Nocturne
PC
The following contains a walkthrough for Nocturne. For cheat codes, go here.
30th Dec 1999 (original FAQ date) DROOGIE'S NOCTURNE FAQ Unofficial Nocturne FAQ Version 1.2 (4th Jan 2000) Author: Droogie E-Mail: james666@home.com ICQ: 14366306 Web: http://faqs.webprovider.com =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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
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Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.