30th Dec 1999 (original FAQ date) DROOGIE'S NOCTURNE FAQ Unofficial Nocturne FAQ Version 1.2 (24th February, 2001) Author: Droogie E-Mail: REMOVED ICQ: REMOVED Web: REMOVED ||=================================ATTENTION=================================|| ||=================================ATTENTION=================================|| ||=================================ATTENTION=================================|| ||===========================================================================|| || || || Seeing as how nobody listens, I have gotten many many e-mails even though || || I stated I am no longer offering help. Therefore, I am removing my || || e-mail address and website link from the FAQ. Any e-mails that do come || || for whatever reason will be met with NO REPLY and an add to my e-mail || || ban. || || || ||===========================================================================|| ||=================================ATTENTION=================================|| ||=================================ATTENTION=================================|| ||=================================ATTENTION=================================|| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table Of Contents [1] Introduction [1.1] About [1.2] Contact [1.3] Credits [1.4] Copyright [2] Nocturne Unofficial FAQ [2.1] Basic Information [2.1.1] Adjusting Gamma [2.1.2] Detail levels [2.1.3] Built in advantages [2.1.4] Saving [2.2] Controlling The Stranger [2.2.1] Movement [2.2.2] Jumping [2.2.3] Camera Angles [2.2.4] Death [2.2.5] Hand-to-hand Fighting [2.2.6] Using Inventory [2.2.7] Try the Obvious [2.3] Tips [2.3.1] Shoot everything [2.3.2] Run [2.3.3] Protection [2.3.4] Be Alert [2.4] Characters [2.4.1] The Stranger [2.4.2] Doc Holliday [2.4.3] Hiram Mottra [2.4.4] Colonel Hapscomb [2.4.5] Svetlana Lupescu [2.4.6] Scat Dazzle [2.4.7] Baron Samedi [2.4.8] Icepick [2.4.9] Moloch [2.4.10] General Biggs [2.5] Villains [2.5.1] Alpha Werewolf [2.5.2] Count Voicu [2.5.3] Hamilton Killian [2.5.4] Priest of Gardeth [2.5.5] Smiley [2.6] Enemies [2.6.1] Drones/Larvae [2.6.2] Gargoyles [2.6.3] Ghouls [2.6.4] Imps [2.6.5] Re-animated Mobsters [2.6.6] Sentinels [2.6.7] Skeletons [2.6.8] Succubus [2.6.9] Vampires [2.6.10] Vampire Brides [2.6.11] Werewolves [2.6.12] Zombies [2.7] Weaponry [2.7.1] Pistol Weapons [2.7.1.1] .45 Pistols [2.7.2] Assault Weapons [2.7.2.1] Shotgun [2.7.2.2] Tommygun [2.7.2.3] Crossbow [2.7.2.4] Elephant Gun [2.7.3] Flame Weapons [2.7.3.1] Flamethrower [2.7.3.2] Sun of God [2.7.4] Grenade Weapons [2.7.4.1] Dynamite [2.7.5] Melee Weapons [2.7.5.1] Ax [2.7.5.2] Sword [2.7.5.3] Holy Relic [2.7.5.4] Shovel [2.7.5.5] Wooden Stake [2.8] Ammunition [2.9] Inventory Items [2.9.1] Doctor's Bag [2.9.2] Liquor [2.9.3] Keys [3] Walkthrough Notes [4] Act 1: Germany, 1927 "Dark Reign of the Vampire King" [4.1] Scene 1 [4.2] Scene 2 [4.3] Scene 3 [4.4] Scene 4 [4.5] Scene 5 [5] Act 2: Texas, 1931 "Tomb of the Underground God" [5.1] Scene 1 [5.2] Scene 2 [5.3] Scene 3 [5.4] Scene 4 [6] Act 3: Chicago, 1933 "Windy City Massacre" [6.1] Scene 1 [6.2] Scene 2 [6.3] Scene 3 [6.4] Scene 4 [6.5] Scene 5 [6.6] Scene 6 [6.7] Scene 7 [6.8] Scene 8 [6.9] Scene 9 [6.10] Scene 10 [6.11] Scene 11 [7] Act 4: France, 1935 "The House on the Edge of Hell" [7.1] Scene 1 [7.2] Scene 2 [7.3] Scene 3 [8] Act 5: Epilogue, Spookhouse HQ [9] Troubleshooting [9.1] Scandisk [9.2] Defragmentation [9.3] Bugs [9.4] Minimum Requirements [9.5] Recommended Requirements [9.6] My Recommended Requirements [10] Cheat Codes [11] History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------========-------- Chapter [1] Introduction --------========-------- [1.1] About: ===---===--- HAPPY NEW YEAR! Thank you for reading my FAQ of Nocturne, the survival horror game from Terminal Reality. This FAQ is unofficial, meaning it is in no way supported or endorsed by Terminal Reality or Gathering of Developers (G.O.D.). This is my first FAQ, and any feedback you have would be greatly appreciated. Just send it on over to james666@home.com. You can also request a game and I'll try my hardest to get a FAQ for it. I do Sega Dreamcast and Windows/DOS games. You can find this FAQ, plus an HTML version and FAQ's of other games at my website at http://faqs.webprovider.com [1.2] Contact: ===---===---=== Feel free to contact me at the following e-mail address: james666@home.com. I check my e-mail once a day, so a quick response is almost guaranteed. You can also contact me via ICQ at 14366306. When e-mailing, do NOT ask the following: - Any illegal things for Nocturne (cracks, warez, etc.) - Ask for any Nocturne information, as it is all in this FAQ and upcoming versions. [1.3] Credits: ===---===---=== First off, I would like to thank Terminal Reality for creating this wonderful game. One of the scariest games I have played since Resident Evil. Good work. I'd like to thank all other FAQ writers, as this is where I got the Table of Contents layout from. I'd like to thank all my friends on ICQ for proofreading this FAQ and giving me support. [1.4] Copyright: ===---===---===--- Nocturne, the Nocturne logo, the Nocturne fangs, and the Terminal Reality logo are trademarks of Terminal Reality Inc. Gathering of Developers and godgames are trademarks of Gathering of Developers, Inc. All other trademarks and trade names are properties of their respective owners. Copyright 1999 Gathering of Developers, Inc. All Rights reserved. This FAQ is copyright 1999 Droogie. It may not be distributed in any form without author's permission. This FAQ may only be found at GameFAQ's (http://www.gamefaqs.com), Cheat Code Central (http://www.cheatcc.com) and Video Game Strategies (http://vgstrategies.about.com/). --------========--------=======------ Chapter [2] Nocturne Unofficial FAQ --------========--------=======------ [2.1] Basic Information ===---===---===---===--- In Nocturne, you play as The Stranger, an operative at the secret government organization called Spookhouse, founded by Theodore Roosevelt after he killed a werewolf. The Spookhouse operatives are called to duty when supernatural activity is suspected. In the game, you play through four acts. These acts can be played in any order. They take you from a castle in Germany, controlled by a vampire named Count Voicu, to the small town of Redeye, Texas, where the undead have started wrecking havoc. You then travel in Chicago in 1933, where Al Capone has hired a German scientist to re-animate dead mobsters. The final act takes place on the estate of a former Spookhouse agent named Hamilton Killian. [2.1.1] Adjusting Gamma ===---===---===---===--- Nocturne is a very dark game. It is best placed with the lights turned off. When you start Nocturne for the first time, you will be prompted to calibrate your monitor. If you followed the calibration exactly, the game may be too dark to play. Use the F11 key to brighten the display and F12 to darken it. [2.1.2] Detail Levels ===---===---===---=== Because of Nocturne's complexity, it can seriously affect gameplay on some systems. If you have anything less then a Pentium III 450 with 256mb RAM, DO NOT set the Graphics or the Sound options to high. [2.1.3] Built in advantages ===---===---===---===---=== In the options menu, set your AUTO-AIM to ON. With it on, you can target two enemies at once; something you can't do if it's set to manual. Also, set it so you automatically use HEALTH when your hurt. When enemies attack you, most of them usually incapacitate you and you won't be able to do anything until the attack is over. [2.1.4] Save often ===---===---===--- Save your game often. I can't stress this enough. If you approach a part of the game that looks tough, save. If you just completed a huge portion of the act, save. It's really frustrating when you complete a huge portion of the game, only to run into an enemy, die and have to restart again. Use the F2 key to save. ===---===---===---===---===--- [2.2] Controlling the Stranger ===---===---===---===---===--- [2.2.1] Movement ===---===---===--- When you are at Spookhouse before any mission, you have complete control of the Stranger. Move him around. Run. Jump. Push light switches. Talk to everyone. In other words, get used to controlling the Stranger. Once you get down what the Stranger can and cannot do, the missions will be a heck of a lot easier. You should pay extra special attention to when the Stranger is facing you. This is difficult at first, but you will have to do it, because some of the camera angles in the game force you to. If you aren't sure which way the Stranger will move when you press a key, don't press it. [2.2.2] Jumping ===---===---=== Before making any jump that looks dangerous, SAVE YOUR GAME! It will save you trouble in the long run. Until you get used to jumping, you can use your Pistols (or a different weapon that has the red aiming light) to line the jump up. To do this, aim down at the platform your about to jump to. If the red lights line up, then take the jump. [2.2.3] Camera Angles ===---===---===---=== The camera views in Nocturne are static. For this reason, you should NEVER under ANY circumstance rush into another area. When you are close to another area, and the camera is about to change, walk slowly until the view changes. This can save your life, as rushing into an unseen area can lead into falls, into monsters hands, etc. [2.2.4] Death ===---===---=== Don't be afraid to kill the Stranger a few times (after saving, that is). When the Stranger dies, he can reveal something, such as a fall or a trap, or something else you hadn't noticed. Saving your game and killing him off is a good way to see what lies ahead. [2.2.5] Hand-to-hand Fighting ===---===---===---===---===--- Yes, the Stranger does have hand-to- hand fighting, if somewhat limited. If you come under attack before having a chance to draw your weapon, keep pressing the ACTION key to swing at the attacker. If the attacker is behind the Stranger, press the BACK key, and the Stranger will do a backward kick. If your holding a Shotgun, or another powerful weapon, and an attacker hits you from behind, fire the weapon. The recoil is usually enough to send the attacker off your back. [2.2.6] Using Inventory ===---===---===---===--- Anything the Stranger can pick up will probably be useful to a puzzle. It is only in the rarest occasion that something the Stranger picks up that won't be useful later. [2.2.7] Try the Obvious ===---===---===---===--- If something looks like it will work, it probably will. If there's a switch nearby, throw it. It may not do anything in the immediate area, but it obviously does something. ===---===--- [2.3] Tips ===---===--- [2.3.1] Shoot Everything ===---===---===---===--- Shoot everything that can be shot. Monsters are never friendly, and hesitation will only get the Stranger killed. [2.3.2] Run ===---===--- Ammunition is scarce, so your best bet is to run. This may sound cowardly, but running can get the Stranger out of a lot of trouble. [2.3.3] Protection ===---===---===--- If you have a partner with you, or are escorting a civilian, put yourself in between the person and danger. If the partner or civilian gets killed, your mission will undoubtably be a failure. [2.3.4] Be Alert ===---===---===--- Just because a person appears friendly, do not believe it. Suspect everyone and everything until you have proof. ===---===---===--- [2.4] Characters ===---===---===--- **NOTE**: Reading up on the characters may give away some points in the game that are better left discovered by yourself. [2.4.1] The Stranger ===---===---===---=== The character you play as, the Stranger was accepted into Spookhouse in 1923 under still classified circum- stances. The Stranger is a man without identity or history. He is considered one of Spookhouse's most valuable operatives. The Stranger has a deep, rough voice, which is quiet and reserved. He speaks only when it is necessary. The Stranger is expressionless. He doesn't like anybody, and he hates monsters. [2.4.2] Doc Holliday ===---===---===---=== Professor Holliday is an undisputed genius in the field of applied science and mechanical engineering. She insists on testing her own fantastic inventions in the field. [2.4.3] Hiram Mottra ===---===---===---=== Hiram's service in Spookhouse is mainly research and documentation. He is sometimes called upon to go into the field in a combat capacity, but his nervous nature and bulk make him a bad soldier. He possesses the ability to use an unproven, sixth sense that allows him to feel aggressive thoughts toward him. [2.4.4] Colonel Hapscomb ===---===---===---===--- Originally a military officer stationed in Bombay, he was sickened by the injustices perpetrated on the native people by his army and the Indian government. He served as an honorary liaison for Spookhouse in its early years, and was made a full agent when its charter expanded and the head of field operations retired. [2.4.5] Svetlana Lupescu ===---===---===---===--- Svetlana was born by a vampire father and a human mother. Disliked by her mother's wealthy family and by the small community into which she was born, a kindly household servant spirited her away and carried her to the United States, where she deposited her in the care of Spookhouse agents. Svetlana has developed into a hunter with unparalleled potential. [2.4.6] Scat Dazzle ===---===---===---=== Scat Dazzle was born deep in the Louisiana bayous. He was marked as a special child in the small, voodoo worshipping community in which he was raised. He was groomed to be a powerful voodoo priest from childhood. The practiced mambas and houngans dedicated him to the service of Baron Samedi, a powerful voodoo Loa, when he grew into maturity and power. Each has some control over the other. Dazzle can summon Baron at will, but depending on his strength, can't always control him. [2.4.7] Baron Samedi ===---===---===---=== Baron is a voodoo god, called Loa, the immortal archetypal representations of the natural world and of moral principles. He tells lewd jokes, makes obscene gestures, smokes cigarettes, eats voraciously, and drinks rum. The Baron is cocky and proud, and can do things to man can do. He only responds to requests for help if doing so pleases his chaotic moods. [2.4.8] Icepick ===---===---=== Icepick was originally an enforcer for the Ghiberti Family in Chicago. He was betrayed and sold to Professor Loathring as an experiment for Al Capone's "Frankenmob" scheme. He was a large man, and because of the medical procedures, turned him into a giant. He was found by Doc Holliday and turned to Spookhouse. He now displays fanatical loyalty and protectiveness towards her. [2.4.9] Moloch ===---===---=== Moloch, like a few other Spookhouse agents, is an outcast. During the Nepalese Horucide on 1921, Moloch fought alongside the Spookhouse agents. Although not officially allied with Spookhouse, Moloch shared a common enemy; the demon underworld that had cast him out of hell centuries ago. Spookhouse brought him back to America to consider him a potential agent. [2.4.10] General Biggs ===---===---===---===--- General Biggs has been a member of the Armed Forces for his entire life and would have it no other way. His military genus is undeniable. A few years after becoming a general in 1929, Biggs met Colonel Hapscomb. They have become close friends, and in 1933, Biggs was brought on as an outside Spookhouse agent, in charge of gathering regular troops who will act as cover for Spookhouse, and later deny any existance of supernatural activity. ===---===---===--- [2.5] Villains ===---===---===--- [2.5.1] Alpha Werewolf ===---===---===---=== Alpha Werewolf is the leader of the Hokkendire Werewolf Tribe. One of the few survivors of the Hokkendire Werewolf Horucide of 1924, which the Stranger led, he has rebuilt his tribe and now seeks out those who had nearly killed him and his people. [2.5.2] Count Voicu ===---===---===---=== Count Voicu is the master vampire who controls Castle Gaustadt and reigns over the village of Falkenburg. Through hundreds of years of dominating the world around him, Voicu's voice, thick with a German accent originating in the Middle Ages, and demeanor are that of a powerful master of his domain. [2.5.3] Hamilton Killian ===---===---===---===--- Killian is a retired Spookhouse operative, who left after Moloch joined the ranks. Killian's heart turned to fire when his wife died at the hands of a vampire. Ever since, he has had an unrelenting hatred for all monsters. He served Spookhouse for a few years, becoming less and less stable, when Colonel Hapscomb finally forced him to retire. [2.5.4] Priest of Gardath ===---===---===---===---=== Having studied from the dread Necronimicon and other forbidden texts, the Priest has found the prison of one of the elder gods under the plains of West Texas. [2.5.5] Smiley ===---===---=== Smiley is the biggest, toughest and baddest Frankenmobster under Al Capone's command. He is a monster who relentlessly stalks Chicago. He rose to become the most powerful, and through Dr. Loathring's medical treatment, he exceeds all human capabilities. ===---===---=== [2.6] Enemies ===---===---=== **NOTE**: I will give brief descriptions of each enemy, and the best way to take of them. DESC = Description NEUT = Neutralization [2.6.1] Drones/Larvae ===---===---===---=== DESC: Small creatures. Drone's have no long range attack, but Larvae can spit green, acid like projectiles at you. NEUT: Use a Shotgun or other assault weapon at close range. Use Explosives if there are a group of Larvae. [2.6.2] Gargoyles ===---===---===--- DESC: Stone creatures who only come to life when unseen. NEUT: Turn your back to them, and once they become fully animated, turn around quickly and blast them. Any weapon will do the job. [2.6.3] Ghouls ===---===---=== DESC: Creatures who will keep attacking. Once they are knocked down, they will get back up and attack you again. NEUT: They are immune to all types of ammo except blessed weapons. Ghouls can't rise if half their body is dismembered, so use a blade or firearm to dismember them. [2.6.4] Imps ===---===--- DESC: Small, red creatures. They move somewhat fast. NEUT: Solid Shotgun blast or any other assault weapon. When you see an Imp, stay alert for others as Imp's rarely attack alone. [2.6.5] Mobsters ===---===---===--- DESC: Mobsters come in different shapes and costumes. They all carry Tommyguns. NEUT: They can be killed just about by any weapon. They carry Tommyguns, so you'll need something that has decent range. [2.6.6] Sentinels ===---===---===--- DESC: Massive, flying beasts. NEUT: One or two solid Shotgun blasts will be enough to kill a Sentinel. You can also use the Pistols, as they're auto-aim will track it just about anywhere. [2.6.7] Skeletons ===---===---===--- DESC: White, skinless monsters. NEUT: You cannot kill a skeleton. The more you kill them, the faster they regenerate. If you must kill them, use a Shotgun at close range, then run away before they have time to reconstruct. [2.6.8] Succubus ===---===---===--- DESC: Female demon who look human. NEUT: Any weapon will do the trick, but the Shotgun is the best. [2.6.9] Vampires ===---===---===--- DESC: Tall, white creatures. NEUT: A wooden stake or Crossbow Bolt work best. Aqua Vampire bullets are good, and so is the Sun of God. [2.6.10] Vampire Brides ===---===---===---===--- DESC: Female vampires, sometimes flying. They murmer so you know when they are near. NEUT: Use the same weapons you would for regular vampires. [2.6.11] Werewolves ===---===---===---=== DESC: Wolf lookalikes. Move fast. NEUT: Use the Pistols with Silver Bullets loaded. Ordinary Bullets and the Shotgun can kill them, but it takes many more shots. When you see a werewolf, stay alert; they usually hunt in packs. [2.6.12] Zombies ===---===---===--- DESC: Most zombies look different then the others. NEUT: Type 1 zombies are easily killed by voodoo magic. The other zombies must be blown apart or have their head removed to kill them. Once down, they usually stay down. ===---===---=== [2.7] Weaponry ===---===---=== ===---===---===---===--- [2.7.1] Pistol Weapons ===---===---===---===--- [2.7.1.1] 45 Pistols ===---===---===---=== The pistols can take down all but the toughest of opponents. They come with two, red laser sights. If AUTO-AIM is enabled, the pistols can track two targets at once. USE AGAINST: Zombies, Werewolves (silver bullets), Vampires (Aqua Vampire bullets), Sentinels, Imps, Demons (Mercury Bullets), Drones/Larvae, and Succubi. ===---===---===---===--- [2.7.2] Assault Weapons ===---===---===---===--- [2.7.2.1] Shotgun ===---===---===--- An extremely powerful short range weapon, the Shotgun loses it's strength at longer ranges, as the shells spread out over distance. USE AGAINST: Zombies, Werewolves, Imps, Ghouls (temporarily), Sentinels, Drones/Larvae, and Succubi. [2.7.2.2] Tommygun ===---===---===--- This gun will perforate a target in a very short amount of time. USE AGAINST: Mobsters. [2.7.2.3] Crossbow ===---===---===--- The Crossbow was designed mainly for killing Vampires. One shot to the heart will kill any vampire. USE AGAINST: Vampires, Vampire Brides, and Ghouls (Blessed Bolts). [2.7.2.4] Elephant Gun ===---===---===---===--- This rifle fires a high caliber slug at a fast speed. One shot is powerful enough to blast limbs from from monsters, enabling the Stranger to blast away limbs from any opponent. USE AGAINST: You can only use it in Act 3 against the Frankenmobsters. Use it especially against Smiley, as it's the only gun that can kill him. ===---===---===---===--- [2.7.3] Flame Weapons ===---===---===---===--- [2.7.3.1] Flamethrower ===---===---===---===--- The Flamethrower fires a stream of gas mixture that is ignited by a flame at the end of the barrel. Once a target is ignited, the flame will gradually spread, finally killing the target. Holding down the fire button will kill the target even faster. This is one of the few weapons that can hurt the Stranger. USE AGAINST: Frankenmobsters. [2.7.3.2] Sun of God ===---===---===---=== This weapon fires a burst of concentrated artificial sunlight. It's made specifically for vampire killing. After firing, it has to recharge before the Stranger can use it again. USE AGAINST: Vampires, Vampire Brides. ===---===---===---===--- [2.7.4] Grenade Weapons ===---===---===---===--- [2.7.4.1] Dynamite ===---===---===---=== When you light the fuse, the Stranger has a few seconds to throw it before it blows up in his hand, killing him. Hold down the FIRE button and you'll see an aiming arc that lengthens as you hold it down. Release the FIRE button at the time you want to throw it. Make sure you're clear of the blast. USE AGAINST: Everything except Vampires, Vampire Brides and Demons. ===---===---===---===--- [2.7.5] Melee Weapons ===---===---===---===--- [2.7.5.1] Ax ===---===---=== Very weak weapon that has a decent effect on Zombies. The Ax can chop off arms, heads and other body parts. Because of it's short range, it should be used as a tool first, weapon second. USE AGAINTS: Zombies [2.7.5.2] Sword ===---===---===--- The sword is a good weapon for slashing weak enemies, as well as chopping off various body parts. USE AGAINST: Zombies, Ghouls. [2.7.5.3] Holy Relic ===---===---===---=== This relic has a holy design, which is useful against vampires. USE AGAINST: Vampires. This is the only weapon that can kill Count Voicu. [2.7.5.4] Shovel ===---===---===--- The Shovel isn't very good at killing anything, but because of it's long reach, it can keep zombies away and kill them like that. USE AGAINST: Zombies [2.7.5.5] Wooden Stake ===---===---===---===--- This is only useful against vampires, and it's not very useful at that, because you have to be extremely close to connect. USE AGAINST: Vampires, Vampire Brides. ===---===---===--- [2.8] Ammunition ===---===---===--- Bullets: Useful against any enemy. Ordinary Bullets are the most common found ammo. Silver Bullets: More powerful against Werewolves. Mercury Bullets: More powerful against Demons. Aqua Vampire Bullets: More powerful against Vampires. Shells: Ammunition for the shotgun. Fuel: Gas for the Flamethrower. Crossbow Bolts: Wooden bolts for the Crossbow. Blessed Crossbow Bolts: More powerful bolts for killing Ghouls. Tommy Gun Drum: Ammunition for Tommygun. Elephant Gun Shells: Ammunition for the Elephant Gun. Very rarely found. ===---===---===---=== [2.9] Inventory Items ===---===---===---=== [2.9.1] Doctor's Bag ===---===---===---=== Restores a large amount of the Stranger's health when used. [2.9.2] Liquor ===---===---=== Restores a small amount of the Stranger's health when used. [2.9.3] Keys ===---===--- The most common inventory item found, keys are never useless. They will unlock locked doors otherwise inaccessible. ===---===---===---=== [3] Walkthrough Notes ===---===---===---=== I cut the walkthrough up into the different scenes available. In the first act, as soon as the Stranger reaches a major point in the game, I switch to "Scene 2" or whatever. You will notice that some text will be presented in **, like **this**. This is to signify something that is happening, but what you aren't doing. All other regular text is the actual walkthrough. Although this walkthrough takes you step by step through the entire game, please try to refer to it only when you need help, as it will seriously ruin your enjoyment. ===---===---===---===---===---===---===---===---===---=== [4] Act 1: Germany, 1927 "Dark Reign of the Vampire King" ===---===---===---===---===---===---===---===---===---=== ===---===---===---===---===--- [4.1] Scene 1: Spookhouse HQ ===---===---===---===---===--- **The Stranger exits the elevator in the basement of a building. Colonel Hapscomb meets him, and they walk toward the secret office.** COLONEL: Stranger, thank you for coming in on short notice. **The Colonel leads the Stranger to a near empty office and face a secretary.** COLONEL: The world is a dark place. SECRETARY: Who will protect the world from darkness? COLONEL: We will. **A panel in the wall slides open** You now have control of the Stranger. Enter the secret door and walk down the hall. Follow the Colonel down the hall to the elevator. COLONEL: I suppose I should tell you: you'll have a partner on this mission. STRANGER: A partner? Who? COLONEL: Svetlana Lupescu. I know you don't really like her, Stranger, but - STRANGER: I don't "like" anyone. I hate monsters. COLONEL: I wouldn't call her a monster. She's only half vampire. STRANGER: Half is too much. COLONEL: But it's that half of her that makes her so ideal for this assignment. You've put aside your personal feelings in the past, Stranger. I trust you'll do the same now. STRANGER: If she crosses me, she dies. COLONEL: *sighing* I'm sure she feels the same about you. You are now outside the briefing room, and you once again have control. Walk inside the briefing room, where Svetlana will greet you. SVETLANA: Nice to see you again, Stranger. I look forward to working with you. **The Stranger sits down. The lights dim down. The projector starts up** COLONEL: Have either of you ever heard of the Yathfor Gyoule stone? SVETLANA: The Yathgy? COLONEL: Then you've heard of it. I suspected you might. SVETLANA: Only through legend. It's the "Holy Grail" of the vampire world. The vampire who wields it is said to be immune to those things that would kill any other vampire. He can walk anywhere, even in sunlight, and strike down man or beast with a thought. COLONEL: Yes, those are the legends. Some even suggest that the stone is the petrified heart of an ancient vampire. But legends aside, we think we've tracked down the artifact. SVETLANA: I always thought that it was just as much a myth as the Holy Grail. STRANGER (knowingly): What makes you think the Grail is a myth? COLONEL (after a pause brought on by the Stranger's response): Yes, well, we think we might have found the Yathfoe-Gyuole stone. Our intelligence suggests that a castle in Germany by the name of Gaustadt was the last known location of the artifact. Rumors, of course, but reports of strange creatures and supernatural events have been becoming suspiciously more frequent over the past century. Whether the stone is there or not, something is drawing the supernatural to that mountain. STRANGER (displeased): This is beginning to sound like a research assignment. COLONEL: It's far more important than that. Your mission is to retrieve the artifact. We've surveyed the region as best we can. Reports that have trickled out over the past hundred years indicate that the journey itself to the castle will be treacherous. SVETLANA: Why is it so important to retrieve this stone? No one here can utilize it's full potential. I suspect that not even I would benefit from it's powers since my half-human blood gives me many of the benefits this stone is rumored to bestow. COLONEL: As you know, our trophy hall is filled with weapons and artifacts of great power that would allow an individual to rule the world, should he wield them properly. By keeping them here under lock and key, we can ensure that they never fall into the wrong hands. STRANGER: Why not simply destroy them? COLONEL: Some cannot be destroyed. We've tried. Others may prove...useful to us in the future. In the even of another Great War, we have weapons that would guarantee our victory against any odds. Returning to business, we've done some preliminary reconnaissance. Our operatives couldn't penetrate very deeply into the foothills. The entire area is crawling with werewolves. SVETLANA (looking at Stranger): I thought you killed all the werewolves in Germany. STRANGER (grunts): Hmm. COLONEL: We tried to find relatives of anyone from the Gaustadt region. We couldn't find one person with any connection to the area. We do know that small villages in the area were inhabited as late as the 1850's, but since then, no one has had any first-hand contact with anyone from that region. All the information you need is on your desks, and your travel arrangements have been made. Good luck, and be careful. **Svetlana rises and walks out** SVETLANA: Meet me at the elevator when you're ready to leave, Stranger. You know have control of the Stranger. Talk to Hiram. He's just outside the briefing room. Then enter the gym, which is located to Hiram's right, and talk to Moloch, Khen and Haystack. When your finished, leave and head for the Lab, which is the door above Hiram. Go and talk to Doc Holliday. **Doc Holliday is doing something scientific** HOLLIDAY: Stranger, can you com back later? As you can see, I'm extremely busy. **Returns to work** STRANGER: I have to leave on a mission soon. HOLLIDAY: I see. And you want to know if I have any goodies for you. What's the mission? STRANGER: Werewolves and Vampires. HOLLIDAY: Vampires? Svetlana just returned from her last mission; I don't suppose she's going on this mission with you, is she? STRANGER: Yes. HOLLIDAY (amused): Interesting. Well, I've got the standard aqua vampira that Hamilton Killian helped develop. "Better than holy water," he always said. And I have a new item that I just finished. I haven't had time to field-test it yet. Basically, it produces artificial sunlight. It takes a while to charge up, but when it does, it ought to fry any vampire and, at the very least, temporarily blind anything else. HOLLIDAY: You'd better not accidentally shoot a team member with it. Especially Svetlana. (to herself) Hmm... I wonder if this machine will even have an effect on a dhampir? (back to regular conversation). Either way, it might not be a good idea to use this if you and Svetlana are going to be in close proximity during the mission. STRANGER: I'll take my chances. What do you call it? HOLLIDAY: It's the Charged Radiance Emitter, or, more colorfuly, "The Sun of God". STRANGER: Nice. Anything else? HOLLIDAY: Werewolves, huh? Where did you say you were going? STRANGER (hesitant): Germany. HOLLIDAY: I thought you killed all - STRANGER (quickly interrupting, annoyed): What else do you have? HOLLIDAY: Sorry, Stranger, just the standard silver bullets. I've been very busy. You're lucky I was able to finish "The Sun" before your mission. **Holliday returns to work** Walk over to the workbench and pick up the doctors bag and all the silver bullets. If the Stranger tries to pick up anything else, Holliday will scold him. Once you have everything, leave and meet Svetlana at the elevator. Open the elevator door to start the mission. ===---===---===---===---===---=== [4.2] Scene 2: Falkenburg Village ===---===---===---===---===---=== **Outside the city wall, the Stranger and Svetlana emerge from the mountain trails that have isolated the village. As they are passing a small cemetery, the earth of one of the graves' moves and a body rises from the muck. The Stranger draws his weapons.** STRANGER: Watch out! SVETLANA: Wait! This one's not a monster. STRANGER: Are you crazy? He just climbed out of a grave. SVETLANA: I'm telling you, he smells of life. **The man, who turns out to be Tormah Klienshenck, has risen and dusted himself off. He starts to run when he spots the two agents. The Stranger steps before him to stop him.** STRANGER: Who are you? TORMAH (mad, frantic and panicking): Sentinels! No! They're everywhere! SVETLANA: Sentinels? What are these Sentinels? TORMAH: Huge, monstrous things! Hideous things that will devour you whole! STRANGER: Come on, Svetlana. He's crazy. TORMAH (laughing hysterically): Ha, ha, ha! I'm crazy? You've come here of your own free will? You're crazy! You'll never escape. STRANGER: You obviously escaped. TORMAH: Yes. But I'm not crazy. I'm a genius! I hid in a coffin with my friend's corpse, so when they buried him out here, I could escape! **Wings flapping sound in the background. Tormah is frightened and flees.** TORMAH (as he flees): They've found me! **Once Tormah is gone...** STRANGER: What was that all about? SVETLANA: I'm not sure. He was totally mad. But one thing I am sure of: there are vampires here. I can smell them. Did you see the bite marks on his neck? STRANGER: Yes. At this point, you have control of the Stranger. Keep walking past all the graves until you come to a crypt with a gate. Walk up to it and try to open it. STRANGER: I can feel air coming from this crypt. It smells like fresh air. It might open into the town somewhere. The crypt is locked, so you need to find a key. Head down the hill that Tormah ran down and walk around to the right side of the town walls. You will see a pair of dead bodies and a box. Get the key on the ground near the first body. Be careful, as the other ghoul isn't dead and may attack. Kill it, then search the box to find 200 Ordinary Bullets. Go back to the crypt by the graveyard and use the key to open the gate. STRANGER: Let's go. **After a few steps in, Svetlana drops to the ground.** SVETLANA (grabbing her head): I can't go in! We're nearing holy ground. STRANGER: We just tromped through an entire graveyard, why stop now? SVETLANA (in pain): That little graveyard was never consecrated. It's not holy. But the ground here burns my skin. To go any further would be suicide. STRANGER (not disappointed): Fine. I'll go on alone. SVETLANA: I'll find another way in. STRANGER: Um-hmm. **Svetlana turns and moves toward the graveyard.** SVETLANA: Go ahead and enter the village through the crypt. Try to open the front gate. In the meantime, I'll look for another way in. Enter the crypt. You emerge in a decrepit, abandoned church. Outside, the town is deserted. As you enter the street, a Sentinel will fly down from above. Using Ordinary bullets, aim up at it's head and back up to give yourself room to avoid it and blast it until it's dead. Open the gate at the end of the street by pushing the lever. Before doing this, make sure the Sentinel is dead. Once the gate is opened, Svetlana will come in. SVETLANA: Excellent work. (looks at Sentinel) What in the world is that thing? I've never seen anything like it. Whoever summoned this beast must be very powerful. STRANGER: There might be others like it. SVETLANA: Did you find any villagers? STRANGER: Not one. They're either dead or hiding. SVETLANA: With monsters like this roaming the streets, I can't blame them. You once again have control. As you search for the rest of the Sentinels, enter the pub and collect the Doctor's Bag from behind the bar. All other doors in the town are locked. Once all the Sentinels are dead, the village Mayor emerges from his hiding spot. MAYOR (ready to flee): Are you friend or foe? SVETLANA: We are not your enemy. MAYOR: Well then, greetings. Welcome to the fair village of Falkenburg, strangers. I am the village Mayor. What might I call you? SVETLANA: I am Svetlana Lupescu. STRANGER: "Stranger" is fine. MAYOR: Very well. I have no idea how you found our little village; it matters not, I suppose. You should return now the way you came. You are both in terrible danger. SVETLANA: What? You mean these creatures? We can handle ourselves. MAYOR: But don't you see? It is only a matter of time before an army of those things is sent to replace those you have slain. Please leave. It will benefit no one for two more people to suffer as our town suffers. STRANGER: We didn't come this far to be dissuaded by one man's opinion. Tell us what you know, and keep it brief. You can worry about our safety later. MAYOR: A great evil has befallen us. You've seen some signs of that evil here. The oppression from Castle Gaustadt has become more and more severe since we settled in this valley after the bloody reign of Andronicus Comnenus. SVETLANA: Andronicus? Andronicus ruled in the twelfth century. MAYOR: Impressive. You know our history well. Our people have been here a long time, and each year our village falls deeper into ruin. I fear we've only a few years left. And because of your actions today, we might have even less time. Count Voicu's wrath will descend upon this innocent town when he learns his Sentinels have been slain. STRANGER: Count Voicu? MAYOR: He is the master of Castle Gaustadt, beyond the forest on the mountain that overlooks this valley. SVETLANA: Well us about this Count. He's not a normal man, is he? MAYOR: What do you mean? SVETLANA: He's a vampire, is he not? MAYOR (shocked): Well, yes. That is rumoured to be so. Why would you suspect such a thing? SVETLANA: I can smell it. And there were bite marks on a man outside this village. MAYOR: Man? What man? SVETLANA: He didn't tell us his name. He was babbling, warning us about the sentinels. MAYOR: Did he say anything else? STRANGER: That's all. MAYOR: How did he escape? The sentinels don't let us wander from town. SVETLANA: Apparently he hid in a coffin with a corpse and was buried outside of town. MAYOR: How clever. Well, at least one person has escaped the Count's iron grip. If that madman truly is a vampire, think of the horrors he must be inflicting upon our children. SVETLANA: Your children? MAYOR: Over the past year, the Count has taken all of our daughters, for what vile purpose we can only guess. We tried to fight back, but his sentinels are too many and too strong. SVETLANA: Now that the Sentinels are gone, we recommend that you flee the city. MAYOR: Never! This is our home. We may die defending it, but we will not run like cowards! We are a proud people, and if we leave, our daughters will surely die. **The Mayor looks at both the Stranger and Svetlana before proceeding.** MAYOR: I will not ask you to involve yourselves in this horror, but it's obvious that you are capable warriors. If you offer your help, we will accept it. But we will not leave this town. SVETLANA: We'll discuss this matter with Count Voicu. If we can't reason with him... STRANGER (interrupting forcefully): We will kill him. MAYOR: Our humble village appreciates your help. I pray - for the sake of our town and our children - that you are successful. You now have control. Walk around until you see another townsman. Talk to him. The Stranger's tone will not go over well with the townsman, and Svetlana will scold him. Talk to him again, and Svetlana will talk to him. You will receive information about Yuri, a trapper who lives in the woods. Once you're through talking, open the gate near the Town Hall and exit to enter the forest. ===---===---===---===---=== [4.3] Scene 2: The Forest ===---===---===---===---=== Once outside the walls, the Stranger and Svetlana enter the forest just as rain begins to fall. Follow the path under the fallen tree and walk toward the tipped wagon. You will find a Doctor's Bag around here. SVETLANA: The smell of werewolves is overwhelming. They are all around us. STRANGER: Why don't they attack? SVETLANA: They're toying with us. Surrounding us. They will attack soon enough. Look at this horse. Flesh torn from shattered bones. Follow along the path until you reach a fork in the road. Look down the right hand path and you will see two bodies. SVETLANA (surprised): It's a vampire! STRANGER: Staked through the heart. Is it holding another stake? Why would a vampire carry a stake? SVETLANA: A civil war among the vampires? STRANGER: There's a werewolf carcass over here. Must've been quite a fight. Grab the stake from the ground in front of the dead vampire. Turn around and continue down the left path. You'll come across another fork in the road. Turn left and approach the small hut ahead. If you talked to the townsman who told you about Yuri, Svetlana will call to him. SVETLANA (shouting into shack): Yuri! We've come from Village Falkenburg. We're travelling to Castle Gaustadt. STRANGER: I don't think anyone's home. SVETLANA: The smell of life is fresh here. Someone was here recently, but he is gone now. Don't bother going in the shack; there's nothing there. Just to the right of the shack, you can make out a path that leads behind the shack. Follow it deeper and you'll come to a bridge that crosses a dam. Cross over the bridge to reach the causeway on the other side. You'll see a mill on your left. Walk down the steps on your left, then walk up the stairs to the mill. Follow the balcony to the front of the mill, and Svetlana will shout again. SVETLANA (shouting): Yuri! We've come from Village Falkenburg. We're travelling to Castle Gaustadt. YURI: Please come in. These woods are dangerous. Traveling to Castle Gaustadt? You choose a poor place to visit. Count Voicu does not welcome guests. SVETLANA: We've come to stop Count Voicu. STRANGER: Kill him, if necessary. YURI: Then my prayers are with you. My mastery is over the forest. If I thought I stood a chance of beating him, I would have traveled to the castle years ago and killed the Count myself. I'm safe from him here. He avoids the forest and the werewolves that live here. YURI: In an ironic way, I owe those beasts my life. My people once were gypsies, well versed in the darker arts. One of our talents was the art of skinwalking. When we first fell under Voicu's thumb, a troop of our bravest men volunteered to wear the skin of the wolf and take to the forest to protect us from the Count. Eventually, he learned to make the winged ones that can pass over the forest instead of going through it. The manwolves grew restless, hungry. YURI: After centuries of walking as beasts, our protectors forsook their allegiance to us and grew feral. Our once-warriors began to stalk us. They became as great a threat to use as Voicu himself. Now, only I survive. Those of my people not devoured by the wolves were taken by the vampires. YURI: Take whatever traps and medicines you think you can use. The traps can be used repeatedly. They are not lethal, but they can slow down the fiercest of beasts. Beware the traps I've hidden throughout these woods. Some are very lethal, and they do not discriminate between man and beast. **Yuri leads the Stranger and Svetlana upstairs.** Once upstairs, you will have control. Along the wall, take the Doctor's Bag, two wolf traps, an Axe, a Crossbow with 20 wooden bolts and 70 Blessed Bolts. You can find some silver bullets in a chest. Once you've collected everything, return to the first shack you saw and go down the other fork in the path. Be careful along these woods, as the traps Yuri set are around. The first trap is close. You'll see a pile of werewolves nearby. Slow down and walk. You'll see the faint outline of what appears to be a brown rope. Walk so the Stranger touches the rope, and a log will come down, swinging back in forth across the path. As soon as the log comes to a stop, walk around it and continue on. You'll spot a dead vampire and a dead werewolf up ahead. Follow the path that is closest to the road sign. This will take you past another dead werewolf. Draw your Pistols and load the Silver Bullets before continuing. A bit after the dead werewolf, a trio of werewolves is waiting to ambush you. As soon as the camera changes views, open fire as they leap from the trees. Once they are dead, continue on. Four more werewolves will attack just ahead. Keep following the path after killing them through the tunnel ahead. Approach the large clearing past the next road marker. There are several Werewolf ambushes around it. Make use of Yuri's traps by leading the werewolves into them. Walk to the left of the road marker, and you may or may not be attacked by werewolves. As you walk, you'll notice more of Yuri's traps; stay to the side to avoid these. Near the back of this clearing, you'll find a narrow path through the trees. Follow it and be prepared to kill the four werewolves that attack. Follow the path deeper into the forest and kill four more. Past the next road marker, you will come to a suspension bridge. Approach the bridge. SVETLANA: This bridge doesn't look too safe. I think we should try to find another way across. Walk to the left along the edge of the cliff. When you come to the end of the cliff, Svetlana will make a jump across the chasm. Return to the suspension bridge. On your way back, you'll encounter two more werewolves. Looks like the Stranger will have to use that bridge after all. Save your game. To make things easy, instead of walking on the bridge, step outside of the rope and walk along the very edge, on the support cables. The planks will collapse, but at least the Stranger won't go with them. Once accross, Svetlana will join the Stranger, and you can proceed to the castle. ===---===---===---===---===--- [4.4] Scene 4: Castle Gaustadt ===---===---===---===---===--- As you approach the castle, Svetlana and the Strange split up in search of the Count. As you enter the castle, you'll notice the closed gates ahead. Look to your left to see a small doorway, and go through it. Kill the Ghoul that emerges from the crypt, then then enter the doorway beyond. Turn to the right and walk past the dead Vampire Bride. A Sentinel will attack. Kill it and keep going. Just past the dead Vampire Bride ahead, two Gargolyes will attack. Kill them, then quickly kill the Sentinel that attacks. In the outer courtyard, you'll find the Chapel. Enter and push the statue onto the symbol in the center of the room. This will reveal a small alcove in the floor containing the Holy Relic. This is a key artifact, so don't forget it. Return to the area just outside the castle doors. Open the doors to the castle and kill or knock down the four Ghouls inside. There are three doors here. You can reach the Throne room by going through any door. Inside the Throne room, kill the Gargoyles and Ghouls that attack. Behind the dais is a small chamber with lots of Ghouls inside. Kill them all. Climb the stairs and get the Bullets and Wooden Stakes from the chests above. Also grab the Restorative Tonic from the table. Return to the Throne room and walk all the way across to enter the room opposite the Thrones. Walk up the stairs and kill the two creatures above. Open the cell door and get the Restorative Tonic and Bullet from the chests. Follow the stairs up, and they will take you to the roof. Once up there, kill the two creatures, then enter the tower on the right. Kill the Ghoul and grab the Tower Key on the roof. Leave and use the key on the left tower. Kill the Vampire inside and get the Bell Tower Key from the chest above. Go through the hole in the wall to the stairs below and climb up to the top. Climb the next set of stairs, and you will run into Svetlana. STRANGER: Svetlana! Do you need any help? SVETLANA: I don't need any help. You're the one who needs help. **Svetlana swipes at the Stranger and jumps away.** STRANGER (to himself): What the hell? Crazy bitch! SERVANT (from behind): She's not the woman you knew before. STRANGER: Who the hell are you? SERVANT: To serve my master, I need no name. STRANGER: What do you know about her? SERVANT: The dhampir? She's been changed like all the others. STRANGER: How did you know she was half-vampire? SERVANT: The Count has taken particular interest in her ever since the two of you arrived. Her special abilities will be of great use to him. STRANGER: There's no way she would ever serve a man like the Count. SERVANT: Believe me. She is not the woman you brought here. When the Count takes a woman as his bride, she changes. She belongs to him now. STRANGER: No way. She leaves with me. SERVANT: As long as the Count lives, none of his brides will leave. With you or anyone else. STRANGER (cocking guns): Very well, then. SERVANT: Don't be a fool. You can't kill him. He's immortal. STRANGER: If you only knew how many immortal creatures I've killed. **A loud noise startles the Servant.** SERVANT: Someone comes! **Servant runs away.** A Sentinel flies from above. Kill it then open the Bell Tower door and enter. Inside, there are several Vampires hanging upside down. Don't shoot a weapon or try to attack, as they will not do anything unless disturbed. You can open the chest without awakening them. Be careful of the hole in the floor; falling through will sign your death warrant. Inside the chest is a Special Book. Grab it and go back down to the roof near the two towers. Kill the creatures on the way, and enter the room on the other side of the roof. The first two rooms in this hallway have statues that should be destroyed. The next room has a trap waiting for you. As soon as the Stranger enters, metal rails fall and cover the door, and three Ghouls attack. Once they are dead, get the Restorative Tonic from the chest in the back, and push the lever to raise the metal rails. Follow the hallway. There are two Vampire Brides through the doorway. Use Wooden Stakes to kill them. Follow the main hallway around to the right, and walk through the opening in the hallway beyond. Turn right and you'll enter a small courtyard where a Vampire is waiting to attack. Kill it and enter the door across the courtyard. Follow this hall down the stairs and open the door in the chamber below to enter the dining hall. Enter the doorway at the head of the table and kill the Vampire Bride and the Succubus beyond. Grab the 100 Blessed Crossbow Bolts in a chest in the first room on your right. Follow the hall and you will enter a chamber with a huge mirror. Open the door across the chamber and kill the creatures that attack. Walk out onto the roof and drop down to the roof below. SAVE YOUR GAME NOW! Walk, don't run, up the leaning board and jump across the broken platforms to get to the other side. Walk along the top of the wall and drop through the hole to gain entrance to the Library. DO NOT jump to the ledge outside the door; it wall fall away, sending the Stranger to an untimely demise. Grab the key from the shelf. See that book stand in the middle of the room? Place the Special Book you got from the room with the hanging vampires there. This will open a secret panel behind a picture in the library. Enter the room behind the painting and kill the Ghoul that attacks. Get the Dungeon Key from the table and walk behind the tapestry nearest the chair to grab a Doctor's Bag, some Blessed Crossbow Bolts and some Bullets from the chests. Cross the room and walk up the stairs behind the other tapestry. Push the lever on the landing to open a secret door. There are several Vampires waiting in here. Lure them out and finish them off. Go back to the Throne room and enter the room opposite the Thrones. There is a square hole in the floor with a ladder leading down. Climb down and walk through the opening. Follow the steps to the bottom and get the Blessed Crossbow Bolts from the chest. Walk back up and use the Dungeon Key on the barred entrance to enter the Dungeon. ===---===---===---===---===---===---=== [4.5] Scene 5: Castle Gaustadt Dungeon ===---===---===---===---===---===---=== You enter the Dungeon in a small room with a skeleton and a chest. Get 275 Ordinary Bullets out of the chest, then push the lever to open the gate and drop down the opening. A Sentinel will attack you. Kill it and push the lever across the room to open the gate ahead. Enter the next room and follow the path to the doors across the watery room. Open the left door and kill the Ghouls. There is an Imp on the steps in the next room. Kill it and step onto the landing below. Several Vampire Brides are waiting in the room beyond the landing. Kill them and get the Dungeon Key from the table. There are Ordinary Bullets and Blessed Crossbow bolts in the chests in the corner, and Restorative Tonic from the floor. Go back to the landing in the water room and enter the other door. Walk upstairs and walk behind the open gate. The floor will lower, allowing you to get the Dungeon Key. Grab it and jump below. Cross to the other side and the floor will once again lower. Get on it and ride it to the top, then step off. Kill the Ghouls and walk down the stairs behind the next doorway. Enter the tunnel below and kill the Ghoul who is ahead. Lure the Vampires into the narrow tunnel to finish them off. In the next room, push the two levers. One opens the bars and the other raises three platforms in the water room. Walk through the opening and across the three platforms to reach the door. There's a Ghoul on the stairs, so kill it and then walk up. Kill the Ghoul in the next room. SAVE YOUR GAME! Now time a run past the pendulum. Once again, SAVE YOUR GAME! You must make three perfect jumps to get across this chasm. Walk to the edge of each platform, and do a standing jump. Be sure your at the edge before jumping, and you will make it perfectly. Save your game after every successful jump if you want. Kill the three Vampire Brides, then get the Precious Gem from one of the coffins. Repeat the jumps again (saving your game after every successful jump) and then pass the first pendulum. In the pendulum room there are two doors. Open the only door that is unlocked and enter the long hallway. Kill the Ghoul and enter the chamber below. Put the Precious Gem on the pedestal to open a secret door. Get the bullets from the chest behind you and enter the door. Cross into Count Voicu's chamber. Walk around the room, avoiding the lava, until you get to a bridge. SAVE YOUR GAME NOW! Walk across the bridge. Count Voicu will rise out of the coffin and turn into a huge flying creature. Use your Pistols to drain his health, and when he finally lands in his vampiric form, switch to the Holy Relic, rush over to him and kill him. After you've killed him, grab the Sanctum Key near his coffin and return to the pendulum room. Go to the other door in this room and use the key to unlock it. When your inside, the Stranger will have to kill a few more Vampire Brides. Don't waste your ammunition on the ones flying; wait until they land to kill them. Once they are all dead, walk up to the middle tapestry in the back of the room and you'll see a pair of feet sticking out from underneath it. Press ACTION and watch the game take over. **Stranger rips the tapestry from the wall and draws his guns.** BRIDE (crying): Please let me go! I'll do anything, just let me live! STRANGER (demanding): Did you taste the Count's blood? BRIDE: I don't know. STRANGER (hostile): Did you taste the Count's blood? BRIDE: I don't know what you mean! STRANGER (lowering guns): Very well. I won't hurt you. I'll take you back to Falkenburg. BRIDE: Falkenburg? STRANGER: Yes, your home- **Stranger goes silent and studies the portrait that was hidden by the tapestry.** BRIDE: I'm not from Falkenburg. STRANGER (to himself): The mayor? STRANGER: What do you know about the man in this portrait? BRIDE: I've never seen him before. **Svetlana enters the room and the Stranger draws his guns and aims at her.** SVETLANA: Stranger! What are you doing? STRANGER: I'm about to kill you. SVETLANA: Are you out of your mind? How many times do I have to tell you that being half vampire doesn't make me evil? STRANGER: You sound like you're back to normal now. SVETLANA: Almost. I feel like I've been kicked in the head. My ears are ringing. I had to fight off the Count's influence, and it wasn't easy. SVETLANA: I vaguely remember talking to him, but it's all a blur. He drove his own will into my mind and controlled me like a puppet. SVETLANA: I've never had my mind taken over like that before. He was extremely powerful. STRANGER: Not powerful enough. SVETLANA: It's ironic that you saved me, considering our past. STRANGER: We have no past. SVETLANA: Try as you might, you can't forget everything. STRANGER: I can. SVETLANA: If you say so. Shall we be off? It looks like we've managed to save at least one of the village's daughters. SVETLANA (to bride): What's your name? BRIDE: Nadia. SVETLANA: Come with us. Your parents in Falkenburg will be delighted to see you. STRANGER: I'm not so sure about that. She's not from Falkenburg. In fact, I don't think anything the Mayor told us was the truth. Look at this portrait. SVETLANA: The Mayor of Falkenburg? STRANGER: I think he has held other titles in the past. SVETLANA: I knew it! I thought the scent of vampires was too strong in that town. I assumed that the Count and his minions had left that smell. It makes perfect sense now. STRANGER: What makes perfect sense? SVETLANA: The Mayor is the true lord of this castle. The Count was his son. The old vampire and his retainers must have been banished to Falkenburg. Exiled from his own kingdom and herded with werewolves. SVETLANA: The crazy man we met outside the village wasn't escaping from just the Sentinels. He was escaping from the themselves. They are vampires, and he was meant to be their food. STRANGER: An entire town of vampires held captive by the Count? Why didn't he just kill them all? SVETLANA: I don't know. **The Mayor materializes** MAYOR: Perhaps I can explain. **Stranger draws his guns on the Mayor** STRANGER: You made a huge mistake showing yourself now that I know who you are. MAYOR (annoyed sigh at Stranger's remark, addresses Svetlana): Clever girl, this one. I thought she might have been a dhampir when she first came into the village. I thought for sure she would detect us, but she never put the clues together. SVETLANA: So I was right? The Count was your son. MAYOR: Yes. That insolent bastard. Now that you've killed him, my people and I can return home to this castle. SVETLANA: Stranger, put your guns away. STRANGER: You know I have no sense of humor. **Svetlana steps between the Mayor and the Stranger** SVETLANA: I'm not joking, Stranger. MAYOR: You'd be wise to do as your friend says. STRANGER: I have no friends. MAYOR: Then you would be wise to make her one. MAYOR: The reason my son did not kill me was because he did not know how to properly utilize the Yathgy. Until I revealed it's secret to him, he knew he could not kill me. But I would not give up that secret easily. STRANGER: The Yathgy? MAYOR: Yes. Now that it's back in my control, things can return to normal around here. MAYOR: My son managed to separate me from the Yathgy long enough to overpower me. I've spent the past hundred years waiting for the misused power of this stone to destroy him. Thank you for accelerating the process. MAYOR: My followers and I have tried to reclaim the castle by force on a number of occasions. You might have seen the aftermath of those attempts littering the forest and this castle. And beyond my son's resistance, the werewolves of the forest interfered with out attempts as well. There were times when three separate forces met in those accursed woods. MAYOR (to the Stranger): You've proven yourself quite capable. If you weren't a mere human, I'd ask you to join me. As it is, I would be honored if this lady were to join my ranks. SVETLANA: No thanks. I have other obligations. MAYOR: A foolish choice, my dear. Now I suppose there's nothing left for me to do but kill you. **Stranger draws his guns again, but the Mayor just laughs** MAYOR (laughing): But since you've helped me regain my castle and the Yathgy, I'll overlook the fact that you my minions and the brides I have taken the past millennia to collect. You may live. You are free to leave this castle. Take with you this pitiful girl-child who my son failed to make his own bride. But know that if you ever set foot in this house again, you will belong to me. SVETLANA (bowing gracefully): Thank you, kind sir. **Svetlana leads the Stranger away** STRANGER: What about the stone? SVETLANA (quietly): The stone stays, Stranger. We leave. Now. STRANGER: Not until our mission is complete. SVETLANA: Stranger, you cannot see the things that I see. You must simply trust me when I say his offer to leave must be taken. His son, the Count, was a frail degenerate compared to him. STRANGER (disgusted): So our mission was a failure? SVETLANA: Not necessarily. I doubt this man will make the same mistake twice. He will not allow another to overthrow him. SVETLANA: And whether the Yathgy is locked in Spookhouse's basement or in this Vampire's castle, we at least know where it resides. STRANGER: But he is a bloodsucking vampire! As soon as we leave, he'll be out looking for more food and new brides. Innocent humans will have their lives torn apart. SVETLANA: We'll deal with him when the time is right, but there's nothing the two of us can do about it, alone. Throwing ourselves at him would be suicide, so calm down... SVETLANA (after a pause): Besides, you already got to kill a really powerful vampire today, so cheer up. STRANGER (grunts at her humor): Hmm. **Svetlana strides away with the Stranger and Nadia walking grumpily behind her** CONGRATULATIONS! You have completed Act 1! Return to Spookhouse HQ for your next assignment! ===---===---===---===---===---===---===---===---===--- [5] Act 2: Texas, 1931 "Tomb of the Underground God" ===---===---===---===---===---===---===---===---===--- ===---===---===---===---=== [5.1] Scene 1: The Train ===---===---===---===---=== **Stranger boards a train and takes a seat opposite his partner Hiram Mottra** STRANGER: Okay, what's the situation? HIRAM: A sheriff in Redeye, Texas, called in a strange request to the authorities in Chanford. The police in Chanford took it as a request for medical assistance, supposedly due to an outbreak of some unknown skin illness. Chanford sent a couple of doctors expecting to find some kind of minor skin fungus or similar malady. HIRAM: We, on the other hand, suspect the sheriff's references to "zombies" and "monsters" weren't the hysterical ramblings of a small town police officer. The Chanford doctors failed to report back after spending a day in the small town, so we're sending in our own "doctors". Scat Dazzle is already in Redeye. He'll meet us at the train station. STRANGER: Why so nervous? HIRAM: I fear that we may be in grave danger. STRANGER (matter of factly): It's our job to be in grave danger. HIRAM: I think someone is following me. STRANGER: Who? HIRAM (becoming more and more frantic): I don't know. That's what frightens me. Normally, I can feel the thoughts of anyone who focuses on me, but so far none of the people on this train have expressed any sort of hostility toward me, even in their thoughts. But I can feel the anger aimed at me. It's been boring into my brain since I left Virgina. STRANGER (curious): You can't tell who it is, where it's coming from? HIRAM: No. I can feel a general pressure all around me. There's no direction, or I could track the culprit down. **Hiram gives a small note to the Stranger** HIRAM: I found this in my luggage. STRANGER (reading): "For the insidious crimes against my people, your people will see ruin." What the hell does that mean? HIRAM: I have no idea. What people could we have ruined? STRANGER: I can't think of any people, as such. But we've wiped out entire civilizations of monsters: vampires, werewolves, changelings. Perhaps a survivor of one of our horucide projects is seeking revenge. **Train suddenly accelerates** HIRAM: Something's wrong! We're going to fast! **Hiram goes white with fear** HIRAM (frantically): Oh no! I can feel him! He's close! He's close! The one who's been following me... Oh my God, Stranger, it's... **A massive claw shatters the window and drags Hiram's body out before he can finish** STRANGER: What the hell? **Stranger steps back, drawing his guns and firing at the window, but there is no sign of Hiram or the monster** You now have control of the Stranger. There are two people in this car, but once the Stranger approaches them, they turn into werewolves. You cannot shoot them until the fully change though. Once both are dead, head out the front of the car (toward the camera), as the other door is locked. STRANGER: Damn. I wasn't expecting Werewolves. If Hiram packed as extravagantly as usual, I'll bet I can find more appropriate weapons in his baggage. Once outside, jump to the other car and climb one of the ladders to reach the baggage car roof. Climb down one of the ladders and walk toward the stack of crates inside. Hiram's crate is the one on top of the middle stack. Draw your Pistol's are aim at the crate. The box at the bottom is dynamite and if you shoot it, you can say "bye bye Stranger". Grab the Doctor's Bag and the Silver Bullets from the crate, then climb the ladder at the front of the car. The next car is a flatbed with a small shack on the back. Jump to the car ahead and climb to the roof. Don't drop down into this car, as it's the meat car and you'll have to fight un-necessary werewolves. Run forward and leap to the tender ahead. Get the Ax near the steps, then climb onto the coal. Jump from the coal train to the top of the engine, then go down the ladder on the left, grab the key from the dead engineer and make your way all the way back to the top of the meat car. There is a werewolf here, so have your Pistols loaded with Silver Bullets ready. At the end of this car, walk to the very edge and kill the werewolves below before climbing down. Once down, cross the flatbed car and jump to the baggage car roof. There is another werewolf here, so be prepared to kill it. Once it's dead, jump to the roof of the third class car for a confrontation with AlphaWerewolf. ALPHAWEREWOLF: You! You and all your kind will die! You, who scattered my tribe to the four winds. You thought that you killed us all, but we have survived. You will not survive. **AlphaWerewolf leaps to another car, and gives you two werewolves to kill** STRANGER: That was the Alpha of the Hokkendire tribe. I had a feeling we didn't wipe them out completely back in '24. After you kill the two werewolves, climb down the ladder at the end of the car and enter the next one, using the key to unlock the door. There is a lady sitting near the front, but once you approach her, she will turn into a werewolf, so be ready to kill her. Open the door at the end, and kill the werewolf outside. Step into the next car, which is completely empty. Approach the end of the car and you'll find that the door is barred from the other side. Use the Ax to chop down the door. SAVE YOUR GAME NOW! Climb the ladder to the roof, and you'll meet AlphaWerewolf for the final confrontation. ALPHAWEREWOLF: Most formidable. I feel less insulted knowing that it was you who destroyed my tribe. When I've built a new tribe, we will honor your death on this day. As soon as the cinematic is over, open fire. Keep firing and backing up to give yourself some breathing room against the Alpha. Once he is dead, the Stranger will jump from the back of the train. ===---===---===---===---===--- [5.2] Scene 2: Redeye, Texas ===---===---===---===---===--- **Reverend Jim Maynard welcomes the Stranger as he is dusting himself off from the jump** REVEREND: Dear Lord! Are you okay, son? STRANGER: I'm fine. REVEREND: I assume you must be Scat Dazzle's partner. STRANGER: Where is he? REVEREND: Eh... I don't know how to tell you this, but he has passed on. STRANGER (skeptical): What happened? **Reverend leads the Stranger towards the church** REVEREND: Please, we can't stay out here. Come with me. I'll explain on the way. STRANGER: What's the shovel for? REVEREND: I used to dig graves with it. But it seems all the graves I've dug for the past twenty years weren't deep enough to hold the people I laid to rest. STRANGER: You mean...? REVEREND: The dead walk. STRANGER: So? REVEREND (surprised by Stranger's disinterest): Look, I guess in your line of work, this may not be disturbing, but it's a little bothersome to me. In the past week, I've seen people, who have been dead for a hundred years, rise from their graves. I've seen people I knew when they were alive come back from the dead. But they're not the same. They're monsters. STRANGER: And the shovel? REVEREND: Hmm? Oh, now the only use I have for this thing is as a weapon. It's not in my nature to kill, mind you, but these things are already dead, and they're evil. I'm sure the good Lord doesn't have anything against me knocking their heads off. That seems to be about the only way to put them down for good. **They are now in the church, and Scat Dazzle lays dead under debris** REVEREND: He died guarding the church. He'd holed up on the roof and shot anything that came this way that wasn't human. Something went wrong, and the roof collapsed. He'd said that you were coming to assist him, so I went to meet you when I heard the train coming. **The Stranger searches through Scat's stuff** REVEREND: He's dead. I checked. STRANGER: Not for long. Damn. I need rum. REVEREND: I, uh, have some Scotch. STRANGER: That won't work; I need rum. REVEREND: There's a saloon in the middle of town. But this really isn't the time. STRANGER: Yes. It is. Break the stained glass behind the podium and grab the Scotch. Walk outside and church and grab the shovel by the tombstone. Kill the zombie that rises from the ground and make your way toward the town. The Saloon is just on the left, right past the Sheriff's office. There are a lot of zombies around, but the shovel is more than enough to put them down for good. Kill the zombie and the dog that attack just in front of the saloon, then enter the saloon and grab the bottle of rum from the counter. Return to the church and press the ACTION button on Scat's body. STRANGER (to Reverend): You might want to turn away. I suspect your religious sensibilities might be offended by what I'm about to do. **Stranger sprinkles dust on Scat. Lights and smoke form, and Baron emerges from a cloud. Stranger offers the Baron cigars and rum** BARON: Ah, the legendary Stranger. The man of mystery. You know, your dark past is not so secret in my realm. I know all about you. STRANGER (flatly): Fascinating. Just revive Scat and be on your way. BARON (laughing): Easy, mon. Don't forget who you're dealing with. STRANGER: You have your cigar. You have your rum. All the blood you need is in a pool beneath your host. Do your business and be off. BARON: Heh! Pray you never owe me a favor. **Baron kneels over Scat's body. More light and smoke appear. Baron fades away. When the smoke clears, Scat stands, shaking his head** SCAT: What happened? STRANGER: You died. Again. I used your powder to summon Baron Samedi. He revived you. SCAT: Hey, thanks. There are still people out there. I've heard them crying for help. Find them and bring them here. I still feel a little weak, but I can stay here and guard this place. Once I feel a little stronger, I'll come out and help you. STRANGER: Very well. REVEREND: There are a couple farmhouses on the other side of town. I haven't had the courage to go there myself, but the Jenkins and the Smiths were alive the last time I saw them. STRANER: I'll bring them back, and anyone else I find. Clear out the zombies along the main street. This makes it somewhat easier for you when escorting the townsfolk. Enter the Telegraph Office, kill the two zombies and grab the Doctor's Bag in the small office, then leave. Go to the Outhouse right across from the Sheriff's Office and open the door. Inside you'll find Buford, the first civilian you'll rescue. BUFORD: Oh, dear, sweet mother of mercy! Don't kill me! STRANGER: I'm here to help. You'll be safe in the church. Finish your business and I'll take you there. Return to the church, guarding Buford at all times. Once at the church... BUFORD: You're an honest-to-God hero, you know that? STRANGER: Yes. For some kicks, speak to Buford again. BUFORD: I'm been hiding in that Outhouse for two days! STRANGER: I can tell. Return to the main street and walk inside the Sheriff's office. **The Stranger enters and is greeted with a near fatal shotgun blast** DEPUTY DAN: Die! STRANGER: Settle down, I'm here to help. Shoot at me again and you'll lose the other arm. I'm gathering everyone together in the church for safety. DEPUTY DAN: I'm safe enough right here. That door is locked, and no one's getting in here. STRANGER: But you're wounded. DEPUTY DAN: I'll be fine. STRANGER: You can't even cock that Shotgun, much less aim it with only one arm. Come with me and you'll be safe. DEPUTY DAN (after a pause): I guess you're right. But I can't leave this cell. I don't have a key. The Sheriff took it with him and he went to check on the saloon. Grab the Doctor's Bag and the Bullets from the shelf and chest, then head to the Saloon. Kill the zombie Sheriff and grab the key from the corpse. Walk upstairs and kill the zombie banging at the door. After he's dead, walk toward the door. DIXIE: Help! Somebody please help! STRANGER: Let me in. I will take you to the church. You'll be safe there. DIXIE (frantic): How do I know you're not another one of those monsters? STRANGER: Because they don't offer to help. **After a moment, Dixie opens the door and follows the Stranger** Don't open the other two doors, as there is nothing to do but waste ammunition on two needless zombies. Open the door closest the stairs and take Dixie down the back stairs. Head to the church to drop her off, then return to the Sheriff's office. Dan will give you his Shotgun once you release him. Check the chest inside to get some shells. Once you leave the jail, you'll be ambushed by four zombies. Stand in the doorway so Dan doesn't get hurt and kill the four zombies. Once you get Dan to the church, walk all the way down the main street until you get to a fork, with two farmhouses, one to the right and one straight ahead. Take the path to the right. As you get close to the house, a zombie dog will attack you. A zombie cow will come from around the house. Kill both, then enter. Enter the basement through the door directly across from the door you came in. You will find two zombies eating some person. Kill them and walk to the door in the corner. Two more zombies will break through the window. Kill them then enter the room. You'll find bullets in the chest and two boxes of dynamite. Hit the light switch to turn on the outside lights, but if you do, a zombie will crawl in. Go back upstairs and head to the second floor. Once on the landing, enter the door on the left and kill the zombie that breaks through the window. Grab the Shotgun Shells in the chest. Enter the next room and you'll meet Ma and Pa. PA: Get back, fiend! I'll do ya'in, just like I did all your other demon kin! STRANGER: Calm down, old man. If you want to stay alive, come with me. PA: Forget it! We're staying right here till this whole thing passes over. STRANGER (turning to leave): It's your funeral. MA: Wait! Where're ya gonna take us? STRANGER: You'll be safe at the church. PA: That's all the way across town. How are we supposed to get there? STRANGER: Just follow me. MA: Well... okay, we'll follow you. A zombie will crash through the window as soon as you finish talking. Kill it and leave the house. There are four zombies in the yard, so kill them. As you walk toward the church, try to stay far ahead of the Smiths so you will be able to take out any zombies easier. They will complain, but don't worry about them. Once you are at the church, go inside and talk to them. MA: Uh, excuse me, sonny, but do you think you could go back and save our children? STRANGER (after aggravated pause): Why didn't you mention that while we were at your house? MA: Well, I wasn't sure we could trust you. Now I know that if anyone can save them, you can. They're in the Jenkins' basement, out back of the other farmhouse. They're hiding in the cellar and won't open the door unless they hear our special knock. **Ma knocks the knock that everyone knows. You know, the "do do do do do..... do do"** STRANGER (sarcastically): How original. I'll be right back with your children. Back at the other side of town, follow the path ahead and clear out the farmhouse. Kill the zombies in the sitting room and bedroom. When you enter the bedroom, you'll see another zombie out the window. Shoot it, then grab the shells and bullets from the dresser. Go back outside and start clearing out all the zombies. There's a zombie on the roof by the back porch. Draw the Pistols and back up until they auto- target the zombie. Kill the zombie trying to open the cellar door, then press the ACTION button on the door. The Stranger uses the special knock and after quick discussion, the kids come out. There will be a lot of zombies on your way back to the Church, so be on the lookout. Once in the church, the boy will talk to the Stranger. BOY: Are you going to hell, now? MA: Tommy! Watch your language, or you'll get a whippin'! BOY: But Ma, that's where all the monsters are! STRANGER: Where? BOY: The pit! I saw lots of monsters in there. It's really the doorway to hell. All the monsters are coming from there. I've seen it. PA: He must mean the old mine. It's been abandoned for years and sealed off but I think the kids have found a way into it. STRANGER (to Scat): What do you think? SCAT: The boy might be right. When I first got here, I noticed it. There's definitely something not right about that place. I asked around, but no one knows much about it. REVEREND: There was an accident there, and the mine was shut down. It's been abandoned for decades. REVEREND: A strange man came into town last winter asking about the old mine. But he disappeared. STRANGER: I'll look into it. How do I get in? BOY: The gate's locked, but I know how to open it from the inside. I'll help you! **Scene cuts right to the mine entrance. Boy crawls through a space and a moment later, the gate swings open and the boy runs out.** BOY: There you go, mister monster killer! STRANGER: I'll take you back to the church. BOY (laughing): Aw, shoot. I can outrun any of those old monsters. I'll go myself. STRANGER: Suit yourself. **The boy runs away, and the Stranger enters the mine** ===---===---===---===---===---=== [4.3] Scene 3: The Abandoned Mine ===---===---===---===---===---=== Follow the tracks until you see the entrances to tunnels A and B. Follow tunnel B, but make sure you don't fall into any of the holes. You'll soon reach a fork that goes left. Stay right and enter Tunnel C. Once you've arrived at a wooden bridge, walk across and look to the left. Cross the short bridge to the shack on the other side. Inside, collect the Shotgun Shells, dynamite, a gas mask and a battery. Turn on the light switches for tunnels A and D using the switches on the wall. Go back across the wooden bridge and go right along the second fork you passed to enter Tunnel D. Watch for the huge hole in the floor and jump over it. Keep following the tracks. If you pass a ladder on the left, your going the right way. When you reach a room full of boxes, BE CAREFUL where you shoot, as this room is full of dynamite. Pick up a crate of dynamite and place it on the transfer platform at the back of the room. Pull the lever to send the crate to the transfer room. Go back to the ladder and climb up. Follow the tracks above until you reach a set of steps and a landing. Put the Gas Mask on and enter the passage beyond the landing. In this room, you will find a Doctor's Bag, two bundles of dynamite, and two chests containing shotgun shells and bullets. Return to the tunnel to the landing and go back to the ladder. SAVE YOUR GAME, then make a running jump across the gap to the other side. Follow the tunnel to the transfer room. Pick up the dynamite from the transfer platform and walk across the room to the other side, and set the dynamite on the other transfer platform. Throw the lever to send the platform away. Go back to Tunnel C and cross the wooden bridge again. The dynamite is across the small wooden bridge, just outside the small shack. Grab it, then walk back across the bridge and continue down the tunnel until you come to a caved in wall. Put the dynamite anywhere near the cave in, back well away and shoot it. Put on the Gas Mask. Head down the tunnel and you'll see some Larvae in a pool of slime. When you come to a dead end, stay to the left. Toss some dynamite at the group of Larvae and enter the small tunnel on the right. In the next area, RUN LIKE HELL! The cavern is filled with Larvae, and you'll be much, much better off running then fighting. At the end of the cavern, you'll have to kill a Drone. Kill it and enter the doorway ahead. ===---===---===---===---===---=== [4.4] Scene 4: Temple of Gardath ===---===---===---===---===---=== Take the Mystical Stone from the podium holding it. This will release two Drones so be ready to kill them. Search the corpse for shotgun shells and continue around the corner. Drones await, so be careful. Keep following the path, and you'll eventually come to a large open area. Put the Mystic Stone on the pedestal with the shooting red light. This will split the beam and cause it to point at the four pedestals across the chasm. Step on the platform at the end of the corridor and hit the level to raise it. Follow the passage at the top until you come to a small room with a pedestal on the far side. Grab the Mystical Stone, then SAVE YOUR GAME! The sand colored floor will fall away, and you will have to make three jumps back across the chasm. Save your game after every successful jump. Return to the four pedestals beneath the huge creature and place the Stone on the pedestal that bears the same symbol. This will open a door. Enter this door. In this chamber, there are Larvae everywhere, so either avoid them or toss Dynamite in to wipe them out. There are also metal spikes on the ceiling, which aren't dangerous just yet. Cross the room quickly and get the Stone. Once the floor begins to rise up, duck into the small alcove (once the floor reaches that level) and you will be safe from the spikes. Go back to the pedestal room and put this Stone on the pedestal with the same symbol. Enter the door that opens. There is a huge jump in your way, so SAVE YOUR GAME before attempting it. Once you've cleared the jump, keep following the passage, and when you get to the end, SAVE YOUR GAME. Jump the crevices to get to the Stone on the pedestal beyond. Once you get the Stone, head back to the Pedestal chamber and place it on the pedestal with the same symbol. Enter the new door that opens. When you approach the first stone, DO NOT take it. It's a trap, and a watery substance will rise up out of that hole you see. Push the lever on the wall to open a secret door and follow this hall to the real stone. After grabbing the stone, SAVE YOUR GAME. You must make a timed run across as to avoid the spikes that shoot up from the ground. Return to the pedestal chamber and place the stone on the final pedestal. This will open the last door. Once you're through the door, you must walk across a suspension bridge. When you reach the pedestal at the end, grab the stone. Drones will swarm you, but you can't kill them. Don't worry; your not dead. The game is taking over. **Drones bring the Stranger beneath Gardath, where the Priest speaks for the first and last time** PRIEST: What's wrong with you? Why didn't you kill him? GARDATH: Hiator, trollor iannam. PRIEST: What? Replace me? It was I who summoned you. If not for me, you would have slept another ten millennia in this ancient pit! I awoke you. I gave you an entire town to feed on and this is how you repay me? GARDATH: Hiator, en gemner hotha il trae. PRIEST (looking at Stranger): I'm no longer useful? And this is what you choose to replace me? GARDATH: Hiacham, ju marl kron a hiator. PRIEST: This human is superior to me? You pathetic grub! I made you! I created you from the void you'd been banished to! If not for me, you'd - **Gardath orders the Drones to kill the Priest. Gardath then speaks to the Stranger** GARDATH: Hiator, il trae baota hough ree-ewn kiatag. STRANGER (grimly): The hell I will. **Scat emerges, summoning the Baron and with a flash of smoke and light, he hurls lightning at the Drones, freezing them where they stand** BARON: What a mess you've gotten yourself into this time! Without my help, you'd surely die. STRANGER: Where the hell did you come from? BARON: I see you've awoken an elder god. STRANGER: I had nothing to do with that. BARON (laughing): I know. There's no way a little man like you could bring this monster out of eternity. But you can send it back. This entire chamber is designed to contain that monster. All you need is a binding stone. It's disc-shaped with the image of that fiend engraved on it. STRANGER (showing stone): You mean like this? BARON: That's the one! The seal on the floor is incomplete without it. Place it in the center of the seam beneath the creature. I'll hold these foul beasts. As soon as the cinematic is over, run to the center underneath Gardath and place the final stone there. Lightning starts striking the God. Run across the bridge fast so you don't get crushed by the falling debris. BARON: You'd best get the hell out of here! Oh, and Stranger... You owe me one. **Baron Samedi laughs as he watches the God's chamber disintegrate** **Stranger and Scat are now outside the mine entrance** SCAT: This place feels different already. STRANGER: That thing is still down there. Asleep, but still there. SCAT: Surely no one will mess with it again? **Stranger says nothing** SCAT: Yeah, right. I'll get a Spookhouse containment team out here to clean up. CONGRATULATIONS! You've saved the town of Redeye and passed Act 2! ===---===---===---===---===---===---===---===--- [6] Act 3: Chicago, 1933 "Windy City Massacre" ===---===---===---===---===---===---===---===--- ===---===---===---===---===--- [6.1] Scene 1: Spookhouse HQ ===---===---===---===---===--- **Stranger is sitting in the briefing room, and Colonel Hapscomb is standing in front of the projector screen** COLONEL: There's been some peculiar activity in Chicago. Last night, one of Al Capone's hitmen, Jack "The Knife" Campelli, hit a speakeasy in East Chicago. STRANGER: Big deal. The Mob hits somebody every night these days. COLONEL: The thing is, we got a report from Elliot Ness's office two months ago that Campelli was killed in a shoot out. STRANGER: A clerical error. Between the Feds and the Chicago cops, I'm sure names and faces get mixed up all the time. COLONEL: We don't think so. We have a new informant in Chicago: Vincenzo Gasparro. He goes by the name Icepick. He's been telling us the same thing. Icepick saw a man who died two weeks ago gunning down members of a rival family last night. STRANGER: You're saying the Mafia is employing the undead now? That's ridiculous. COLONEL: Maybe not. We've learned that a German scientist named Enric Loathring immigrated to the United States three years ago. According to our intelligence, he's spent the last twenty years developing technology to raise the dead. STRANGER: Like Frankenstein? You're joking. COLONEL: I'm quite serious. If the Mafia has found a way to recycle their dead, even those who have been ripped to shreds, then it's out job to deal with it. STRANGER: Frankenstein? COLONEL: Frankenstein was fiction, Stranger. This is reality. Our own scientists are on the brink of similar technology. If we relied solely on "modern" medicine, half our operatives would be dead. Yourself included. We can revive a person who-by all known science-is dead, but even we can't do what Loathring is doing. If Capone's scientist has found a way to revive a man from virtually any degree of death, we're all in serious trouble. STRANGER (sarcastically): His undead army of evil will walk over the face of the earth. COLONEL (gravely): This is serious business, Stranger. What happens when the cops' bullets are useless against criminals? What happens when this savage abuse of nature spreads beyond Chicago. STRANGER (skeptical): If you say so. COLONEL: Icepick has infiltrated Capone's gang. He'll meet you at Pier 59 in Chicago. Icepick claimed to be on the verge of discovering exactly what Capone is up to, but we've lost contact with him. **Someone knocks at the door. Hapscomb walks over and opens it. General Biggs is standing holding his hat** COLONEL: General Biggs! Do come in. BIGGS: I'm not to early, am I? You said to be here at oh-nine-hundred hours. COLONEL: No, no, you're right on time, as usual. (addressing Stranger): Stranger, this is General Biggs. He will be acting as our liaison to the United States Army, so he will be popping in from time to time. Our relationship is mainly information sharing; however, if the need arises, he's the man who can get us an armed regiment to aid us. STRANGER: I thought the whole point of Spookhouse was to keep our information closely guarded. COLONEL: The General's men are fiercely loyal to him, and if they ever assist us, they will deny it to their deaths. Our secrets will not be compromised. We're all fighting for the same cause. (addressing Biggs): General Biggs, I would like you to meet our top operative. General Biggs, this is the Stranger. BIGGS: "The Stranger" huh? You aren't hiding something that we should know, are you soldier? STRANGER: Nothing that need concern you. BIGGS: Hrm... Well, the Colonel and I go way back, so if he says something, I take his word for it. And he tells me you're the best there is. It's a pleasure meeting a man that works so hard to protect our country. STRANGER (formal, not polite): Nice to meet you as well. COLONEL: Not to cut this short, but the General is pressed for time, and he and I need to discuss some issues. So we'll bring this meeting to a close. Watch your back, Stranger. BIGGS: Good luck, soldier. Walk to the elevator and hit the button to begin your mission. ===---===---===---===---===--- [6.2] Scene 2: Chicago Streets ===---===---===---===---===--- **Stranger enters the Pier. A voice calls out from the shadows** ICEPICK: "The world is a dark place." STRANGER: You must be Icepick. ICEPICK: Uh, yeah, but that ain't the password. STRANGER (annoyed at the routine): Don't start with me. Spookhouse sent me. Leave it at that. ICEPICK: Okay, now that we got that squared away, what should I call you? STRANGER: Stranger. ICEPICK: Eh, I've heard wiered names. **Icepick steps away from the shadows, and the Stranger draws his Pistols** ICEPICK: Hey, hey, hey! I thought we was jake! STRANGER: You're one of them. ICEPICK: "Them" who? STRANGER: One of those re-animated monsters. ICEPICK (gravely): Yeah, I was dead. That crazy German brought me back to life. You gotta problem with that? STRANGER: Yes. I make it a habit to kill monsters, not help them. ICEPICK: Hey, first off, I might look hideous, but I'm trying to stop this from happening to anyone else. I didn't ask for this. And second, you got it the wrong way around. I'm not asking for help. You need my help. STRANGER: And you didn't think you should maybe mention your condition to the Colonel? ICEPICK: You guys are monster hunters. I figured no one would get sent if you knew a monster made the report. There's some freaky shit going down here, and I have information that can help you stop it. Take it or leave it. STRANGER: What have you got for me? ICEPICK: There's a speakeasy down the block called the Vendome. It's behind a pet shop. Use this pass to get in. **Icepick gives the Stranger the pass** ICEPICK: I was supposed to meet a newspaper reporter there, but I don't exactly fit in, do I? I told him I'd send someone else in my place. He's expecting you right now. Go to the bar and order a Manhattan. My reporter friend will find you. Capone's ordered patrols throughout the area, so stay low as you walk around here. Stick to the alleys wherever you can. **Icepick disappears behind the shadows** Cross the short bridge to the dock and follow it down to the left. Once on the street, keep moving. If you hear a car coming, search for cover immediately. Follow the street all the way down. When you see it the dead end and the street turns right, you should see a "Joe's Pet Shop" on the left. Enter the alley behind the pet shop, and show the pass to the mobster standing by the stairs. MOBSTER: Let's see your pass. **Stranger shows the pass to the mobster** MOBSTER: Welcome to the Vendome. **The Stranger walks up the stairs, and looks around. A singer is singing on stage, while people are talking and having a good time** Walk to the bar. STRANGER: Give me a Manhattan. BARTENDER: A Manhattan? Big guy like you? STRANGER: Yes. (after a pause) With a Scotch chaser. **A man approaches the Stranger** JOURNALIST: Hello. Mind if I join you? STRANGER: Depends. ICEPICK: Icepick sent you,right? I've got information you need. **He takes the Stranger to a table** JOURNALIST: A colleague of mine found out what Capone is up to in his new factory. He called it "Frankenstein's Mobsters". He went in with a camera to document it, but Capone's men found him. They took his film to the theatre. Everything you need to know is on that reel. Something sinister is going on over there. I'm afraid to take the story to my editor. **Door bursts open, and hitmen begin opening fire. The journalist is caught in the middle** Run to the back off the room, and you'll be able to kill the mobsters one by one as they enter. After they're dead, return to the Pier. Icepick will be waiting behind some barrels near the bridge you crossed. ICEPICK: What did you find? STRANGER: I need to get into the theatre. ICEPICK: No way. That place is locked up tighter than a tomb. They still show movies there, but you've gotta be connected to get in. More connected that I am, anyway. I've got a buddy in there named Mo, but he just runs he concession stand. STRANGER: There's got to be some back way in. ICEPICK: Maybe underground. The sewer system goes through the theatre, but I can't fit through the manholes. STRANGER: How do I get into the sewers? ICEPICK: There's an entrance back here somewhere.... Here, behind this grate. STRANGER: Well done. **Stranger tries to life the manhole cover** STRANGER: I can't get a grip on this thing. ICEPICK: Don't look at me. If you can't get your little fingers under it, there's no way these mitts will get in there. We're gonna need a manhole key to pry it open. I think I know where to get one. The Waterworks building is on the other side of this block. STRANGER: All right, follow me. Run all the way back down the street, and this time when you reach the dead end, go right and enter the gates leading into the Waterworks building. When you try to open the door, Icepick steps up and smashes it down. ===---===---===---===---=== [6.5] Scene 5: Waterworks ===---===---===---===---=== As soon as you enter, some mobsters will open fire, so dispatch them quickly. Look down the stairs to spot another door that Icepick must break down for you. In this room, you'll see a cabinet. Grab the Doctor's Bag and the Manhole Key. Return to the top floor and leave the Waterworks. ===---===---===---===---===---=== [6.6] Scene 6: Chicago Streets ===---===---===---===---===---=== Using the same street, run all the way back to the pier, and remember to take cover when you hear a car coming. Once your at the pier, return to the manhole. ICEPICK: I'll have to catch up with you later. There's no way I'm squeezing into that thing. STRANGER: Just as well. ICEPICK: I'll try to find some other way into the theatre and meet you there. **Stranger climbs down into the sewer and heads to the theatre** ===---===---===---===--- [6.7] Scene 7: Theatre ===---===---===---===--- As soon as the Stranger is down, walk into the next room and climb the ladder to reach the small room above. Get the Doctor's Bag, then follow the narrow passageway. Kill all the mobsters that attack, and grab their guns so you'll have a good supply of ammo. When you reach a ladder, climb it and the Stranger will wind up backstage. Walk through the theatre and threw the one of the curtains at the back. There are two mobsters here waiting to meet your Tommygun. After they're gone, walk out to the concession stand. MO: Cheezes crips! How the hell did you get in here? I thought this place was locked up tight. STRANGER: Not tight enough. Are you Mo? MO: That's me. You a friend of Icepick's? STRANGER: Yeah. He's around here somewhere. MO: Hey, you've gotta see the film they got from some reporter guy. It shows all kinds of freaky stuff from inside Capone's new factory. They've got it stashed under the marquee room. MOBSTER (from stairs): Hey, you! What the hell!? **Mobsters rush into the concession stand and kill Mo** After you've killed the two mobsters, walk back into the hallway and open the office door. Open the next door and kill the mobster's that attack. Push the lever across the room to open a secret door beneath the projection room. Walk up either set of stairs near the concession stand and you'll be at the upper level of the theatre. Walk up the stairs that are farthest away from the projector, and you will wind up in the back hallway. Open the closest door at the end of the hall to grab a Doctor's Bag. There is another one in the restroom. Open the next closest door walk upstairs. Kill any mobsters and enter the projection room. The secret door is behind the shelf with all the film. Once in the secret room, head over to the gate and open it. The film you seek is on the floor. Grab it then return upstairs. Take the film out of the projector and replace it with the one you just picked up. Turn to leave, and let the game take control. **Smiley rips through the screen** SMILEY: So, you're the one who busted up the Vendome. Mr. Capone don't like it when people interfere with his business. STRANGER: Who the hell are you? SMILEY: They call me Smiley. I'm Capone's clean up man, and you're the garbage. NOTICE!! None of Stranger's weapons have any effect on Smiley whatsoever. To kill him, keep running and kill all the mobsters that show up. Once they are dead, fire any weapon at Smiley. After a while, a mobster will appear on the balcony, and he will fire at you with an Elephant gun. Keep running from Smiley, and avoid the mobster's shots. After a while, Icepick will kill the mobster and throw the Elephant gun down to you. ICEPICK: Stranger! Grab that gun! I'll be down as quick as I can. Grab the gun and the ammo and fire at Smiley. Two or three shots will knock him down. ICEPICK: Great work, Stranger! STRANGER: I think you've blown your cover. ICEPICK: Yeah, they were starting to get curious anyway. STRANGER: Did you see that film of Capone's factory? ICEPICK: It's a bad situation. When they brought me back, it took them weeks to stitch me together. Now it looks like they can crank out ten guys like me in a day. STRANGER: We have to stop him. Do you know where that factory is? ICEPICK: North of here, I think. There's been a lot of activity up there lately. STRANGER: You think? I thought you had inside information. I thought that's where they made you. ICEPICK: Hey, I was just a prototype. They built me by hand in a lab across town. I've never even been inside that factory. I think there's an underground access to the warehouse that's beside the factory. I've seen people going in and out of the manhole behind this theatre. It's right out here. **Icepick kicks open the back door then slams it shut** ICEPICK: Damn! They've got the place surrounded. Quick, climb up to the roof. See if you can find another way out. I'll hold these guys off. STRANGER: You're sure? ICEPICK: Go! **Stranger climbs a ladder as Icepick kicks open the door, firing at the mobsters** Keep walking and following the hallways and climbing the ladders until you reach the walkway that runs above the backstage area where you first entered the theatre. Go through the door at the end and you'll be on the roof. ===---===---===---===--- [6.8] Scene 8: Rooftops ===---===---===---===--- Climb the ladders until you reach the water tower. SAVE YOUR GAME, then slowly walk to the left. Falling in will result in death. Knock down the plank that's standing it will fall down, giving you access to the other roof. Climb down the fire escape and go to the Stranger's left. Run into the alley and Icepick will meet you. ICEPICK: Hey, look what I found. It's a flame-thrower. You'll have to find some fuel for it, though. The rejuvenation chemicals they use are extremely flammable. Those freaks will go up like Roman candles with this thing. If you really want to screw Capone's game, hit a few of the chemical canisters at his warehouse with this and watch it blow. You can level the whole goddamn place. STRANGER: You coming alone? ICEPICK: Are you kidding? I'm just as flammable as the rest of those monsters. I'm not going to be anywhere near that place when you blow it up. STRANGER: Your assistance has been quite useful. ICEPIC: You know, you are the friendliest guy I've ever met, but you're all right, Stranger. Before I died, I worked with some guys I thought I trusted. I won't make that mistake again. Even though you don't like me, I've got the feeling that I can trust you. I'm glad we can put a stop to Capone's deranged plan to make more monsters like me. I wouldn't wish this on anyone. **Stranger pauses, then rushes to the manhole** ===---===---===---===--- [6.9] Scene 9: Warehouse ===---===---===---===--- NOTICE: The warehouse is full of materials that are flammable, so if you plan on using the flamethrower, be extra cautious where you aim it. While fighting, keep moving so if a bullet hits an explosive canister, you won't be caught in the blast. As soon as you have control, turn to the right and hug the wall. You'll see a guard shack ahead. A mobster will fire at you from inside. Kill him, then go inside the shack and grab the Fuel, the Doctor's Bag and the battery, then return to where you started this area. In the corner of the room is a set of wooden stairs. Climb them and kill the mobster, then take the Fuel. Go back downstairs and make your way through the Warehouse until you find a ladder near a chain-link fence. Climb up, and run to the other end of the hall quickly. Walk down the stairs and hug the wall under them. There is a truck parked up ahead. Kill the mobster and walk around to the front of the truck. Go into the restroom and get the Fuel. There are three more canisters of fuel in the office next door, so kill the mobster and take them. Go through the other door of the restroom and kill the mobster outside. Near the truck ahead, two mobsters will attack you. Past the truck is another staircase. Kill the mobster below, but don't climb the stairs. Keep following the path and when you reach a dead end, turn left. You'll come to a long hallway with tables. Grab the Doctor's Bag and Fuel from the first table and go through the doorway on the left at the end of the hall. Kill the mobsters back here, then climb the stairs. Follow the catwalk and walk across the hole in the fence. Drop down below and you'll be behind the very first guard shack you saw. Smiley, in his new, re-animated form, will break through the office wall. Use the Flamethrower and keep backing up, and he will go down. Once he's dead, enter the office and go on to the next scene. ===---===---===---===---=== [6.10] Scene 10: Factory ===---===---===---===---=== Kill the mobster who drops down and climb the stairs ahead of you. Kill everyone on the platform around the chemical vat and head down the stairs on the other side. There will be two mobsters down here, so finish them off, then cross the entire machine room and make your way to the upper right corner of the room. Turn the corner that's near the conveyor belt nearest the wall. Open the door to enter the final area of the factory. ===---===---===---===---===---===--- [6.11] Scene 11: Final Factory Area ===---===---===---===---===---===--- You'll start on a catwalk. Follow it around, and several goons will try to kill you. Keep following the walkway until you reach ground level. Run around until you find the "Main Valve", and throw the lever in front of the valve to close it. Return to the catwalk and follow it to the other end where you will see another lever. SAVE YOUR GAME!! Pull the lever, then get the hell out of there before the chain reaction explosion starts. Have your Pistols drawn. As you turn to leave, Smiley, or, what's left of him, will drop from above. STRANGER: I see you're not smiling anymore. SMILEY: This time, you die! If you have auto-aim on, your Pistols will be aimed at the catwalk support above Smiley. Fire, and Smiley will drop into the chemical vat, while the Stranger backs up to avoid falling in. CONGRATULATIONS! You've stopped Al Capone from making more Frankenmobsters! Return to HQ for your final assignment. ===---===---===---===---===---===---===---===---===--- [7] Act 4: France, 1935 "The House on the Edge of Hell ===---===---===---===---===---===---===---===---===--- **Stranger enters the office and stands in front of the secretary, without saying anything** STRANGER (eventually): This is ridiculous. SECRETARY: Everyone has to say the password, Stranger. Even you. STRANGER: An intruder would be dead by now. SECRETARY: Rules, Stranger. You think I enjoy sitting in this little box all day? STRANGER: Your enjoyment does not concern me. SECRETARY: The password, Stranger. STRANGER: By this point, I could have killed you and flipped the switch to open the door myself. SECRETARY: You wouldn't do that. (pause) Would you? STRANGER (aggravated sigh): "The world is a dark place." SECRETARY: "Who will protect the world from darkness?" STRANGER: "We will." ... after we play our stupid games. **Secretary opens the secret door** SECRETARY: Have a nice day. STRANGER: What's left of it... Lead the Stranger inside the HQ, and Colonel Hapscomb will meet him. COLONEL: Ah, Stranger. I have a somewhat... personal request. Follow the Colonel into the briefing room, as Svetlana and Icepick have nothing of importance to say. **Stranger enters the briefing room. General Biggs is there** BIGGS: Greetings, soldier. STRANGER: General Biggs. BIGGS: I see you two have a mission to discuss, so I will take my leave, now. It was good to see you again Hapscomb. **As the General leaves, he salutes the Stranger** BIGGS: Stranger. COLONEL: Do you have time after this briefing, perhaps? BIGGS: No. Unfortunately, I have a meeting at thirteen- hundred hours in Pennsylvania. COLONEL: Just as well, I have an immense amount of paperwork to attend to. BIGGS: I know what you mean. COLONEL: Thanks for stopping by, General; it's always a pleasure to speak with you. BIGGS: Good bye, Colonel. Good luck on your mission, soldier. **General leaves the room** COLONEL: Do you remember Hamilton Killian? STRANGER: He was an operative just before I came to Spookhouse. COLONEL: That's right. He served Spookhouse from 1909 to 1922. He's retired now, living in France. He contacted me recently requesting help. He says that a graveyard near his estate outside of Paris has been disturbed by supernatural activity. STRANGER: Killian was supposedly the best in his day. What could possibly be a problem for him? COLONEL: He didn't offer much detail in his letter, but apparently the phenomena occurring there is even more than even he can handle. He has requested that I send Spookhouse's best monster-hunter. STRANGER (not in question form): Me. COLONEL: Who else? Leave the briefing room and enter the Lab to speak to Doc Holliday. HOLLIDAY: Not now, Stranger, I'm busy. STRANGER: I need some items for the undead or demons. HOLLIDAY: Does it mean nothing to you when I tell you I'm busy? HOLLIDAY (exasperated sigh): Okay, what kind of undead? Zombies? Vampires? What? STRANGER: Unsure, maybe zombies. HOLLIDAY: Well, I have this for Type One zombies, but if they're any other kind of zombie, you're out of luck. And for demons I have some of this. But I don't think you want to carry the eighty pound canister with you, do you? STRANGER: No thanks. The mission is a request of Hamilton Killian. HOLLIDAY: Killian? Oh God! I knew him. I came to Spookhouse just before he left. He was... scary. The most bitter man I've ever known. I think he was already insane by the time I met him. I'm sure you've heard all the stories. STRANGER: I've heard a lot of stories. I'd like to know the facts. Since you were here, maybe you can set the record straight. **Holliday will talk all about Killian. When she's completely done, you can tell because she'll keep repeating herself** When Holliday is gone, get the Doctor's Bag and the Ax from the workbench, then get the Shotgun and the shells next to the door. On your way out, speak to Svetlana and Icepick for some added information. Enter the elevator to begin your mission. ===---===---===---===--- [7.1] Scene 1: Graveyard ===---===---===---===--- **Outside Killian's mansion...** KILLIAN: Welcome to my home. I'm glad I can still rely on my old friends at Spookhouse. My name is Hamilton Killian. I hear I'm to call you "Stranger". STRANGER: Yes. Colonel Hapscomb speaks highly of you. KILLIAN: It's nice to know that I am remembered. The Colonel is a good man. STRANGER: So what's the situation? KILLIAN: A couple of months ago, one of my groundskeeper's disappeared without a trace. While searching the grounds, I found that some of the corpses in the nearby graveyard had risen. And smaller Imp-like demons were running rampant. I took those creatures down, but a couple of nights later, they returned. And their numbers had increased. I returned periodically to keep them in check. To my dismay, they began regenerating faster and faster. KILLIAN: To be honest, going out night after night to deal with them was more of a nuisance than anything else. But now there are so many monsters that I fear for my property and my safety. As I said, I can take them down, but they just keep coming back...you might say I'm at my wit's end. I hate to have this incident sully my image, but I gave up my grandiose monster-hunting days long ago. The Colonel assures me that you are just the man to take care of my little... problem. STRANGER: It won't be a problem for long. KILLIAN: Splendid, old chap. I trust you will not be needing my assistance. I will remain here. Just follow this path, and it will take you to the graveyard. Happy hunting. Follow the path to the right of Killian to enter the graveyard. Kill all the Imps you see, because they will be carrying keys you need. Three keys, to be exact, to unlock three crypts. So check every Imp body. If you see a Skeleton, try not to kill them, as they will just regenerate, and the more the kill, the faster they regenerate. Once you've collected all three keys, open the three crypts near the front of the graveyard where you came in. Say the middle crypt, the one with the two gargoyle statues on both sides, is the North crypt. Walk into the West crypt and study the floor and the tombstone. Walk into the East crypt and do the same thing. To get the right cross for the East crypt, go back to the entrance to the graveyard, and walk to the left in between the tombs. There will be an ankh shaped cross on one of the tombs. You can spot it because it will be differently colored then the others. Grab it, then enter the East crypt and put it on the tombstone. The symbol on the floor will fill in as a shadow. Cross over to the West crypt, directly across, and climb the vines on the side. There will be a vine hanging from the end of the tomb. Press ACTION on it and the Stranger will push it down. Now climb back down and get the cross from the first tomb on your right. Go inside the West crypt and place the cross on the tombstone. Three altars will rise in the graveyard; Water, Flame and Wind. Walk toward the center crypt and two gargoyles will attack. Kill them then walk in. You will discover a witch's staff that can't be destroyed. Hit ACTION on the tomb and you will reveal a secret passage. Go down. You'll see several pillars with symbols on the top, and a lever next to an inscription on the wall. The inscription reads "With the light, cut the night". DO NOT throw the lever yet. Go to the first pillar, the one closest to the lever, and push it so half of it's shadow covers half of the symbol on the wall. Now go to the third one closest the lever and push it. The symbol on the wall should now be covered. Throw the switch and three panels will drop, revealing three vessels; Air, Water, Flame. There is also an inscription that reads: "Fire and Water and Air of dark worth In a room far beneath the earth Find the marble tomb of birth To an altar surrounded by graves The destination of the three is paved Foresee all of air consumed by hellish fire And the liquid that will douse the funeral pyre Behold, leaving water with air is the only desire If one is destroyed, of those that remain Replace to origin and resurrect again." NOTE: If you put down any vessel anywhere other than one of the three altars or the alcove of where you originally got it, it will blow up, forcing you to return to the room and retrieving it again. Follow these instructions to solve the puzzle: 1: Take the FIRE vessel and put it on the FIRE altar in the Graveyard. 2: Go back down and take either the WATER or AIR vessel and put it on either the WATER or AIR altar in the graveyard. 3: Quickly grab the FIRE vessel from the altar and return it to the FIRE slot in the hidden room. 4: Take either the WATER or AIR vessel, whichever one you DIDN'T take in step 2, and put it in it's respective altar in the graveyard. 5: Return to the hidden room and take the FIRE vessel, and put it on the FIRE altar in the graveyard. Once this is done, a bolt of lightning will strike the witch's staff. All the skeletons in the graveyard will blow up. STRANGER: Black magic. Killian knows black magic. His little "monster problem" reeks of foul play. I think it's time to have a little chat with the old man. Leave the graveyard and go down the path where Killian was standing. He will now be at his porch. Talk to him. KILLIAN: Well done, Stranger! STRANGER: Skip it, Killian. What's your game? KILLIAN: I'm afraid I don't follow. STRANGER: That was black magic raising those monsters. The same kind of magic you studied at Spookhouse. **Killian walks toward the door, with the Stranger following** KILLIAN: Very clever, Stranger. You will be a most worthy subject. STRANGER: What is that supposed to mean? **A bolt of lightning strikes the Stranger, stunning him** KILLIAN (to himself): Very worthy, indeed. ===---===---===---=== [7.2] Scene 2: Estate ===---===---===---=== **Stranger gets up recovering from the blow and shakes his head. The room has some dead bodies, with spiked walls all around, and a Werewolf chained to a wall** Grab the amulet from the bones nearby. STRANGER: So this was Moloch's fate. The wall on the far left side will open, giving Stranger access to the mansion. As you walk down the hall, a zombie drops from the ceiling. You have no weapons, so keep running. You can avoid it. In the next room, do not walk into the center or grab a weapon from the statue. Grabbing a weapon will cause a bolt of lightning to kill the Stranger. Open the closed door and watch as two gatling guns make quick work of the zombies in there. SAVE YOUR GAME. Walk slowly through the open door, and watch as a zombie gets blown up by walking on the floor. Most of the tiles in this room will kill you, and getting across is a matter of staying on the safe tiles. Use the diagram below: X X X X X start X X X X Y <----- X X X X X X X X X Y X X X Y Y X X X Y X Y Y Y Y X X = bad tiles Y = good tiles The first tile is safe, and you have to jump across one tile, then it's a matter of walking on the good tiles. Once your through, SAVE YOUR GAME. Once through, look to the right and you should see a row of switches. Flick the second one from the left. All the others will result in electrocution. Head down the hall, dodging the zombies, and you'll see a door with a red carpet in front of it. Go down two doors and enter that one. Follow the hall and you'll come to an elevator. Hit the elevator button three times, then make a running jump across the shaft to the other side. It'd be wise to save your game before pushing the buttons. Walk all the way down to the end of the hall and enter the last door on the right. Keep walking down the hall and you will drop down into a bathroom. Snatch the Doctor's Bag and leave through the door. Cross the hall outside the bathroom and turn to your left. Follow the hallway to the left of the elevator. The last door on the right before the bookcase is the Library. Enter the Library. KILLIAN (over intercom): Congratulations, Stranger. You're doing fairly well so far. I hope my traps are to your liking. What do you think of me now, Stranger? Am I crazy? No, I'm not crazy! I'm not the one who works alongside monsters. Did it anger you to find your fellow operative's emaciated corpse? Were you enraged, monster-lover, to find nothing left but a corpse? I made this place to kill and torture monsters because they deserve no less. STRANGER (under his breath): Monster lover? KILLIAN: And you are here because you are no better. You are here to die, Stranger. Know whom I admire, Stranger? Harry Houdini. An unparalleled master of escape. Would that I could put him through my maze... If you hope to ever escape alive, I suggest you look him up. Run out of the library and return to the elevator. This time, follow the hall to the right of the elevator and you'll eventually come to a picture of Harry Houdini. Push it to reveal a secret door. Follow the passage to the right, looking through the peepholes if you want. Keep following the path and open the door at the end. SAVE YOUR GAME! Jump over the stairs with the carpet, as stepping on it will make the Stranger fall into a painful assortment of spikes below. You are now in the Music Room, and Killian will greet you again. KILLIAN (over intercom): Hello, Stranger. Welcome to my music room. This is one of my most beloved rooms. I am a man of culture. I find books and music exhilarating. There's a hint for you. Many times, books and music go hand in hand. KILLIAN (over intercom): I'm keeping tabs on our little game. I have sensors attached to every doorway in this mansion. I know when you enter and when you leave. You know, you're much closer to me than you probably imagine. I'm directly below you in the ballroom. Come and get me now, if you like, though I wouldn't recommend it. In the meantime, I'll be down here watching as you pick up that book. Go get the book from the center of the room. Don't worry; it's safe. The book is called the "Game of Chess". If you play the old record player, you can listen to some bad music. Really bad music. Leave through the door and return to the Library. Look at the Chess board and you'll notice it forms an arrow. Search the shelf it points at and you'll find a book called "The Werewolf Symphony". Once you take it, a secret passage opens behind the bookshelves. Enter it and go down the spiral stairs. Behind the stairs, you can faintly make out a key. Grab it and return to the hallway in front of the Harry Houdini picture. Use the key on the door to the left of the picture and you'll be in the pantry. Use the dumbwaiter behind the wooden doors to go down to the basement. Once your in the basement, follow the hallway through the wooden door frame and you'll end up in the Crusher Chamber. Take the Key near the spikes, and enter the Torture Chamber. You'll find a Doctor's Bag by the guillotine and another Key on the floor in front of the cot. Return to the dumbwaiter and use it to go back upstairs. Enter the bedroom just in front of the elevator. There is a Succubus chained to the bed. She will beg you to free her, but if you do, she will attack you. Switch off the lights. SUCCUBUS (angry): What are you doing? You can't see me with the lights off! STRANGER: That's the point. I don't have time for your distractions, Succubus. Snag the Control Panel from the dresser, then leave the bedroom. Use the Control Panel on the elevator, then jump across to reach lounge. Grab the Shotgun and Crossbow (yes, it's safe) from the pool table and get the shells and bullets from the chests beneath them. Push the large bookcase near the wall to reveal a hidden elevator. SAVE YOUR GAME! When you enter the elevator, you'll notice nothing happens. And if you push the wrong lever, you will be killed. Push the lever nearest the door, but this releases a werewolf, so be ready to kill it. The Werewolf's cage is locked, but you can open it with the key you have. Use it and climb down the ladder inside. You'll be in another pantry. Open the door here to enter the kitchen. Ghouls will attack you, so kill them and grab the Doctor's bag from the counter. Open the gate that is blocking the dumbwaiter. Enter the open doorway. Your now in the dining hall. Don't walk on the rugs, as doing this will open a trapdoor, sending the Stranger to his death. Walk along the table to safely get across. Enter the next room, which is the Ballroom. You'll be attacked by three werewolves, so finish them fast. Unfortunately, Killian is no longer here, so grab the Clockroom Key from the fireplace and climb up the shelves in the pantry to get back to the second floor. Using the dumbwaiter, go to the third floor and enter the hallway outside the room you arrive in. Open the first door on the left with the key, and enter the circular room behind it. Here is a puzzle, where you must open the door at 12 o'clock by getting the red and blue light to shine equally on the purple gem beneath the door, also known as "creating purple light". The solution is below: Walk to the center of the room and use the mirror to aim the movable red beam of light at the gem sitting at the base of the door at 7 o'clock. This will make the red gem move to 6 o'clock. Now use the blue beam to move the blue gem at 8 o'clock to 7 o'clock. Don't hold the beams in place after the gems move, or they will move back. Move the beams aside slightly once the gems are in place. Move the gems like this: Gem at 2 o'clock to 3 o'clock Gem at 9 o'clock to 8 o'clock Gem at 10 o'clock to 9 o'clock Gem at 1 o'clock to 2 o'clock Gem at 11 o'clock to 10 o'clock This will raise two mirrors near the purple gem. Balance the red and blue beams of light until the light shining on the gem at 12 o'clock is purple. If done correctly, the door will open. KILLIAN (over intercom): Splendid! I love having a test subject who can stand up to not only the physical rigors, but also the intellectual challenge, of my maze. You've done well so far. But here's a trap that will require both body and mind to solve. Enjoy! SAVE YOUR GAME! This is called the Crusher Room, and you'll have to move the Stranger fast so he won't get, well, crushed. Push the lever on the wall across from the moving wall to push the first step out. Step up onto it and push the lever on the right, then step up again. Run across and push the lever on the left. Push the last lever on the right to reach the top. Follow the stairs down to the next challenge. SAVE YOUR GAME! Jets of flame shoot up from the floor, and you'll have to be very careful here. Study the flames for a while, long enough so you can see the pattern, then jump across the shortest part of the trap; the trap nearest the wall on your right. SAVE YOUR GAME! You won't want to have to do that again, do you? DON'T grab that key you see. It's a trap. Pick up a piece of the corpse nearby and throw it onto the same place as the key. This will trigger the trap, dropping the key into the room below. Enter the next room and grab the Dungeon key from the corner, then push the rug aside to reveal a hatch you can climb through. Don't jump; the left side has a ladder. Go down to the main stairway to the ballroom and grab the Demon Key you knocked down. Walk back upstairs and follow the hall past the Library and you'll come to a set of stairs leading up. Step out onto the ledge and climb the ladder. When you get to the hall above, open the secret door on the right, and then turn left. Keep going down this hall, and when you get to the hall with multiple doors, open the last door on the Stranger's left. Keep going and you'll wind up in the hallway near the electrocuting tiles. Open the elevator door and jump across the shaft. Since you have the key for the third door on the left, go open it. You'll enter a room with a Pentagram on the floor. Don't step into the circle of the pentagram, as this will make a fiery demon appear. Step in and out of the circle fast and blast the demon that appears before you catch on fire. Once it's dead, grab the box of matches on the floor. The dumbwaiter is in the room at the end of the next hallway. Ride it down to the basement level and enter the Torture chamber. Open the dungeon door and push the first lever on the Stranger's left as you enter. This will open an empty cell. If you examine the back wall, you'll see it has been bricked over hastily. Push it and it will break down. You'll see one of your operatives, Moloch. MOLOCH (weak): Stranger? STRANGER: Moloch? MOLOCH: I thought I would rot here for decades before seeing another Spookhouse agent. STRANGER: There was a corpse in the cell upstairs. It looked like you. MOLOCH: It was my doppelganger. Killian intercepted me on my way to Strasbourg and threw me into this little rat-maze of his. I concorted a double of myself to use as a decoy. I nearly escaped, but he caught me and dropped me into this icy pit. STRANGER: Why hasn't he killed you? MOLOCH: Ha! That is beyond his power. How can he kill someone who has been expelled from both Heaven and Hell? He took full advantage of my immortality. He gets perverse joy from putting me through this rat-maze. I'm his first test subject that can't be completely killed by his traps. I've been through this maze seventeen times. Twice I've almost escaped. Once I was within reach of the villain himself, and had I more strength, I would have eviscerated him on the spot. Stranger, you must free me. With my help, you can escape this place, and I can exact my revenge on that villain. Break the circle that contains me. Break the seal and Moloch will be free. STRANGER: Accept my help, not as a personal favor, but as an obligation to Spookhouse. MOLOCH: Ahh! Thank you, Stranger. Already I can feel my strength returning. But the cold here is unbearable. Killian knows that I take my strength from heat and fire. Find some means by which my dark soul can be warmed. In the Torture Chamber, there is a gridiron that you can light with the matches you found. Light it, and Moloch will jump onto it. MOLOCH: Ahh, yes! I have needed this for a long time. And now there is just one final thing I need to full regain my strength. MOLOCH (seemingly threatening Stranger): While the fire fuels me, I need the energy found only in living blood... STRANGER (threatening): Try it, and I'll finish what Killian started. MOLOCH (chuckling): No, not you. I doubt your little body would begin to satisfy my thirst. There are creatures throughout this mansion. Have you seen any nearby? Lead Moloch to the crocodile pit. MOLOCH (laughing): Yes! You've saved us both, Stranger. I am at full strength. Meet me in Killian's control room on the third floor. The day of reckoning has arrived for Hamilton Killian. **Moloch rockets up through the elevator shaft, crashing through the house above** Take the dumbwaiter upstairs and cross over to the hallway on the right. Open the door that is second from the end on the left and push the lever inside. Climb the ladder and you will be in the control room. **Moloch clutches Killian in a clawed fist** KILLIAN: Stranger! You made it! Thank god! Help me! Get this fiend off me! MOLOCH: If there's anything you want to say to this man, Stranger, say it now. He's on his way to a hell worse than the one that spawned me. **Stranger turns around, saying nothing** KILLIAN: Stranger? Wait, come back! Aren't you going to help me? **Stranger continues walking** STRANGER: No. **Stranger continues walking away and around the corner. As he gets around, Moloch's delighted evisceration of Killian echoes throughout the mansion** CONGRATULATIONS! You have saved Moloch, killed Hamilton Killian and beaten Nocturne! Or have you? ===---===---===---===---===---===--- [8] Act 5: Nevada, 1947 "Epilogue" ===---===---===---===---===---===--- **Stranger exits the elevator and walks down the hallway. The door to the office is already open. The secretary is gone. Her chair is turned over and drops of blood are on the white desk pad** STRANGER: Something's wrong. **After examining desk** STRANGER: Blood on the desk. Activate the switch to open the panel. All the lights are off except for the emergency red light above the elevator. Open the elevator and go to Spookhouse. All the lights in the hallway are out. When you enter the Spookhouse offices, you see that the whole place is trashed and deserted. A tiny light is coming from under the closed briefing room door, and a couple of desk lamps are knocked over, partially covered by office debris. Body parts and blood are everywhere. The filing cabinets are opened and their contents are dumped on the floor. There are files everywhere. STRANGER: What the hell happened? Someone's been going through all the personnel and mission files. Try to open the briefing room door, and you'll find it's locked. STRANGER: Locked. Doc Holliday keeps a spare set of keys in the lab. Walk into the lab and grab the keys from the counter. The tables are turned over and body parts and instruments litter the floor. The only light is provided by the smoking, flashing computer that's on fire. **Before entering the briefing room** STRANGER (solemnly): No signs of life. No sign of Holliday (after getting keys) Holliday's spare keys. One of these will open the briefing room door. **Stranger enters the briefing room** NOTE: You will no longer have control. The game has permanently taken over. **The briefing room has been the scene of carnage. On the projector screen, there is the message, scrawled in blood, "Finally found you, Stranger." with the picture of a claw mark. As the scene fades, the Stranger just stares at the message, and it's obvious he knows who left it. Fade out** You've finally beaten Nocturne. Was it everything you thought it was? ===---===---===---=== [9] Troubleshooting ===---===---===---=== [9.1] Scandisk ===---===---=== Before installing Nocturne, or after if you've already installed it, run Scandisk and do a "Thorough" selection. [9.2] Defragmentation ===---===---===---=== Defragging your harddrive will allow Nocturne to run more smooth and faster. [9.3] Bugs ===---===--- The only bugs I've encountered are doing one briefing, the Stranger gets stuck trying to walk out, and you have to skip the cutscene to clear the problem. The other is that sometimes when you fire or swing a weapon, the sound effect doesn't come until after. I fire the Pistols, and three seconds later, I hear the shot. [9.4] Minimum Requirements ===---===---===---===---=== Pentium MMX, Celeron, Pentium2, Pentium3 or Athlon at 233 MHz or Higher 64 MB RAM (96 for 3D Acceleration) 500 MB Hard disk space [9.5] Recommended Requirements ===---===---===---===---===--- Celeron, Pentium2, Pentium3 or Athlon at 400MHz or higher 128 RAM AGP Video port Matrox G200/G400, TnT, TnT2 or Rage 128 1GB+ hard disk space Sound Blaster Live! [9.6] My Recommended Requirements ===---===---===---===---===---=== Pentium3 550MHz 256 RAM GeForce 3D Accelerator Klipsch THX Certified Sound System ===---===---===--- [10] Cheat Codes ===---===---===--- Please, do not use these cheats unless you absolutely need to. They ruin the game more so then the walkthrough itself. All the codes work in the original game, but only some codes work in the patched versions. To access these codes, press F10 during gameplay. CODE EFFECT ---------------------------------------- godgames God Mode healme Restore Health bandaid Restore Health * winblows Weapons + Ammo gimmecrap Weapons + Ammo * moreammo Extra Ammo layitonme Extra Ammo * burningstake Flaming Arrows torchtip Flaming Arrows * silver 500 Silver Bullets * aqua 500 Aqua Vampira Bullets * mercury 500 Mercury Bullets * shotgunshell Shotgun and 500 Shells * dumbogun Elephant Gun driveby Tommy Gun torchmyass Flamethrower woodenstakegun Wooden Stake Crossbow amonra Sun of God ifarted Gas Mask youfarted Gas Mask * recharge Recharge Battery pinkbunny Recharge Battery * skeletonkey Skeleton Key keysuper Skeleton Key * t2000 Appear like Terminator bighead Big Head Mode * oldhat Different Hat headofhorrors Enable "bigboom" Code bigboom Kill Nearby Enemies ** ebola Kill Surronding Enemies * freezer Toggle enemy AI reallycold Toggle enemy AI * goremode Toggle Gratuitous Dismemberment dismember Toggle Gratuitous Dismemberment * thunderstorm Toggle Rain snowstorm Toggle Snow goldmode Display Message *** * = This code works in the patched versions ** = This code may need to be entered, and may not *** = In original game, message was "Buy Fly!". In the patched versions, it's "Quit Cheating" and gives you 0 health. ===---===---=== [11] History ===---===---=== Version 1.2 (4th Jan 2000): - fixed some spelling errors - added how to access the cheats - added website URL Until next time, I bid you adieu.