them for their ammo. The player also sees assorted hypodermic needles lying
scattered around the yard. Dallas leads the player to where there is a large hole in
the wall, apparently caused by the earthquake. The hole leads back into the Death
House, and the Friendly Player leads the player back into the building.
Area: Death House, First Floor
DH44. The player andDallasenter theLethal Injection Roomthrough the hole in
the wall. Here Dallas is stunned to see theLethal Injection Victimon the table,
and tells the player that it was an old buddy of his. The Lethal Injection Victim lies
dead on the table as the player had seen him from theLethal Injection Observa-
tion Room, except now he is stuck with thirty or more hypodermic needles,
making him resemble an acupuncture patient. “What the hell is this?” questions
Dallas. The door out of the Lethal Injection Room is unopenable, however, and so
Dallas admits that they won’t be able to get out through theDeath House.Asa
result, Dallas, leads the player back out into theCourtyard.
Area: Courtyard Outside Death House
CY45: Returning to theCourtyard, there are now a number ofCartwheelersthat the
player must fight.Dallasis defenseless, and the player must try to keep the
Cartwheelers away from him to keep him alive.
CY46: With the Cartwheelers killed,Dallasleads the player to a door that leads into
theNorth Cellblock Building, which is located across theCourtyardfrom the
Death House. Dallas unlocks the door, heading into the building.
CY47. If the player killedDallas, or Dallas was killed by one of theCartwheelers, the
player will have to pick up theRing of Keysthat he drops. If the player then tries
to open the door to theNorth Cellblock Building, the player will automatically
use the keys and be able to open the door. Also, as soon as Dallas is killed, the
Cartwheelers start appearing in theCourtyard, if they have not already shown up.
Area: North Cellblock Building
CB1. Inside the door of theNorth Cellblock Building, the player and Dallas stop in
theEntryway. Dallas warns the player that there are a number of Cartwheelers
ahead. He suggests that the player should lead the way now, since he’s armed and
more of a bad-ass, besides.
CB2. From theEntryway, the player hears sounds coming from around the corner.
First is the distinctive blade clattering noise of the Cartwheeler, followed by a new
sound of the squirting of fluid through a hypodermic needle (made by the
Mainliner, though the player does not realize this yet). The sounds seem to indi-
cate something in a fight with theCartwheeler. After that, only the sound of the
Mainliner is left, and then everything is quiet.
[...]
The Quarry
[...]
644 Appendix B: Sample Design Document:The Suffering