Figure 2 shows a level editor picture of one of the caves where Keepers spawn. The Keeper model (A) is a NPC Template and defines the characteristics of the spawned Keepers. Once spawned the Keeper should run out and begin patrolling the area. When he spots Violet he will begin an attack. The boxes labeled B are the path corners that define the route the newly spawned Keeper will follow. If a Keeper spots Violet before finishing the path he will begin chasing her and forget the path. Since our only goal in using path corners was to get the Keepers out of the cave this was acceptable. In other parts of the game where it was necessary to make the Keepers ignore Violet and follow a specific path "Scripted Sequence" entities, which can turn the Keeper ai off, were used.
Once out of the cave a Keeper needs to be able to make his way around the level. The yellow boxes (C) are path nodes that help the Keeper navigate about. Due to the sloping nature of the terrain it was necessary to use more path nodes than would be needed in a flat area to ensure that the keepers would move over the bumps. During our project we had to spend a lot of time tweaking the path node system in all the levels, since the sloping terrain of our game made it hard to tell exactly which path nodes would link to others. Fortunately we did a good job of this, and it was rare to see our Keepers refusing to move.