kyle Brennan Page 39 of 43 Level Design Document

40 Gameplay: o Critical Path: Making his way through the door, the player keeps heading down the hallway, eventually taking his first right into the fourth puzzle An eerie voice gives the player a clue on how to beat the puzzle The player steps to the side to see the almost invisible bridge After crossing the bridge, the player walks through the opening door o Alternative Route (Side Passage): Instead of taking the first right, the player takes the second right, arriving at the fourth side passage The player heads down the side passage A combine sentry spots the player and attacks him After the player defeats the combine sentry he heads towards the next puzzle Dialog: o Eerie voice: Only those with a sharp eye can see the path ahead Visual References Bridge and chasm Taken from Indiana Jones and the Last Crusade Kyle Brennan Page 40 of 43 Level Design Document

41 Area 1.6 Kyle Brennan Page 41 of 43 Level Design Document

42 Gameplay: o Critical Path: Making his way through the door, the player takes his first right into the fifth and final puzzle An eerie voice gives the player a clue on how to beat the puzzle Using the gravity gun, the player starts throwing rocks into each of the wells The player then jumps into the well that made a splash sound after having a rock throw down in it After landing in water the player swims down and eventually back up through the well on the other side of the closed door Upon making his way out of the well, the player grabs Dog s spark using the gravity gun o Alternative Route (Side Passage): Instead of taking the first right, the player takes the second right, arriving at the fifth side passage The player heads down the side passage A combine sentry spots the player and attacks him After the player defeats the combine sentry he heads towards the next puzzle Dialog: o Eerie voice: The way is deep so listen before you leap Visual References Altar Kyle Brennan Page 42 of 43 Level Design Document

43 Well Dog s spark Kyle Brennan Page 43 of 43 Level Design Document

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