The Manor

Description:

The chaos of the failed police assault is over; the whole compound has been in a mad frenzy after the attack. They have gone on a wild goose chase for the last remaining survivor - the player - with no success; however, they have now cornered him in the plantation house. The adrenaline of the chase is long over, the cultists now show that they are more than a mindless mob by encircling the plantation house. They begin to bar all the known exits, intending to trap the hapless detective inside where they can finish him off at their leisure. Why continue to chase one person when you can trap them in a place of your choosing? So begins a game of cat and mouse, with Detective Blaine dashing from one room to another, still hot on the trail of The Stranger and trying to avoid being locked in by the cultists who are closing in.

Gameplay:

Using the environment and objects in the house to barricade rooms for temporary safety while avoiding the cultists who are slowly cutting off your escape routes by doing the same thing (although conveniently, the path to the exit will be the only route that will never be completely cut off).

Manor 2nd Floor

 

1 Cutscene: Player sees The Stranger at (4) and sees him head down the stairs to (8)

3 As player approaches, guards to the north see the player, a cultist behind the door shuts & bars the door at (3)

4 Where The Stranger starts his descent

5 Up in the tower, the player can see down to the second floor at (C), and can check to see if cultists are waiting outside that room

6 If the player looks north they can see The Stranger heading to the church

15 Player can knock down these walls with a bum rush move (the wall will appear obviously flimsy)

17 If player explores behind a large, tall object, they are rewarded with the discovery of a grate that will let them bypass the longer route to the north and several enemies.

Manor 1st Floor

7 When player approaches the first floor, either by walking down stairs or by dropping from (2), a CUTSCENE occurs: several cultists rush in, the rest guard outside and bar the door

8 As player approaches, a cultist slams the door shut and bars it, blocking entry

9 As player enters room, cultists shut and bar the door the player has just come through

10 As player approaches, a cultist slams the door shut and bars it, blocking entry

11 As player approaches, several cultists slam the door shut and bar it, blocking exit

12 As player enters room, cultists shut and bar the door the player has just come through

13 Player can push objects to block the door, if any cultists were chasing him, they are now trapped because of EVENT 12

14 Door is locked until player sees EVENT 6

16 As player approaches, cultists will bar the way north with several large objects that cannot be moved afterwards (scripted)