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This is what is sent to magazines, etc. by (we think) Westwood so they have extra information to review the game with. It's very interesting.

ACT 1 SUMMARY


The Opening
The non-interactive introduction takes us through several scenes. Lucy leaves Runciter's; Clovis and Zuben destroy the shop and ambush Runciter; and McCoy wakes up in his spinner, returns to the station, and is briefed by Captain Bryant and Lt. Guzza. On the roof, just before he gets in his spinner, McCoy will encounter Crystal Steele and have a conversation with her to set up her character. (Meeting Crystal on rooftops is a recurring theme...) The player will take control of McCoy upon arriving at the crime scene.

The Details
At Runciter's, McCoy can gather clues and engage in conversations with Runciter and the police on the scene. Several of the clues from Runciter's will lead McCoy to Chinatown. He might return to his apartment or the police station to use the ESPER, visit the lab (obtaining still more clues and leads), or talk to Guzza - but eventually he'll end up at Howie Lee's.

The first time McCoy goes to his apartment, we introduce his dog Maggie.

The chef at Howie Lee's is Zuben, who is always a replicant. Also at Howie Lee's is Gordo, who is either a replicant or a replicant sympathizer. Questioning Howie Lee will scare Zuben, who will head for the Spanish Kitchen. If McCoy follows (and he probably will), Zuben will run, sparking a chase through the alleys of Chinatown and the Yukon Hotel. Zuben will probably be retired, but he may escape to fight another day. How the player reacts during this sequence will change Gordo and Zuben's attitudes toward McCoy - and through Gordo, will potentially have a major effect on the attitudes of the other replicants.

In all conclusions to the sequence, Gaff will show up and talk to McCoy.

After the Zuben sequence is resolved, hints from Gaff will strongly suggest that McCoy return to his apartment and sleep. Returning to the police station will provide the player with a "congratulations" speech from Guzza, along with additional suggestions to go home and sleep. When McCoy clicks on the bed in his apartment, the act ends.

Gameplay Issues
Though this act is relatively linear and straightforward, there will still be a lot for the player to do. Besides the obvious activities in the police station (running through the training maze, using the Esper, and visiting the lab, lockup, and Bryant's office), there will be interesting things to do in his apartment - feed his dog, etc. Since this is the first section of the game, we want a high level of interactivity in all of the locations.

McCoy's dog should provide plenty of amusement for the player. She will stay in the two primary apartment rooms, but will do lots of doggy-things (jump on the couch, follow McCoy around, etc.).

Resolution of the Zuben sequence will change several things about the game's state. Runciter will go home, and various "police line" and "evidence" lines will be Strung across sections of the Runciter crime scene. (The player may still look for additional clues there, so we don't want to restrict his movement, but obviously Runciter isn't going to sit around holding his head for the whole game.) Similar game state changes will occur in Chinatown when the act ends. Such changes will help make the player feel as if he is having an effect on the world.

ACT 2 SUMMARY

The Opening
After McCoy goes to sleep at the end of Act 1, we cut to a non-interactive "meanwhile" movie (Sadik murders Marcus). The player wakes up to a phone call from Guzza, who tells him to get over to the Tyrell Building and check out the new crime scene. We then turn control back over to the player with McCoy still in his apartment.

The Details
The player will spend most of his time in the Act following Sadik's trail. The critical piece of evidence will be the surveillance disk which shows Sadik shooting out the cameras. (If the player has followed up on the "shell casings" clue from Act 1 at the lab, another track to Animoid Row is possible.) Crystal Steele will be walking out of the crime scene just as McCoy arrives; she'll make the usual wisecracks about McCoy, but also provide some useful information about her own case - the bombing at the Tyrell Manufacturing Plant.

Returning to the police station and talking to Guzza will lead to a cinematic sequence at the Tyrell Building where McCoy gets to meet with Rachael and Dr. Tyrell.

Evidence on the surveillance disk and from the Marcus crime scene will lead McCoy to Animoid Row and the Peruvian Lady, and also to the antique gun shop (Bullet Bob's) near Runciter's. (The Peruvian Lady provides certain clues that will eventually lead to Dektora in Act 3, as in the original script.) The gun shop owner, if questioned, will send McCoy to the Green Pawn (and may supplement the weapons information obtained from the earlier clues such as the shell casings).

Izo is an arms dealer running his operation out of the Green Pawn, and when McCoy questions him about the gun, he'll start to sweat, make an excuse, and leave - ducking into the cellar and attempting to escape after blinding McCoy with a camera's flash. In the ensuing action sequence, Izo will beat McCoy up and (probably) get blown away by Crystal Steele. (If he's not a replicant, Crystal will just arrest him, and the dialogue will be different.)

Crystal is following the same trail as McCoy, but found out about Izo a different way. Between the two of them, they should have the information to connect the arms dealer with the escaped moonbus replicants; however, McCoy may not be willing to share his information with Crystal if he's playing as "Gandhi." The dialogue tree here will have a major effect on Crystal's attitude toward McCoy. (McCoy might save Izo too, which would REALLY make Crystal suspicious.)

Meanwhile, Sadik and Clovis are busily terrorizing Moraji on DNA Row. When McCoy returns to his spinner, Guzza will call him and send him to DNA Row.

McCoy will have considerable freedom of action in DNA Row. We will structure the clues to lead from Chew's to Moraji's to Luther/Lance's apartment, or directly from Moraji's to Luther/Lance's if the player skips Chew's. All areas should be visited if the player is to turn up the major clues and leads.

During the investigation of Moraji's, McCoy will find a bomb set by Sadik, almost ready to go off - chained to Moraji. McCoy will have the chance to shoot off the bomb, but nothing will save Moraji; if McCoy does everything correctly, the two men will be running out of the store just as the bomb goes off, and Moraji will be caught in the blast - but not before he gasps out a final clue. (A uniformed cop will arrive on the scene shortly thereafter to do the clean-up.)

A combination of clues from the Tyrell Building, Moraji's, Luther/Lance's, and Chew's will lead the player to the Bradbury Building and Sebastian's apartment. Sebastian's not there (though his toys are, providing plenty of distractions, AKA false targets), but the player will stumble upon Sadik rifling through Sebastian's stuff. A subsequent chase will lead McCoy to the rooftop of the building, where the player will be beaten unconscious by Clovis and Sadik (ending Act 2); if McCoy tries to leave the building after spotting Sadik, he'll be killed by a bomb (trap) left by Sadik.

During this scene, the first seeds of doubt about his own identity are planted in the player's mind; comments from his two attackers suggest McCoy is a replicant too. (This scene will play slightly differently if Sadik is not a replicant; we will use the rooftop sequence to help the player make that determination by adding more information to Sadik's file based on what he says.)

Gameplay Issues
Because McCoy will be following a chain of clues, Act 2 is still relatively linear in nature. By the end of the act, we want the player to begin to make the connections in his mind between Izo, Sadik, and the crime at Runciter's. The DNA Row sequence with Chew, Moraji, and Luther/Lance will be loosely structured to allow the player a fair degree of freedom in following up the clues.

This is the first act during which McCoy will be given the opportunity to meet with Rachael and Tyrell (he can also do it in Act 3, but by Act 4, he'll be much too busy). Accordingly, we clearly present him with the option of going to the meeting, either at the police station, or at the crime scene, or at both. Going to the meeting will be a double-edged sword; the player will obtain some valuable DNA information that will be useful in the end-game, but the replicants will have even more reason to pursue McCoy.

ACT 3 SUMMARY

The Opening
McCoy is tied to a chair in the replicant meeting room in the Yukon Hotel. Clovis and Sadik argue over what to do with him; as McCoy starts to wake up, Sadik knocks him out again. McCoy then dreams of running with Lucy and Maggie, by a lake on a distant planet. He then wakes up to find Lucy taking care of him. Through thinly-veiled hint dropping, she helps him escape.

Now the player's mad, and ready to get on with the action ...

Following up on clues and leads in the act will eventually lead McCoy to the first of three potential replicants.

The Details
This act centers around three individuals who can all be found in the Hysteria Hall of Fun/Nightclub Row neighborhood, and is structured to be as non-linear as possible.

Dektora, Lucy, and Gordo will all be encountered and dealt with in this Act. At least one of the three is always a replicant, and the last of the three to be encountered will be a replicant.

(Example 1: Only Lucy and Gordo are replicants. If Lucy is encountered first, Gordo cannot be encountered until both Lucy and Dektora have been "resolved.")
(Example 2: Lucy, Dektora, and Gordo are all replicants. If Lucy and Gordo have both been retired, Dektora can now be met at Early Q's for the "turn in Mccoy to the 'police'" sequence and subsequent' retirement sequence.)

Each of the three has a) a "final" retirement sequence, if the replicant is the last replicant in Act 3 and Crystal has just broken you out of the sewers; b) a "turn in to the 'fake' police" sequence, if the replicant is the last one and the interrogation sequence hasn't happened; and c) a "not a replicant" sequence, if the individual is only a replicant sympathizer, and d) a "retirement" sequence if they're a replicant but not the last one. Brief notes about each character and each sequence are below. (Note that the "retirement" sequences may not mean the character is retired if the player is acting like Gandhi.)

As in the earlier acts, if McCoy shoots someone who isn't a replicant, the game ends. (Bryant takes his badge and he's charged with murder.)


Dektora
Dektora can be found in Early Q's. Various obstacles prevent McCoy from getting to her easily, including Hanoi, the secret turning booth, etc. The clues leading to Early Q's should be relatively easy to find. We almost always force a chase sequence whether or not Dektora is human and whether or not the player is Gandhi.

Following the script closely, McCoy and Crystal chase Dektora through Early Q's, up to the attic. Crystal will be intent on killing Dektora. McCoy can either help or hinder Crystal.

Dektora calls the police and turns you in.

The "retirement" chase happens, with only McCoy in pursuit and appropriate modifications to the action. Dektora will be trapped in the attic; if McCoy is smart enough not to shoot her, he can either let her go or arrest her.

As in c., the retirement chase happens; McCoy will be forced to shoot her or let her go. A final conversation in the attic is possible, and Dektora may become the player's love interest if he agrees to let her go.

Lucy
As in the script, Lucy is tracked to Hysteria Hall. Some clues marking Lucy as a possible replicant are provided as early as Act 1, but the clues that suggest she spends time in Hysteria Hall are difficult to find. (Closely questioning the lichen dog vendors will help.) Whether or not Lucy is actually there is partly a timing question.

McCoy and Crystal chase Lucy through Hysteria's Hall of Mirrors and into the main hall. McCoy can either help or hinder Crystal.

Lucy starts screaming and McCoy is accused of being a child molester by another patron of Hysteria; the "police" are called by a disguised Clovis. Lucy slips away in the confusion.

The "retirement" chase happens, with only McCoy in pursuit and appropriate modifications to the action. Lucy scares easily. The likely outcome is for her to escape (if McCoy is smart enough not to shoot her).

An extended chase is somewhat less likely than with the other characters, though still possible if McCoy scares Lucy. In the ensuing conversation, McCoy might tell her to escape before Crystal finds her, and may be able to make her his love interest.

Gordo
Gordo works for Taffy Lewis, and has just gotten his big break as a comedian. (He's replacing Zhora, the headliner who recently met with an unfortunate accident...)

McCoy and Crystal catch up with Gordo and chase him into the street. They'll have to avoid shooting innocents, dodging civilians to retire him. (McCoy would have an easy time hindering Crystal here if he wants to.) Gordo takes a hostage in his attempt to escape.

The "police" come and cart off McCoy during Gordo's "act."

The "retirement" chase happens, with only McCoy in pursuit and appropriate modifications to the action. Gordo will break down and provide plenty of clues and information to round out McCoy's files if he's cornered. (If he's not a replicant, he's a cowardly little weasel.)

Chase or conversation are both possible, depending on how Gordo feels about McCoy. (Gordo's attitude will probably be determined in great part when the Zuben sequence is played out in Act 1.) Gordo could be a useful connection to Clovis if the player is a "super-Gandhi" and may provide valuable clues.

Other Act 3 sequences:
"Interrogation" - McCoy will be dragged off by the fake police the first time he encounters the last Act 3 replicant. Crystal Steele will break him out, and they'll go off together to complete Act 3. This is the point at which McCoy is framed and loses his spinner.

"Love Interest" - If McCoy is playing as Gandhi, Dektora or Lucy can become his love interest during the act. This will be handled with special conversation sequences inserted into the dialogues. Note that Dektora or Lucy could become McCoy's love interest even if they aren't replicants!

"Used Car Garage" - McCoy can interact with the owner of the used car lot, and he may be able to arrest the owner and shut the place down. (The owner sells spinners to escaping replicants, and is connected to Izo.) Doing so would eliminate the possibility of the alternate end-game, no matter how Gandhiesque the player becomes.

"Finale" - Once the last replicant is "resolved," Crystal Steele learns that McCoy is a wanted man. She lets him go and the act ends.

Gameplay Issues
McCoy will not be able to contact Guzza during Act 3; Guzza is busy, nervous about what McCoy's up to, starting to frame him, and is generally not available for chit-chat.

The player will be able to walk from Nightclub Row to Hysteria at any time once he reaches one or the other in his spinner. For example, if he parks his spinner in front of Hysteria and walks south to Nightclub Row, we add the "Nightclub Row" location to his spinner selections. (Once the player gets the clues leading him to one of the locations, we want to open things up in the neighborhood very quickly to contribute to the non-linear nature of Act 3.)

Finding the clues that lead to the Nightclub Row/Hysteria neighborhood will take McCoy to places he's visited before that may have changed, especially in and around the Yukon Hotel in Chinatown.

An attack by an escaped replicant (Izo or Zuben) in the Yukon Hotel will contribute to the "action" feel of the act and will be encouraged by the revised Act 3 AI scripts for Izo and Zuben. (It also gives the player yet another chance to interact with a replicant. In order to define the player as Rambo or Gandhi and make the game more interesting, we provide as many interaction chances as possible in the alternate scripts for the Act 1, 2, and 3 characters.)

ACT 4 SUMMARY

NOTE: We refer to Luther/Lance in the singular, as they are always treated as one person in the game.

The story so far (backplot from the replicant point of view):
The moonbus replicants have two goals: discover a way to extend their lifespan and escape from the city.

Before the game begins, the moonbus replicants have made contact with Guzza. Guzza is a "cop on the take" -- he's been accepting bribes for many years. Clovis is blackmailing him with this information in order to have an informant inside the police department. Guzza isn't evil, but he's weak, and his job is all that he has.

Izo, who is either one of the moonbus replicants or a replicant sympathizer, is the link between Clovis and Guzza. Guzza gets his instructions (usually) through Izo. Izo is an arms dealer, and sometimes gets police-issue weapons from Guzza; the money from the arms dealing is being used by the moonbus replicants to fund their escape plans.

Luther/Lance (who, when the game begins, has not made contact with the moonbus replicants) was recently fired from his job at Tyrell. Tyrell wanted to "retire" Luther/Lance, but too many employees would have gotten suspicious if their former co-worker suddenly vanished. Except for Tyrell, no one knows Luther/Lance is a replicant - not even Luther/Lance.

Luther/Lance grows more bitter with each passing day. He would love to get to Tyrell somehow, but he doesn't have the resources to go up against his former employer by himself; in addition, his plans are usually half-baked and directionless. (Luther/Lance is no leader.) Before the story begins, he has been tinkering with replicant bits and pieces stolen from the cavernous pits underneath the Tyrell Building, hoping to unravel the mysteries of the limited replicant lifespan. He has a makeshift laboratory in the sewers, a place filled with stolen Tyrell secrets and destroyed replicants.

During Act 2, the moonbus replicants follow the trail from Moraji's to Luther/Lance's empty apartment. (Luther/Lance hasn't been there for a while; he's spending most of his time in the secret lab these days.) Clues from Luther/Lance's place lead them to Sebastian's apartment in the Bradbury. McCoy is hot on their tail and getting a little too close for comfort.

During Act 3, Luther/Lance is busily working away in his secret lab, fiddling with his dead replicants and keeping to himself.

By the end of Act 3, Clovis has a new plan: Guzza will frame McCoy. Guzza goes to his superiors with information "proving" that McCoy is a replicant and has killed G.G. Stein. (McCoy is innocent, at least of the latter.) It doesn't take long for McCoy to fall into the trap and end up strapped to a chair in the sewers; it's during this time that his identity is stripped from him.

What happens in Act 4?
At the start of Act 4, Clovis and Sadik finally meet up Luther/Lance. It's not hard for them to enlist the twins as allies; Clovis convinces the twins that they're replicants (which of course makes L/L even more angry at Tyrell) and convinces L/L to help him. Luther/Lance sends them to Tyrell - not only is Tyrell 'the only one who might know how to extend a replicant's life, but Luther/Lance would be very pleased if Clovis happened to kill Tyrell.

McCoy must follow up several leads, mostly found during his exploration of the sewers, to find out who's responsible for framing him. Clues from Luther/Lance's secret lab, Izo's stash of weapons, etc. will all point to Guzza. McCoy also finds out that Guzza is on the take by recovering the evidence Clovis was using to blackmail Guzza (which the replicants have hidden somewhere deep in the sewers).

During Act 4, McCoy might shut down Luther/Lance's lab and retire Luther/Lance if he's playing as "Rambo." (Luther/Lance is a pathetic character so the retirement will not be a satisfying action-fest with a chase (as the Act 3 retirements were) but a depressing single-shot kill.) If he's "Gandhi", McCoy's conversations with Luther/Lance may provide additional DNA clues - especially if he missed the Act 2 conversation with Rachael and Tyrell.

Meanwhile, Clovis and Sadik are pressuring Guzza to finish McCoy off once and for all. Guzza isn't happy about having to deal with Clovis and Sadik, but he's got no choice.

Once McCoy has found the hidden evidence that implicates Guzza, he can call Guzza at the station. (If he doesn't call, we make life more and more interesting - more police, etc. - until the player dies.) The player offers Guzza the evidence Clovis was using to blackmail him in exchange for the information to clear McCoy's name - an even trade. It's the best deal Guzza is likely to get, so he'll take it.

Clovis isn't a fool, though, and doesn't trust Guzza; he'll have followed Guzza to the meeting, and as soon as Guzza hands over the information to McCoy, Clovis (or Sadik) shoots Guzza from the shadows.

What happens next depends on the player. Sadik and Clovis will set their sights on McCoy as soon as Guzza is killed. If the player stops paying attention and admires Guzza's exciting death sequence, he'll die too. McCoy will have to dodge bullets and escape through the sewers. (We will allow him to return fire, and if he's really good, he can retire Sadik.) He might also attempt to converse with the pair, but won't make much headway. Once he leaves the sewers with the evidence, the police will arrest him and bring him in, ending the act.

Variations are possible, especially if the player has been reliably "Gandhi-esque." Clovis and Sadik will still shoot Guzza, since they want McCoy to stop following them and Guzza betrayed them, but they won't target the player if they know he's let Zuben, G.G., etc. go free. (Or they may shoot to scare McCoy, missing on purpose.) Dialogue in a Gandhi-style Act 4 ending will be different and more useful to the player. ("Meet us at the moonbus, my friend...")

ACT 5 SUMMARY

The Opening
In a "meanwhile" scene, we watch as Clovis manages to reach Tyrell, but is chased away by security guards before he gets any information out of his "father."

The replicants are on the run. Either Crystal Steele or McCoy has been close behind them for some time, and they've failed in their quest to assemble all the pieces of the DNA puzzle. (At a minimum, they're missing Tyrell's information.) They don't have a fuel source for their moonbus, and it's only a matter of time before one of the hunters tracks them down.

It's up to McCoy to either save the replicants or finish them off once and for all.

Act 5 begins when McCoy is released from the police station after clearing his name at the end of Act 4. Before the act begins, the "final" antagonist will be set (as Clovis or Crystal Steele), determined by several factors - whether the player has been playing as Gandhi or Rambo, who is his love interest, etc. McCoy is still missing his spinner, and can't locate another one easily. During his trip through the sewers, he will have uncovered several clues which he should now be able to follow up since the police are no longer swarming over the city hunting him.

The Details
McCoy will want to return to his apartment to pick up his dog (Maggie), and we will strongly hint that he should do so. If he's been playing as "Rambo" the dog won't be there; Sadik and/or Clovis will have taken her out to the Kipple with them and turned her into a bomb (as in the script), and left a clue behind so that McCoy will realize what's happened.

If he's been playing as Gandhi, Crystal will have been to his apartment, and Maggie will be dead. She'll have left a clue or two behind so McCoy knows it was her (a cigarette). While McCoy is there, if Dektora or Lucy is his love interest, she'll call him on the vidphone and propose the alternate ending.

Additional clues and leads found in Act 5 will clearly identify the player's final options.

Possible Endings, with Variations

If McCoy (a) didn't shut down the used car lot in Act 3, (b) has been playing more as Gandhi than as Rambo, and (c) has Dektora or Lucy as a love interest, he can attempt to escape by stealing a spinner from the used car lot. Crystal Steele will be waiting for him on the roof; in the ensuing fight, the only functional rooftop spinner will be destroyed, and Crystal may be killed. By the time the player gets back downstairs, the police have arrived and sealed the car lot's entrance. The player, if he lives, will have to blast a hole in the basement floor, lower a ground car through the hole, and escape through the underground out the tunnel.

We will follow up this ending with a movie of a depressing scene of carnage at the moonbus. (Gaff finished your job for you...)

McCoy learns that the replicants are hiding out in the Kipple and eventually makes his way there through the sewers. (We open the underground/Kipple connection at the end of Act 4 - Sadik and Clovis left it open on their way out.)

If he's playing Rambo, Crystal Steele will meet him there for the final sequence. Sadik, Clovis, and any remaining replicants will attack as the player makes his way toward the moonbus. (If only Clovis is left when the player reaches the Kipple, he may already be dying (just like Roy Batty in the movie), and a variation of the original script ending will occur as a "special reward ending" for killing all the replicants when the player first met them.) Things will get more and more difficult the closer Crystal and McCoy get to the moonbus. There will be plenty of ways for Crystal and/or McCoy to die in this "action" ending.

If he's playing Gandhi, Crystal Steele will be hunting both the replicants and McCoy. (She's decided that McCoy is either a replicant or a replicant sympathizer.) She'll have followed the player to the Kipple, but her first targets are Clovis and the other moonbus replicants; once in the Kipple, she'll head straight for the moonbus, forcing McCoy to move quickly to intercept her. If McCoy sets things up correctly, Sadik or Clovis will be able to kill Crystal Steele; McCoy could also kill her himself by luring her into one of Sadik's traps. When McCoy reaches the moonbus, a final simple puzzle will have to be solved (repairing the moonbus) before the game ends. (McCoy can still "go Rambo" and slaughter all the surviving replicants, but this shouldn't be easy inside the confined moonbus - and if he's the one who killed Crystal Steele, he'll have some explaining to do...)

We include an alternate (depressing) Gandhi variation if McCoy hasn't acquired all of the DNA information from Luther/Lance, Tyrell, and the other design subcons.