Navigating through the narrow escape tunnel dug by Clem while fleeing from a
swarm of rats, the player comes up in the abandoned basement of the prison. There he
discovers that some of the corpses of executed prisoners have been preserved in
strange glass cases. The player finally emerges from the basement back in the death
house, arriving in the electric chair room. Suddenly the player is trapped inside and
must fight the bizarre boss creature, Horace. Defeating him by shutting off his power, a
fire erupts in the death house, and the player is forced to flee to the second story and
death row, where he must return to his original cell.
In his cell, Torque finds a stack of bodies, one for each of the innocent humans he
has killed in the game up to this point. Also on the wall is a crayon drawing of the Dark
Side creature Torque becomes when he blacks out. The drawing is labeled, “T, age 5”
and has the word “Bad Man” scrawled under it. Also in the cell is a medical report
signed by Doctor Killjoy that diagnoses Torque’s “condition,” explaining, in obtuse
medical jargon, what happens to Torque when he blacks out.
Avoiding the fire, Torque makes his way back out of the death house, and can now
return to the guard tower containing Luther and the radio. On returning to the room
where he left him, however, Torque finds that Luther has been killed while defending
the radio from a Cartwheeler. The player is still able to use the parts he got from the
asylum to get the radio to work and make contact with the outside world. A Coast Guard
ship responds, saying they can’t reach the island because their computers are down
and, with the lighthouse out, it is too foggy for them to navigate into the harbor. If
Torque can get the lighthouse working again, however, they will be able to attempt it.
Navigating his way out of the prison, Torque must set a large bus rolling down an
incline to smash through the main prison gate. Once open, Torque can head toward the
lighthouse, following the road that leads to the drawbridge to the eastern side of
Carnate. Swarming with enemies, the player must battle them and then jump across
the partially open drawbridge without falling into the chasm below.
On the east side, the player travels for a bit before he comes up to a World War II
fort, which has been abandoned for many years but is still structurally intact. Here the
player may find the wreckage of a crashed Nazi plane and the location where a paranoid
colonel executed all of his German-American troops during the war. The player comes
across a machine gun nest with a large number of dead creatures surrounding it, indi-
cating that someone has recently used the gun to defend themselves. As the player
explores the fort, a human suddenly shows himself, screaming for help: Jimmy, a young
prisoner who has used his wits and a good amount of luck to survive the monsters’
onslaught. But Jimmy has sustained a serious head wound and blood is covering his
eyes, preventing him from being able to see. Jimmy says he knows there is an infirmary
in the basement, and if the player can get him down there, he’ll be able to bandage him-
self up. The player will be able to lead Jimmy down to the basement where he will patch
himself up. With Jimmy able to see again, the young prisoner helps Torque get to the
natural cave system, which leads to the lighthouse.
The cave system leads the player into the basement of the lighthouse, where the
player will be forced to battle strange gaseous creature Hermes, defeating him by turn-
ing on a fan, which blows his gaseous form into an old coal furnace that the player must
then quickly shut and ignite. With Hermes defeated the player can progress up into the
lighthouse itself. Here the player will see that the generator that powers it has been
632 Appendix B: Sample Design Document:The Suffering