
1. The level begins with and multi-shot cinematic showing the arrival of flying craft that delivers the player to the level.

2. The player is shown a red flashing panel. The naturalistic lighting for this level was achieved by using a single sky light and a directional light placed at the brightest area of the sky box. The color for the directional light was color was sampled from the skybox.

3. Activating the panel drops the bridge that acts a circuit breaker for the next section of the level, when activated the panel turns green. Using kismet an electrical discharge sound fires followed by the first layer of music , electrical particle effects, and the main set of moving obstacles are activated.

4. The first obstacle is simple moving platform on rails. Upon entry to the platform above a touch trigger volume is activated and plays the second layer of music. Some music in Unreal is purpose built to layer dynamically for this purpose.

5. Turning left from the platform the player is confronted with the first of three challenges. Three electrical transformers rotate on a fixed interval . The playerís goal is to reach the red panel without being spun and knocked into the holes below.

6. After the first switch is thrown and a cinematic shows the activation of a moving platform. A lighting cue, a sound effect as well as jet particle effect indicate the nature of this platform. These effects fire when the moving platform is on an invisible jump pad. A second platform needs to be activated in order for the player to proceed to the final objective.

7. Heading right from the central platform the player must dodge a moving device containing an energy field to reach the panel by running along the pipes. Three recesses provide shelter for the player to advance past the moving hazard. The hazard was created by controlling and interptActor mesh with matinee and adding two animated particle effects. The mesh had no collision model so a box model, made invisible, was attached to the mesh along with the particle effects with the mesh as the parent object.

8. A cinematic then plays showing that the second jump platform is activated clearing the way to the final objective.

9. If the player falls 2/3rds of the way through either of the two hazard area they will be knocked into the hazard area below. If the player falls into the water the player will have to act fast as physics volume will pull the player over a water fall. A water volume as well as a post-processing volume were added below the water to give both the sensation and appearance of being under water. A fall in the last third will result in death and respawn.

10. After clearing the two jump platforms the player has a short jump from the third platform and now has access to the three red panels.

11. Each panel cuts to cinematic of one of the corresponding towers lighting up with several particle effects.

12. After all three panels are activated a final cinematic shows power coursing from the three panels to the circuit breaker bridge. Power is restored to the base and the level is successfully concluded.
