30th Dec 1999 (original FAQ date)


Unofficial Nocturne FAQ
Version 1.2 (24th February, 2001)
Author: Droogie

||									     ||
|| 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     ||
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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
                  [] .45 Pistols
          [2.7.2] Assault Weapons
                  [] Shotgun
                  [] Tommygun
                  [] Crossbow
                  [] Elephant Gun
          [2.7.3] Flame Weapons
                  [] Flamethrower
                  [] Sun of God
          [2.7.4] Grenade Weapons
                  [] Dynamite
          [2.7.5] Melee Weapons
                  [] Ax
                  [] Sword
                  [] Holy Relic
                  [] Shovel
                  [] 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:

  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 [email protected].  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

[1.2] Contact:
  Feel free to contact me at the following e-mail address:
[email protected].  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
- 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,

[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

[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

[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

[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

[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

[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

[2.6] Enemies
**NOTE**: I will give brief
descriptions of each enemy,
and the best way to take of

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

[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

[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

  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

[2.7] Weaponry

[2.7.1] Pistol Weapons

[] 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

[] 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.

[] Tommygun
  This gun will perforate
a target in a very short
amount of time.

  USE AGAINST: Mobsters.

[] 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).

[] 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

[] 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.

[] 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

[] 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

[] 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

[] Sword
  The sword is a good weapon for
slashing weak enemies, as well as
chopping off various body parts.

  USE AGAINST: Zombies, Ghouls.

[] 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.

[] 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

  USE AGAINST: Zombies

[] 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

[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

[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

[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

  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

All other regular text is the actual

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

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

  **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

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?


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

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

  **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

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

  **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?


  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

  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.


  **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

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

  **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

[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

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

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

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

  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

  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

STRANGER (to himself): What the hell?  Crazy

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

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

  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

  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

  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

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

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.


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

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

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

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

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

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

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.


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

  **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,

  **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

  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: 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

  **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

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.


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

  **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

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

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?


  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**


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

  **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


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

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

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

  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

GARDATH: Hiator, il trae baota hough ree-ewn

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

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

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

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

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

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

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

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,

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

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

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

  **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

STRANGER: Who the hell are you?

SMILEY: They call me Smiley.  I'm Capone's
        clean up man, and you're the

  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

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?


  **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

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

[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

[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

[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

  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

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

  **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,

  **General leaves the room**

COLONEL: Do you remember Hamilton Killian?

STRANGER: He was an operative just before I came to

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

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: 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

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

  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

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

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

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,

  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

  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

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.

  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

  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?


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

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

  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

  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 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

[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

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

  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.

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