Author : JPaterson
Platform : Windows PC
Last Updated : September 7th, 2004
Version : Final
E-Mail : == See "[A] Contact Information" ==
Website : http://www.jpatworld.com/
GameFAQS CRP : http://www.gamefaqs.com/features/recognition/8939.html
For more of my FAQs, as well as full HTML strategy guides with screenshots,
check out CHEAT HAPPENS at:
Jul. 13th, 2005
- Removed contact information, due to a lack of interest not only in this
game, but gaming in general. Sorry, but support for this game, in all forms,
has been stopped. Please check other FAQs or websites for info on the game.
Sep. 7th, 2004
- Finally updated my copyright information. Websites are now free to use this,
and other guides of mine, without asking for permission beforehand, just as
long as the content isn't changed and it's not passed off as your own work.
Sep. 4th, 2004
- Finally got around to updating this FAQ, as well as my others, with the newer
layout/copyright/contact stuff I recently changed.
Jul. 5th, 2004 (Final)
- Registered a new domain name, so I wanted to change my FAQs so people know
where to find them (outside of GameFAQs, of course). Added new section to
"Other FAQs Written".
Apr. 10th, 2004 (v1.02)
- Needed to update my contact information, so I did this for all of my FAQs.
I ran a spellcheck, and went through the guide by hand so I could try to find
any errors and fix them. Yes, I'm anal that way.
Mar. 18th, 2004 (v1.01)
- Added new website to "Where This FAQ May Be Found" section.
Mar. 17th, 2004
- Added new section; "Game Vitals". If you are a parent, or just someone who
is concerned about the game content, check this section. It can be found at
the end of the guide.
Mar. 15th, 2004
- Changed the look of the "Other FAQs Written" section again, because the last
changed I made look terrible. One of these days I'll find one that makes me
happy! Shaved off a bit of excess text.
Mar. 14th, 2004
- Changed the order of the FAQ vitals at the top of FAQ; altered the look of
the "Contact Information" section.
Mar. 11th, 2004
- Changed the layout of the "Other FAQs Written" section.
Mar. 9th, 2004
- Changed ASCII to something more readable.
Mar. 5th, 2004
- Updated contact information; added ASCII art. Re-did the layout, again, so
that all the copyright, contact and miscellaneous stuff is at the bottom of
the FAQ.
Feb. 24th, 2004
- Minor corrections.
Feb. 3rd, 2004 (Final)
- Added some new things that I accidentally removed when updating (thank god
for backups).
Jan. 30, 2004 (v2.0)
- Altered guide to make it more readable and to make the format the same as my
newer guides. Ran a comprehensive spell check. Fixed lots of grammatical
errors. Pretty much brought the guide up a few points. I removed the
dialogue from this guide, as it's pointless, now that I think about it. You
can read and hear the entire dialogue throughout the game, and it cuts down
on the size of this file.
The following sections will show you information about the game.
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 to 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.
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.
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.
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 you're 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.
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.
|-----------------------------------------------------------------------------|
| [1.2] Controlling the Stranger |
|-----------------------------------------------------------------------------|
This section will help you with the basics of actually playing the game.
|-----------------------------------------------------------------------------|
| [1.2.1] 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.
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.
|-----------------------------------------------------------------------------|
| [1.2.3] Camera Angles |
|-----------------------------------------------------------------------------|
The camera views in Nocturne are static. For this reason, you should NEVER,
under ANY circumstances, rush into another area. When you are close to another
area, and the camera is about to change, walk slowly until the view changes.
This can save your life, as rushing into an unseen area can lead into falls,
into monsters hands, etc.
|-----------------------------------------------------------------------------|
| [1.2.4] Death |
|-----------------------------------------------------------------------------|
Don't be afraid to kill the Stranger a few times (after saving, that is). When
the Stranger dies, he can reveal something, such as a fall or a trap, or
something else you hadn't noticed. Saving your game and killing him off is a
good way to see what lies ahead.
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 you're
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.
|-----------------------------------------------------------------------------|
| [1.2.6] Using the 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.
|-----------------------------------------------------------------------------|
| [1.2.7] Trying 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.
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 undoubtedly be a failure.
|-----------------------------------------------------------------------------|
| [1.3.4] Be Alert |
|-----------------------------------------------------------------------------|
Just because a person appears friendly, do not believe it. Suspect everyone
and everything until you have proof.
Here is a brief description on the characters in the game. Some of this info
was taken from the manual, and some of it may be spoilers, as you'll find out
more about each character later on in the game.
|-----------------------------------------------------------------------------|
| [1.4.1] The Stranger |
|-----------------------------------------------------------------------------|
The character you play as, the Stranger was accepted into Spookhouse in 1923
under still classified circumstances. 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.
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.
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.
Originally a military officer stationed in Bombay, he was sickened by the
injustices perpetrated on the native people by his army and the Indian
government. He served as an honorary liaison for Spookhouse in its early
years, and was made a full agent when its charter expanded and the head of
field operations retired.
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.
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.
Baron is a voodoo god, called Loa, the immortal archetypal representations of
the natural world and of moral principles. He tells lewd jokes, makes obscene
gestures, smokes cigarettes, eats voraciously, and drinks rum. The Baron is
cocky and proud, and can do things to man can do. He only responds to requests
for help if doing so pleases his chaotic moods.
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.
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.
|-----------------------------------------------------------------------------|
| [1.4.10] 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 existence of supernatural activity.
Alpha Werewolf is the leader of the Hokkendire Werewolf Tribe. One of the few
survivors of the Hokkendire Werewolf Horucide of 1924, which the Stranger led,
he has rebuilt his tribe and now seeks out those who had nearly killed him and
his people.
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.
|-----------------------------------------------------------------------------|
| [1.5.3] 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.
|-----------------------------------------------------------------------------|
| [1.5.4] Priest of Gardeth |
|-----------------------------------------------------------------------------|
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.
Smiley is the biggest, toughest and baddest Frankenmobster under Al Capone's
command. He is a monster who relentlessly stalks Chicago. He rose to become
the most powerful, and through Dr. Loathring's medical treatment, he exceeds
all human capabilities.
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.
NEUT: One or two solid Shotgun blasts will be enough to kill a Sentinel. You
can also use the Pistols, as they're auto-aim will track it just about
anywhere.
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.
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.
DESC: Most zombies look different then the others.
NEUT: Type 1 zombies are easily killed by voodoo magic. The other zombies must
be blown apart or have their head removed to kill them. Once down, they
usually stay down.
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.
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.
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.
|-----------------------------------------------------------------------------|
| [1.7.3.2] Sun of God |
|-----------------------------------------------------------------------------|
This weapon fires a burst of concentrated artificial sunlight. It's made
specifically for vampire killing. After firing, it has to recharge before the
Stranger can use it again.
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.
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.
This is only useful against vampires, and it's not very useful at that, because
you have to be extremely close to connect, and maybe its just me, but I don't
feel like getting that close to vampires.
The walkthrough is split up into different "scenes", just like the game. This
way, you can follow the walkthrough from beginning to end, or jump to the scene
you need help with.
I warn you that the walkthrough DOES contain spoilers, so reading too far ahead
could spoil something in the game.
Text preceded with *** or &&& indicates something is happening in the game,
but which you aren't directly controlling, like a cutscene.
|-----------------------------------------------------------------------------|
| [3] Act 1: Germany, 1927 "Dark Reign of the Vampire King" |
|-----------------------------------------------------------------------------|
You'll be in Germany, in the year 1927 for the beginning portion of the game.
|-----------------------------------------------------------------------------|
| [3.1] Scene 1: Spookhouse HQ |
|-----------------------------------------------------------------------------|
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.
You are now outside the briefing room. Walk inside the briefing room, where
Svetlana will greet you.
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 you're finished, leave and head for the
Lab, which is the door above Hiram. Go and talk to Doc Holliday.
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.
|-----------------------------------------------------------------------------|
| [3.2] Scene 2: Falkenburg Village |
|-----------------------------------------------------------------------------|
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.
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.
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.
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.
After the cutscene, you have control. Walk around until you see another
townsman. Talk to him. The Stranger's tone will not go over well with the
townsman, and Svetlana will scold him. Talk to him again, and Svetlana will
talk to him. You will receive information about Yuri, a trapper who lives in
the woods.
Once you're through talking, open the gate near the Town Hall and exit to enter
the forest.
|-----------------------------------------------------------------------------|
| [3.3] Scene 3: 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.
Follow along the path until you reach a fork in the road. Look down the right
hand path and you will see two bodies.
Grab the stake from the ground in front of the dead vampire. Turn around and
continue down the left path. You'll come across another fork in the road.
Turn left and approach the small hut ahead. If you talked to the townsman who
told you about Yuri, Svetlana will call to him.
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.
Once upstairs, you will have control. Along the wall, take the Doctor's Bag,
two wolf traps, an Axe, a Crossbow with 20 wooden bolts and 70 Blessed Bolts.
You can find some silver bullets in a chest. Once you've collected everything,
return to the first shack you saw and go down the other fork in the path. Be
careful along these woods, as the traps Yuri set are around.
The first trap is close. You'll see a pile of werewolves nearby. Slow down
and walk. You'll see the faint outline of what appears to be a brown rope.
Walk so the Stranger touches the rope, and a log will come down, swinging back
in forth across the path. As soon as the log comes to a stop, walk around it
and continue on.
You'll spot a dead vampire and a dead werewolf up ahead. Follow the path that
is closest to the road sign. This will take you past another dead werewolf.
Draw your Pistols and load the Silver Bullets before continuing.
A bit after the dead werewolf, a trio of werewolves is waiting to ambush you.
As soon as the camera changes views, open fire as they leap from the trees.
Once they are dead, continue on.
Four more werewolves will attack just ahead. Keep following the path after
killing them through the tunnel ahead. Approach the large clearing past the
next road marker. There are several Werewolf ambushes around it. Make use of
Yuri's traps by leading the werewolves into them.
Walk to the left of the road marker, and you may or may not be attacked by
werewolves. As you walk, you'll notice more of Yuri's traps; stay to the side
to avoid these.
Near the back of this clearing, you'll find a narrow path through the trees.
Follow it and be prepared to kill the four werewolves that attack. Follow the
path deeper into the forest and kill four more.
Past the next road marker, you will come to a suspension bridge. Approach the
bridge.
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 across, Svetlana will join the Stranger, and you can proceed to the
castle.
|-----------------------------------------------------------------------------|
| [3.4] Scene 4: Castle Gasutadt |
|-----------------------------------------------------------------------------|
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.
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 certificate.
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 thorough 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.
|-----------------------------------------------------------------------------|
| [3.5] Scene 5: Castle Gasutadt Dungeon |
|-----------------------------------------------------------------------------|
You enter the Dungeon in a small room with a skeleton and a chest. Get 275
Ordinary Bullets out of the chest, then push the lever to open the gate and
drop down the opening.
A Sentinel will attack you. Kill it and push the lever across the room to open
the gate ahead. Enter the next room and follow the path to the doors across
the watery room.
Open the left door and kill the Ghouls. There is an Imp on the steps in the
next room. Kill it and step onto the landing below. Several Vampire Brides
are waiting in the room beyond the landing. Kill them and get the Dungeon Key
from the table. There are Ordinary Bullets and Blessed Crossbow bolts in the
chests in the corner, and Restorative Tonic from the floor.
Go back to the landing in the water room and enter the other door. Walk
upstairs and walk behind the open gate. The floor will lower, allowing you to
get the Dungeon Key. Grab it and jump below. Cross to the other side and the
floor will once again lower. Get on it and ride it to the top, then step off.
Kill the Ghouls and walk down the stairs behind the next doorway. Enter the
tunnel below and kill the Ghoul who is ahead. Lure the Vampires into the
narrow tunnel to finish them off.
In the next room, push the two levers. One opens the bars and the other raises
three platforms in the water room. Walk through the opening and across the
three platforms to reach the door.
There's a Ghoul on the stairs, so kill it and then walk up. Kill the Ghoul in
the next room. SAVE YOUR GAME! Now time a run past the pendulum.
Once again, SAVE YOUR GAME! You must make three perfect jumps to get across
this chasm. Walk to the edge of each platform, and do a standing jump. Be
sure your at the edge before jumping, and you will make it perfectly. Save
your game after every successful jump if you want.
Kill the three Vampire Brides, then get the Precious Gem from one of the
coffins. Repeat the jumps again (saving your game after every successful jump)
and then pass the first pendulum.
In the pendulum room there are two doors. Open the only door that is unlocked
and enter the long hallway. Kill the Ghoul and enter the chamber below.
Put the Precious Gem on the pedestal to open a secret door. Get the bullets
from the chest behind you and enter the door. Cross into Count Voicu's
chamber.
Walk around the room, avoiding the lava, until you get to a bridge. SAVE YOUR
GAME NOW! Walk across the bridge. Count Voicu will rise out of the coffin and
turn into a huge flying creature. Use your Pistols to drain his health, and
when he finally lands in his vampiric form, switch to the Holy Relic, rush over
to him and kill him.
After you've killed him, grab the Sanctum Key near his coffin and return to the
pendulum room. Go to the other door in this room and use the key to unlock it.
When you're 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.
After the lengthy cutscene, the first act is finished.
|-----------------------------------------------------------------------------|
| [4] Act 2: Texas, 1931 "Tomb of the Underground God" |
|-----------------------------------------------------------------------------|
You're off to Texas, in 1931, where you'll meet some townsfolk, rescue some
people, and, again, destroy ancient evil.
|-----------------------------------------------------------------------------|
| [4.1] Scene 1: The Train |
|-----------------------------------------------------------------------------|
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.
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 and aim at the crate. The box at the bottom is dynamite and if you
shoot it, you can say "bye bye Stranger". Grab the Doctor's Bag and the Silver
Bullets from the crate, then climb the ladder at the front of the car.
The next car is a flatbed with a small shack on the back. Jump to the car
ahead and climb to the roof. Don't drop down into this car, as it's the meat
car and you'll have to fight un-necessary werewolves. Run forward and leap to
the tender ahead. Get the Ax near the steps, then climb onto the coal. Jump
from the coal train to the top of the engine, then go down the ladder on the
left, grab the key from the dead engineer and make your way all the way back
to the top of the meat car.
There is a werewolf here, so have your Pistols loaded with Silver Bullets
ready. At the end of this car, walk to the very edge and kill the werewolves
below before climbing down. Once down, cross the flatbed car and jump to the
baggage car roof.
There is another werewolf here, so be prepared to kill it. Once it's dead,
jump to the roof of the third class car for a confrontation with AlphaWerewolf.
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.
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.
|-----------------------------------------------------------------------------|
| [4.2] Scene 2: Redeye, Texas |
|-----------------------------------------------------------------------------|
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.
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. Return to the
church, guarding Buford at all times.
Return to the main street and walk inside the Sheriff's office.
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.
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.
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.
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.
|-----------------------------------------------------------------------------|
| [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, you're going the
right way. When you teach a room full of boxes, BE CAREFUL where you shoot, as
this room is full of dynamite. Pick up a crate of dynamite and place it on the
transfer platform at the back of the room. Pull the lever to send the crate to
the transfer room.
Go back to the ladder and climb up. Follow the tracks above until you reach a
set of steps and a landing. Put the Gas Mask on and enter the passage beyond
the landing.
In this room, you will find a Doctor's Bag, two bundles of dynamite, and two
chests containing shotgun shells and bullets. Return to the tunnel to the
landing and go back to the ladder.
SAVE YOUR GAME, then make a running jump across the gap to the other side.
Follow the tunnel to the transfer room. Pick up the dynamite from the transfer
platform and walk across the room to the other side, and set the dynamite on
the other transfer platform. Throw the lever to send the platform away.
Go back to Tunnel C and cross the wooden bridge again. The dynamite is across
the small wooden bridge, just outside the small shack. Grab it, then walk back
across the bridge and continue down the tunnel until you come to a caved in
wall. Put the dynamite anywhere near the cave in, back well away and shoot it.
Put on the Gas Mask. Head down the tunnel and you'll see some Larvae in a pool
of slime. When you come to a dead end, stay to the left.
Toss some dynamite at the group of Larvae and enter the small tunnel on the
right. In the next area, RUN LIKE HELL! The cavern is filled with Larvae, and
you'll be much, much better off running then fighting. At the end of the
cavern, you'll have to kill a Drone. Kill it and enter the doorway ahead.
|-----------------------------------------------------------------------------|
| [4.4] Scene 4: Temple of Gardath |
|-----------------------------------------------------------------------------|
Take the Mystical Stone from the podium holding it. This will release two
Drones so be ready to kill them. Search the corpse for shotgun shells and
continue around the corner.
Drones await, so be careful. Keep following the path, and you'll eventually
come to a large open area. Put the Mystic Stone on the pedestal with the
shooting red light. This will split the beam and cause it to point at the four
pedestals across the chasm.
Step on the platform at the end of the corridor and hit the level to raise it.
Follow the passage at the top until you come to a small room with a pedestal on
the far side.
Grab the Mystical Stone, then SAVE YOUR GAME! The sand colored floor will fall
away, and you will have to make three jumps back across the chasm. Save your
game after every successful jump.
Return to the four pedestals beneath the huge creature and place the Stone on
the pedestal that bears the same symbol. This will open a door. Enter this
door.
In this chamber, there are Larvae everywhere, so either avoid them or toss
Dynamite in to wipe them out. There are also metal spikes on the ceiling,
which aren't dangerous just yet. Cross the room quickly and get the Stone.
Once the floor begins to rise up, duck into the small alcove (once the floor
reaches that level) and you will be safe from the spikes. Go back to the
pedestal room and put this Stone on the pedestal with the same symbol. Enter
the door that opens.
There is a huge jump in your way, so SAVE YOUR GAME before attempting it. Once
you've cleared the jump, keep following the passage, and when you get to the
end, SAVE YOUR GAME. Jump the crevices to get to the Stone on the pedestal
beyond. Once you get the Stone, head back to the Pedestal chamber and place it
on the pedestal with the same symbol. Enter the new door that opens.
When you approach the first stone, DO NOT take it. It's a trap, and a watery
substance will rise up out of that hole you see. Push the lever on the wall to
open a secret door and follow this hall to the real stone. After grabbing the
stone, SAVE YOUR GAME. You must make a timed run across as to avoid the spikes
that shoot up from the ground.
Return to the pedestal chamber and place the stone on the final pedestal. This
will open the last door. Once you're through the door, you must walk across a
suspension bridge. When you reach the pedestal at the end, grab the stone.
Drones will swarm you, but you can't kill them. Don't worry; your not dead.
The game is taking over.
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.
|-----------------------------------------------------------------------------|
| [5.1] Scene 1: Spookhouse HQ |
|-----------------------------------------------------------------------------|
This scene is pretty much just the introduction to the mission. When the
cutscene is over, walk to the elevator and hit the button to proceed to scene
two.
|-----------------------------------------------------------------------------|
| [5.2] Scene 2: Chicago Streets |
|-----------------------------------------------------------------------------|
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.
Walk to the bar. Once inside a cutscene will take over.
After the cutscene, 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.
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.
|-----------------------------------------------------------------------------|
| [5.3] Scene 3: 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.
|-----------------------------------------------------------------------------|
| [5.4] Scene 4: 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.
|-----------------------------------------------------------------------------|
| [5.5] Scene 5: 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.
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.
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.
Grab the gun and the ammo and fire at Smiley. Two or three shots will knock
him down.
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.
|-----------------------------------------------------------------------------|
| [5.6] Scene 6: Rooftops |
|-----------------------------------------------------------------------------|
Climb the ladders until you reach the water tower. SAVE YOUR GAME, then slowly
walk to the left. Falling in will result in death. Knock down the plank
that's standing it will fall down, giving you access to the other roof. Climb
down the fire escape and go to the Stranger's left. Run into the alley and
Icepick will meet you.
|-----------------------------------------------------------------------------|
| [5.7] Scene 7: Warehouse |
|-----------------------------------------------------------------------------|
NOTICE: The warehouse is full of materials that are flammable, so if you plan
on using the flamethrower, be extra cautious where you aim it. While
fighting, keep moving so if a bullet hits an explosive canister, you
won't be caught in the blast.
As soon as you have control, turn to the right and hug the wall. You'll see a
guard shack ahead. A mobster will fire at you from inside. Kill him, then go
inside the shack and grab the Fuel, the Doctor's Bag and the battery, then
return to where you started this area.
In the corner of the room is a set of wooden stairs. Climb them and kill the
mobster, then take the Fuel. Go back downstairs and make your way through the
Warehouse until you find a ladder near a chain-link fence. Climb up, and run
to the other end of the hall quickly. Walk down the stairs and hug the wall
under them.
There is a truck parked up ahead. Kill the mobster and walk around to the
front of the truck. Go into the restroom and get the Fuel. There are three
more canisters of fuel in the office next door, so kill the mobster and take
them. Go through the other door of the restroom and kill the mobster outside.
Near the truck ahead, two mobsters will attack you. Past the truck is another
staircase. Kill the mobster below, but don't climb the stairs. Keep following
the path and when you reach a dead end, turn left. You'll come to a long
hallway with tables. Grab the Doctor's Bag and Fuel from the first table and
go through the doorway on the left at the end of the hall.
Kill the mobsters back here, then climb the stairs. Follow the catwalk and
walk across the hole in the fence. Drop down below and you'll be behind the
very first guard shack you saw.
Smiley, in his new, re-animated form, will break through the office wall. Use
the Flamethrower and keep backing up, and he will go down. Once he's dead,
enter the office and go on to the next scene.
|-----------------------------------------------------------------------------|
| [5.8] Scene 8: Factory |
|-----------------------------------------------------------------------------|
Kill the mobster who drops down and climb the stairs ahead of you. Kill
everyone on the platform around the chemical vat and head down the stairs on
the other side.
There will be two mobsters down here, so finish them off, then cross the entire
machine room and make your way to the upper right corner of the room. Turn the
corner that's near the conveyor belt nearest the wall. Open the door to enter
the final area of the factory.
|-----------------------------------------------------------------------------|
| [5.9] Scene 9: 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.
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.
|-----------------------------------------------------------------------------|
| [6] Act 4: France, 1935 "The House on the Edge of Hell" |
|-----------------------------------------------------------------------------|
The final act takes place in France, close to the mansion of a former
Spookhouse agent.
|-----------------------------------------------------------------------------|
| [6.1] Scene 1: Introduction |
|-----------------------------------------------------------------------------|
Again, this scene is more of an introduction.
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.
|-----------------------------------------------------------------------------|
| [6.2] Scene 2: Graveyard |
|-----------------------------------------------------------------------------|
Follow the path to the right of Killian to enter the graveyard. Kill all the
Imps you see, because they will be carrying keys you need. Three keys, to be
exact, to unlock three crypts. So check every Imp body. If you see a
Skeleton, try not to kill them, as they will just regenerate, and the more the
kill, the faster they regenerate.
Once you've collected all three keys, open the three crypts near the front of
the graveyard where you came in. Say the middle crypt, the one with the two
gargoyle statues on both sides, is the North crypt. Walk into the West crypt
and study the floor and the tombstone. Walk into the East crypt and do the
same thing.
To get the right cross for the East crypt, go back to the entrance to the
graveyard, and walk to the left in between the tombs. There will be an ankh
shaped cross on one of the tombs. You can spot it because it will be
differently colored then the others. Grab it, then enter the East crypt and
put it on the tombstone. The symbol on the floor will fill in as a shadow.
Cross over to the West crypt, directly across, and climb the vines on the side.
There will be a vine hanging from the end of the tomb. Press ACTION on it and
the Stranger will push it down. Now climb back down and get the cross from the
first tomb on your right.
Go inside the West crypt and place the cross on the tombstone. Three altars
will rise in the graveyard; Water, Flame and Wind.
Walk toward the center crypt and two gargoyles will attack. Kill them then
walk in. You will discover a witch's staff that can't be destroyed. Hit
ACTION on the tomb and you will reveal a secret passage. Go down.
You'll see several pillars with symbols on the top, and a lever next to an
inscription on the wall. The inscription reads "With the light, cut the
night". DO NOT throw the lever yet. Go to the first pillar, the one closest
to the lever, and push it so half of it's shadow covers half of the symbol on
the wall. Now go to the third one closest the lever and push it. The symbol
on the wall should now be covered. Throw the switch and three panels will
drop, revealing three vessels; Air, Water, Flame. There is also an inscription
that reads:
"Fire and Water and Air of dark worth
In a room far beneath the earth
Find the marble tomb of birth
To an altar surrounded by graves
The destination of the three is paved
Foresee all of air consumed by hellish fire
And the liquid that will douse the funeral pyre
Behold, leaving water with air is the only desire
If one is destroyed, of those that remain
Replace to origin and resurrect again."
NOTE: If you put down any vessel anywhere other than one of the three altars or
the alcove of where you originally got it, it will blow up, forcing you
to return to the room and retrieving it again.
Follow these instructions to solve the puzzle:
1: Take the FIRE vessel and put it on the FIRE altar in the Graveyard.
2: Go back down and take either the WATER or AIR vessel and put it on either
the WATER or AIR altar in the graveyard.
3: Quickly grab the FIRE vessel from the altar and return it to the FIRE slot
in the hidden room.
4: Take either the WATER or AIR vessel, whichever one you DIDN'T take in step
2, and put it in it's respective altar in the graveyard.
5: Return to the hidden room and take the FIRE vessel, and put it on the FIRE
altar in the graveyard.
Once this is done, a bolt of lightning will strike the witch's staff. All the
skeletons in the graveyard will blow up.
Leave the graveyard and go down the path where Killian was standing. He will
now be at his porch. Talk to him.
|-----------------------------------------------------------------------------|
| [6.3] Scene 3: Estate |
|-----------------------------------------------------------------------------|
Grab the amulet from the bones nearby.
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 starting point
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 to trigger a cutscene.
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.
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.
Snag the Control Panel from the dresser, then leave the bedroom. Use the
Control Panel on the elevator, then jump across to reach lounge.
Grab the Shotgun and Crossbow (yes, it's safe) from the pool table and get the
shells and bullets from the chests beneath them. Push the large bookcase near
the wall to reveal a hidden elevator.
SAVE YOUR GAME! When you enter the elevator, you'll notice nothing happens.
And if you push the wrong lever, you will be killed. Push the lever nearest
the door, but this releases a werewolf, so be ready to kill it. The Werewolf's
cage is locked, but you can open it with the key you have. Use it and climb
down the ladder inside.
You'll be in another pantry. Open the door here to enter the kitchen. Ghouls
will attack you, so kill them and grab the Doctor's bag from the counter. Open
the gate that is blocking the dumbwaiter. Enter the open doorway.
Your now in the dining hall. Don't walk on the rugs, as doing this will open a
trapdoor, sending the Stranger to his death. Walk along the table to safely
get across.
Enter the next room, which is the Ballroom. You'll be attacked by three
werewolves, so finish them fast. Unfortunately, Killian is no longer here, so
grab the Clockroom Key from the fireplace and climb up the shelves in the
pantry to get back to the second floor.
Using the dumbwaiter, go to the third floor and enter the hallway outside the
room you arrive in. Open the first door on the left with the key, and enter
the circular room behind it.
Here is a puzzle, where you must open the door at 12 o'clock by getting the red
and blue light to shine equally on the purple gem beneath the door, also known
as "creating purple light". The solution is below:
Walk to the center of the room and use the mirror to aim the movable red beam
of light at the gem sitting at the base of the door at 7 o'clock. This will
make the red gem move to 6 o'clock. Now use the blue beam to move the blue gem
at 8 o'clock to 7 o'clock. Don't hold the beams in place after the gems move,
or they will move back. Move the beams aside slightly once the gems are in
place. Move the gems like this:
Gem at 2 o'clock to 3 o'clock
Gem at 9 o'clock to 8 o'clock
Gem at 10 o'clock to 9 o'clock
Gem at 1 o'clock to 2 o'clock
Gem at 11 o'clock to 10 o'clock
This will raise two mirrors near the purple gem. Balance the red and blue
beams of light until the light shining on the gem at 12 o'clock is purple. If
done correctly, the door will open.
SAVE YOUR GAME! This is called the Crusher Room, and you'll have to move the
Stranger fast so he won't get, well, crushed. Push the lever on the wall
across from the moving wall to push the first step out. Step up onto it and
push the lever on the right, then step up again. Run across and push the lever
on the left. Push the last lever on the right to reach the top. Follow the
stairs down to the next challenge.
SAVE YOUR GAME! Jets of flame shoot up from the floor, and you'll have to be
very careful here. Study the flames for a while, long enough so you can see
the pattern, then jump across the shortest part of the trap; the trap nearest
the wall on your right.
SAVE YOUR GAME! You won't want to have to do that again, do you? DON'T grab
that key you see. It's a trap. Pick up a piece of the corpse nearby and throw
it onto the same place as the key. This will trigger the trap, dropping the
key into the room below. Enter the next room and grab the Dungeon key from the
corner, then push the rug aside to reveal a hatch you can climb through. Don't
jump; the left side has a ladder.
Go down to the main stairway to the ballroom and grab the Demon Key you knocked
down. Walk back upstairs and follow the hall past the Library and you'll come
to a set of stairs leading up.
Step out onto the ledge and climb the ladder. When you get to the hall above,
open the secret door on the right, and then turn left. Keep going down this
hall, and when you get to the hall with multiple doors, open the last door on
the Stranger's left. Keep going and you'll wind up in the hallway near the
electrocuting tiles.
Open the elevator door and jump across the shaft. Since you have the key for
the third door on the left, go open it. You'll enter a room with a Pentagram
on the floor. Don't step into the circle of the pentagram, as this will make a
fiery demon appear. Step in and out of the circle fast and blast the demon
that appears before you catch on fire. Once it's dead, grab the box of matches
on the floor.
The dumbwaiter is in the room at the end of the next hallway. Ride it down to
the basement level and enter the Torture chamber. Open the dungeon door and
push the first lever on the Stranger's left as you enter. This will open an
empty cell. If you examine the back wall, you'll see it has been bricked over
hastily. Push it and it will break down. You'll see one of your operatives,
Moloch.
Break the seal and Moloch will be free.
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.
Lead Moloch to the crocodile pit.
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.
After a cutscene, Moloch will kill Hamilton, and the game is over. Now all
that's left is to view the epilogue.
Activate the switch to open the panel. All the lights are off except for the
emergency red light above the elevator. Open the elevator and go to
Spookhouse.
All the lights in the hallway are out. When you enter the Spookhouse offices,
you see that the whole place is trashed and deserted. A tiny light is coming
from under the closed briefing room door, and a couple of desk lamps are
knocked over, partially covered by office debris. Body parts and blood are
everywhere. The filing cabinets are opened and their contents are dumped on
the floor. There are files everywhere.
Try to open the briefing room door, and you'll find it's locked.
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. After entering the
briefing room, the game will take over, and then end. View the cutscene, and
applaud yourself.
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.
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!
|-----------------------------------------------------------------------------|
| [8.6] My Recommended Requirements |
|-----------------------------------------------------------------------------|
Please, do not use these cheats unless you absolutely need to. They ruin the
game more so then the walkthrough itself.
All the codes work in the original game, but only some codes work in the
patched versions.
To access these codes, press F10 during gameplay.
I take no responsibility for whatever happens to your game, your saves, or your
computer as a result of these.
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.
|-----------------------------------------------------------------------------|
| [A] Contact Information |
|-----------------------------------------------------------------------------|
I'm sorry, but all contact for this FAQ will no longer be accepted due to a
lack of interest in the game. For more information on this game, check out
the game's official website, other FAQs, or one of many quality gaming sites,
like Cheat Happens (cheathappens.com) or GameSpot (gamespot.com). Chances are
you can also find at least one other FAQ for this game right at GameFAQs.
|-----------------------------------------------------------------------------|
| [B] Webmaster Information |
|-----------------------------------------------------------------------------|
Attention webmasters: You are allowed to host this document and display it
without asking for prior permission. All you have to do is the following:
- Do not charge people to see it or otherwise make a profit from it.
- Do not alter it.
- Give proper credit to the author.
- You may not sell, rent or lease the document.
If you want to use one of my guides _IN_ a guide of yours, like an item guide
of mine in a general guide you're writing, feel free to do so, as long as you
still follow the above. All I ask in addition to that is that you let me know
when your guide is online so I can check it out.
|-----------------------------------------------------------------------------|
| [C] Where This FAQ May be Found |
|-----------------------------------------------------------------------------|
All other websites have permission to use this document, but they may be out of
date or incorrect versions. The latest, newest versions can always be found at
the above websites.
|-----------------------------------------------------------------------------|
| [D] Other FAQs Written |
|-----------------------------------------------------------------------------|
This section may not always be up-to-date, as I'm not going to update every
single one of my FAQs after making a new one.
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
GAME GUIDE TYPE
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
Clock Tower 3 || File List
Deus Ex: Invisible War || Walkthrough/FAQ
ESPN NFL 2K5 || Milestones/Crib Unlockables
ESPN NFL 2K5 || Strategy Guide/FAQ
ESPN NHL 2K5 || Challenges & Unlockables
Grand Theft Auto III || Walkthrough/FAQ
Grand Theft Auto III || Song Guide
James Bond 007: Everything or Nothing || Walkthrough/FAQ
Madden NFL 2004 || Challenge Checklist
MVP Baseball 2004 || Strategy Guide/FAQ
MVP Baseball 2004 || Unlockables Guide
Nocturne || Walkthrough/FAQ
Red Faction || Walkthrough/FAQ
RoadKill || Walkthrough/FAQ
RoadKill || Song Guide
Serious Sam || Walkthrough/FAQ
SimCity 4: Rush Hour || Object Guide
Splinter Cell: Pandora Tomorrow || Demo Walkthrough
Star Wars: Knights of the Old Republic || Walkthrough/FAQ
Star Wars: Knights of the Old Republic || Item List
The Sims (PC) || Item List
The Sims (CONSOLE) || Item List
The Sims: House Party || Strategy Guide/FAQ
Tony Hawk's Pro Skater 2X || Song Guide
Tropico || Walkthrough/FAQ
Unreal Tournament || Walkthrough/FAQ
WWE RAW 2 || Move List/FAQ
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
Total FAQs: 27
I have also written several strategy guides, in HTML format with screenshots,
for the website Cheat Happens (www.cheathappens.com).
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
Hitman: Contracts
Spider-Man 2
The Chronicles of Riddick: Escape from Butcher Bay
Unreal Tournament 2004
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
|-----------------------------------------------------------------------------|
| [E] Nocturne Copyright Information |
|-----------------------------------------------------------------------------|
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 document is copyright by US and Canadian copyright laws. This FAQ is for
personal use only. This FAQ may not be altered or used for commercial use.
Websites may use this document without permission, but they must give proper
credit to the author and musn't alter it any way, shape or form. All websites,
excluding GameFAQs (www.gamefaqs.com), are prohibited from renting, selling or
leasing this document, whether it's for personal or commercial gain.