Electric Sheep

Electric Sheep is a Single Player and Multiplayer level. There is no in-game name for this level, the name comes from documentation included with the level.

This level is the first in a series of three levels. Originally the levels were intended to make one large level, but it had to be broken apart due to size constraints in 1996.

Story
''The city's full decrepit dumps like this building. Not many are so infested with the meaner types of the local wild life, but the facade is very familiar.

This building is special. It is known over the whole city. Stories have been past around - all exaggerations pf course, but parts are believable, considering the high boundary fences that suddenly appeared one day. The guards that patrol this military state avoid it like the plague ridden suburbs in the east. The surrounding citizens laugh at their fear, boasting that if they had the equipment, they would clear it out. Secretly they hate the suggestion, and the periodic nightmares it creates.

As with most things, the situation eventually made itself known to the underground mobs. Sure enough, their political thinkers leaped on it, saw within the possibility of a great stunt, something that would spark excitement, be the final straw on the back of the camel of mass revolt.

They sent one civilian. A single person to attempt to belittle the entire armed guard. "Get to the top," was the only command. "Make it out alive. We shall show the people how weak the military really are!"''

Quick Level Completion

 * Head to the upper left corner of the room, then turn left and go through the Door.
 * Move up the ramp, then drop into the room below.
 * Turn right onto an Elevator, then turn left.
 * Proceed forward through a Door, then turn left and head up the next ramp.
 * Turn left, then head up the next ramp before turning around at the top.
 * Head up the next ramp, then turn right and head to the next doorway.
 * Turn right into the doorway, then head down the bridge before turning left.
 * Head down the next section of bridge and go through the Door.
 * Continue forward to the middle of the bridge, then wait for it to descend.
 * Turn around, then go through the doorway straight ahead.
 * Use either corridor to head past the series of windows, then head up a ramp.
 * Go through the doorway without a ramp to reach an Elevator, then ride it to the top whilst turning around.
 * Head down the ramp while moving to your left, then continue down the corridor.
 * Turn left, then proceed forward to exit the level.

Walkthrough
Kill the 2 Rottweilers, 1 to your left and 1 to your right. Head through the Door in the upper left corner of the room, then turn left. Head up the ramp while collecting the Shells. Kill the 3 Grunts in the room below, then drop into the room. Turn right to head onto an Elevator, then turn left to follow the pathway to a Door. Turn left to walk onto a light fixture just before the door to collect a Double-Barrelled Shotgun, this will cause a Movable Wall to lower in the upper left corner of the room. Kill the Ogre inside, then head through the Door you previously ignored. Turn left to head up a ramp, then kill the Ogre at the top. Head up the ramp to collect the Shells, then kill the Grunt on the ramp to your left. Continue up the ramp and turn left at the top, then kill the 2 Grunts on the ramp to your right. Look into the hole to your left to kill the 2 Rottweilers, then drop into the hole to reach the floor below. Hit the Shootable Button on the ceiling in front of you to open a Movable Wall straight ahead  (#1) . Turn around, then head up the Elevator before turning around once more. Head through the doorway behind the Movable Wall, which has temporarily slid aside, to return to the area before you dropped into the hole.

Head up the ramp to your right to collect the 25 Health and Shells at the top. Turn around, then head up the next ramp to your right before turning right at the top. Continue forward to collect a 25 Health, then turn right into a doorway. Head down the narrow bridge overlooking the area with the Double-Barrelled Shotgun, then turn left onto the next section. Kill the Enforcer that drops from above, then continue forward to go through a Door. Head onto the bridge to collect the Shells and Double-Barrelled Shotgun. Continue forward to collect the Nailgun, this causes lights to turn on in the room, turn around quickly to kill the Death Knight that has appeared. After a moment the Bridge will start descending, turn around once more to collect the Shells on the far side from the Door. As you reach the bottom of the room, 2 Movable Walls will begin raising, 1 on each side, to reveal a series of windows. Turn around once more, then kill the Grunt and Ogre in the doorway straight ahead. Turn left to kill the 2 Grunts through the window, then turn around to kill the other 2 Grunts in the opposite window.

Be careful of falling into the Water in this section, it causes damage. Jumping through the windows behind you will just result in you hitting a series of invisible Teleporters that bring you back to the bridge. Jump through the window in front of you, then turn right to reach a small alcove  (#2) . Instead turn left to look to where you killed the Ogre, then head through the doorway to reach an intersection. Turn left to head to the wall, then turn left and follow the next corridor to head past the windows with the invisible Teleporter. Collect the 25 Health and Nails on the far side, then turn left into the doorway. Kill the 2 Scrags in the tunnel and the Death Knight in the room straight ahead. Head up the ramp to reach another intersection. Ignore the doorway to your right and instead kill the 3 Scrags straight ahead. Head down the ramp to collect the Shells.

Return to the doorway you previously ignored, then head through it to drop onto an Elevator. Turn around as the Elevator rises to the top, whereby a Movable Wall will slide aside to reveal the next room. Turn right to collect the 2 Nails, then turn around to collect the Nails. Turn right and head down the ramp of the next room, then head to your left. Start to head down the corridor, then quickly turn around to face a Knight that has spawned. Quickly move past the Knight to cause a Movable Wall to open to your left  (#3) . Kill the Knight that previously spawned. Turn around once more, then head to the doorway on your left that previously had a set of Bars over it. Turn left to kill the 2 Death Knights inside. Continue down the corridor, then turn left and go through the Door that opened when you killed the 2 Death Knights. Drop through the Teleporter to exit the level.

Differences from Easy to Normal

 * 3rd Rottweiler in the starting room.
 * Enforcer in first Double-Barrelled Shotgun room.
 * Ogre in lowering Bridge room, alcove opposite doorway leading to intersection.
 * Enforcer beside the windows with the invisible Teleporter.
 * Enforcer beside the windows leading to  (#2) .
 * 4th Scrag in the area leading to the final Elevator,  (#2)  side.

Differences from Normal to Hard/Nightmare

 * 4th Rottweiler in the starting room.
 * No 25 Health beside the Shells on the ramp above  (#1) .
 * No 25 Health just before the bridge overlooking the first Double-Barrelled Shotgun room.
 * 2nd Enforcer on the bridge overlooking the first Double-Barrelled Shotgun room.
 * Ogre just past the intersection of the lowering Bridge room, invisible Teleporter side.
 * Shells just past the intersection of the lowering Bridge room, invisible Teleporter side.
 * 2nd Death Knight just before the final Elevator.

Glitches

 * It is possible to get stuck in the area underneath the starting room, though it requires a great effort and timing. The player must run up the side of the Door leading out of the starting room, then use the nearby garbage cans to get on top of the dumpster. They must then make a running jump on the dumpster, jumping at the last possible second when heading up a ramp, to get to the beam directly above. The player can cross the beam to the far side, then jump to their left to reach an empty alcove overlooking the starting room. If the player turns around, they can then use the ramp of the alcove to make another timed jump onto an even higher beam. If the player continues in the same direction from the beam, they can drop past the wall of the starting room, hitting the skybox wall and dropping to an area underneath the starting room. There is nothing to do down here and there is no escape, but it can provide a challenge for a player interested in parkour. Note also that an easier route exists if the player uses the dumpster to jump onto the light fixture overlooking the Door, then using the slant of the light to jump over the wall.
 * There is a 25 Health in the area with the invisible Teleporters, but since the player hits the Teleporter prior to reaching said entity, it is impossible to collect.

Spawn Locations

 * Single Player spawn location.