At the start of the second map on WCC you free 2 knights from cages, waht was pretty cool. There are some devilite "guards" that I killed after destroing the cages, looking for some chat with the NPC's (about how they got caugh or how there were others to be rescued). For my surprise, they helped in the battle. But, unfortunatelly, no chat options with them. They act like friendly mechas, but they are pretty much immortal (or with a really huge life bar), and kind of made the mission too easy and meaningless. I belive it would be nice to have both of them following you, but as non-combatant npcs, or only fiding them at the end of the stage.
I think having the rescued knights be in the final battle room and only being able to rescue them then is a better way to go.
The player could find a clue, note or some indication of a fight when they arrive at the start of the "commute" level.
I purposefully left the "boss" alone and the knights killed it - so yes, they make the mission too easy.
As the knights do appear to be re-skinned mechas - this is likely why they didn't get on the elevator.
However, from a story telling perspective - they would make a beeline for the elevator as soon as they could and get on it.
Regardless of the knights location (start / end) - there should be some type of dialogue to thank you or to explain how they got captured.
I agree having the knights accompany you makes the level far too easy.
Also didn't like that when they got far enough behind - they teleported.
If they (as knights) could do that - they wouldn't be found in cages.
So another mecha coding that doesn't work well as far as plot goes.
The only other comment I have is that the 2nd "office" level should in fact, have the office scene setting be coded in before the final battle.