Twinkle
Liturgist
*Weaboo alert*
Dear jap-loving motherfuckers, despite the intentionally misleading title this has nothing to do with a series of popular shitty jap grinders. Homosexuals and open-minded individuals need not apply. For everyone else I'll explain a thing or two...
Why Nocturne?
Because it's a relatively unknown game released in 1999 exclusively on the master race platform. Taking its inspiration primarily from classic horror movies it also heavily borrows from B-movies, pulp comics and then-popular TV series The X-Files. The end result is surprisingly organic thanks to great atmosphere and attention to detail. Also, you run in narrow corridors killing thingies, talk to people with a deep, gravely voice and roleplay an edgy jackass which makes it a quality RPG by elevated codexian standards, leaving it only slightly behind such peers of the genre as Mass Effect or The Witcher due to the lack of quality romance and sex cards.
Besides, the game was a technological marvel back in the day. Full dynamic lighting with soft shadows casted by level geometry, cloth physics, high-poly models, detailed, gorgeous environments, awesome particle effects, gore. But it all came for a price...
So what is this shit about?
Some backstory from the manual:
In 1902, Theodore Roosevelt created a corps of Special Agents that conducted its operations outside the public eye. It answered only to the Executive office. Unnamed and unacknowledged, Roosevelt formed the branch to investigate crimes and potentially harmful phenomena involving the supernatural.
Roosevelt had spent considerable time before and during his presidency in the Caribbean, Latin America, and other spots around the world. From his experiences, he absolutely recognized (though never publicly decreed) the existence of paranormal forces and creatures in the world. He recognized the growing presence, and possible threat, of such creatures in the United States.
Roosevelt hand-picked scholars of the arcane, outcast scientists, shaman, witches, and monster hunters from all over the U.S. and its territories. They also summoned a carefully selected list of vampires, monsters, and other less well-defined beings to serve their country. Those who came forward were granted clemency, while those who refused were branded traitors and felons, and in keeping with Roosevelt's "Big Stick" policy, were designated the first targets of the new agency, which was referred to by the President as "The Spookhouse".
That's it, bros: you work for The Man in super-secret government agency (and before you ask: no, you won't turn rogue) to battle supernatural shit for Uncle Sam's glory. But who's the protagonist?
In 1923, Spookhouse accepted (under still-classified) the enlistment of a mysterious man without identity or history. The man rose almost immediately through the loose ranks of the officially nonexistent agency. He is considered one of the most valuable Spookhouse operatives. Though certainly not superhuman, the man's prowess inspires an excess of whispered rumors. But those rumors remain in the realm of speculation.
It is rumored that long ago, a secret clan of disenfranchised priests and other occultists formed a plan to combat the evil in the world. The plan involved a child. For many years, they searched for the right child, and eventually found the one they sought. Stealing the child from his parents, and erasing any trace of his background, the brotherhood disappeared. Twenty years later, a legend arose among the tight-lipped circle of monster hunters (and monsters as well). It was said that a force of nature shaped like a man was slipping through the shadows of netherworld haunts and feeding grounds, killing fiends of all types. He was reputed to be unstoppable, silent, and utterly efficient, a new predator of predators.
It is never spoken of, especially within earshot of the Stranger, but Spookhouse believes that he is this legendary monster hunter. He rose quickly through the ranks of the organization, and no one questions his abilities. No one knows where he came from, or what his real name is, nor do they know what he truly lives for. But for now, he's content to kill monsters with them, and he is very, very good at it. Unflappable, and unmovable, the Stranger is expressionless and stoic. His deep, rough voice is quiet and reserved, and he speaks only when necessary.
So the player assumes direct control of the Stranger, the most hardcore and edgy mofo among Spookhouse operatives. Thankfully, the game never explores his "special" roots and is focused on battling villains rather than emo crap about inner demons and prophecies. He doesn't have any special abilities unlike the other Spookhouse agents. His strength lies in the pocket dimension he carries under his coat. There is no other explanation on how he can carry so much shit on him. Full arsenal of weapons including some high-tech toyz? Check. Ammo counted in hundreds? Check. Dozens of healing bags? Check. Leet auto-aiming skillz with dual pistols? Check. His the most distinctive feature, however, is the attitude. Being a true white man he despises working together with non-human scum, and is reluctant of accepting their help. Some of the later events may shatter his black and white worldview... or maybe not.
Wow bro you make this game sound cool. Can you give me a torrent link?
Stop right there, you criminal scum! There is a reason behind me LPing it. Much akin to Br0xor's excellent inAnity LP this game is better digested by watching it rather than playing it. Why? Guess the worst enemy in the game. If you answer CAMERA1111111 you are fucking RIGHT, bro! Like AitD, RE etc. it uses fixed camera angles to keep the cool graphical shit rolling. Sudden dramatic switches as you move through the levels can quickly disorient you. The problem becomes much worse when you are engaged in combat. Try to run away and you may lose the baddie from your view, get stuck in some wall and be raped by some unseen enemy. It's doesn't help that the Stranger rotates too slowly and can't properly strafe/dodge. To offset this the game features auto-aiming and you can easily shoot stuff that you can't even see! Which is pretty fucking shameful as the game models locational damage on monsters with great detail, letting you, for example, shoot a zombie's arm of leg off, or kill it instantly with a well-placed headshot. You can opt for manual aiming with a mouse, but with constantly shifting camera and stunlock effect of some monster attacks it puts you into too much of a disadvantage. Either you use cheat aiming and reduce combat to simply bashing spacebar or fuck yourself up with no middle ground. Considering that combat is an integral, unavoidable part of the game it can be a major deal-breaker. Also, the game features several rage-inducing platforming sections with worst camera angles making them an exercise in frustration and rage. Not to mention some poor design choices like infinitely respawning enemies with tommyguns in some areas.
The game is divided into four acts, each boasting a unique setting and presenting a self-contained story. I'll do them in a chronological order.
With all the shit set straight let's start with the game proper. It all began when Stranger descended into the basement...
ACT 1 - DARK REIGN OF THE VAMPIRE KING
1927
Stranger, thank you for coming in on short notice.
The colonel leads Stranger to a nearly empty office where a lonely secretary sits.
Who will protect the world from darkness?
We will.
She pushes a secret switch and a panel in the wall slides open.
Stranger follows the colonel to the elevator.
A partner? Who?
Svetlana Lupescu. I know you don't really like her, Stranger, but -
I don't *like* anyone. I hate monsters.
Half is too much.
But it's that half of her that makes her so ideal for this assignment.
If she crosses me, she dies.
Sighs I'm sure she feels the same about you.
Stranger and the colonel enter the briefing room.
MeetRayne Svetlana. Since Nocturne failed to make enough shekels its developers Terminal Reality decided to move franchise into different direction. They ditched Spookhouse and Stranger but kept the vampire theme and expanded upon it. In fact Bloodrayne's last chapter takes place in the same castle as desipted in Nocturne's Act 1. Though despite the ridiculous outfit with wristblades Svetlana possesses warmer and more reserved personality devoid of feminatrix vibe.
The colonel turns lights off and starts the briefing.
Have either of you ever heard of the Yathfoe-Gyoule stone?
The Yathgy?
Then you've heard of it. I suspected you might.
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.
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.
I always thought that it was just as much a myth as the Holy Grail.
What makes you think the Grail is a myth?
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.
Whether the stone is there or not, something is drawing the supernatural to that mountain.
This is beginning to sound like a research assignment.
It's far more important than that. Your mission is to retrieve the artifact. We've surveyed the region as best we can. Reports that have trickled out over the past hundred years indicate that the journey itself to the castle will be treacherous.
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.
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.
Why not simply destroy them?
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.
I thought you killed all the werewolves in Germany.
Hmm.
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.
Meet me at the elevator when you're ready to leave, Stranger.
Time to grab some gear before we start the mission. It can be obtained in Doc Hollyday's lab, a brilliant scientist who serves as Spookhouse's lead researcher and gimmick inventor.
Bitch!
Well, fuck you, game, proper Doc Hollyday was no pussy!
I have to leave on a mission soon.
I see. And you want to know if I have any goodies for you. What's the mission?
Werewolves and Vampires.
Vampires? Svetlana just returned from her last mission; I don't suppose she's going on this mission with you, is she?
Yes.
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.
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? 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.
It's the Charged Radiance Emitter, or, more colorfuly, "The Sun of God".
Nice. Anything else?
Werewolves, huh? Where did you say you were going?
Germany.
I thought you killed all -
Stranger gets angry.
What else do you have?
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.
Before leaving Stranger exchanges a few words with another Spookhouse researcher Hiram Mottra, a jew and a coward.
Cut the crap, Hiram. I've known you long enough to know you can't read minds.
Technically, that is true, but you know I can sense intense feelings. And you, my dear fellow, have the most intense aura I've ever encountered.
It's obvious you have a new mission that you're not looking forward to, though I can't imagine what objection you could have against any mission.
The Colonel assigned Svetlana as my partner.
Oh.
So the Stranger enters the elevator and the action cuts forward to Germany, where he and Svetlana pass through a small cemetery.
Suddenly, a man emerges from a grave. Stranger readies his fearsome dual pistols
Watch out!
[Perception] Are you crazy? He just climbed out of a grave.
Who are you?
Sentinels! No! They're everywhere!
Sentinels? What are these Sentinels?
Huge, monstrous things! Hideous things that will devour you whole!
Come on, Svetlana. He's crazy.
Old man laughs hysterically.
Ha, ha, ha! I'm crazy? You've come here of your own free will? You're crazy! You'll never escape.
You obviously escaped.
Yes. But I'm not crazy. I'm a genius! I hid in a coffin with my friend's corpse, so when they buried him out here, I could escape!
Startled by suspicious noise he flees away.
They've found me!
What was that all about?
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?
Yes.
Let's explore a bit and follow madman's footsteps.
Svetlana slays a hapless zombie before Stranger could even draw his weapons.
This key will be useful. Also, there a few hundred bullets in the case.
Think that Battleturd 3 had blinding lens flare effects perfected? Ha! It should be noted that in Nocturne's case it is actually appropriate given how dark the game is.
We can't open town's gate directly. There must be another way to get in.
To the crypt at the cemetery.
Let's go.
Suddenly, she drops on her knees, unable to move.
I can't go in! We're nearing holy ground.
We just tromped through an entire graveyard, why stop now?
That little graveyard was never consecrated. It's not holy. But the ground here burns my skin. To go any further would be suicide.
What's wrong, woman? Can't handle the heat?
Fine. I'll go on alone.
I'll find another way in.
Um-hmm.
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.
Passing through the crypt the Stranger emerges in an abandoned church.
Stranger leaves the church... and faces a huge, goddamn flying bat!
It takes a few clips to put these things down. Better let the girl in and force her to do all the dirty work.
Stranger open the gate from within.
What in the world is that thing? I've never seen anything like it. Whoever summoned this beast must be very powerful.
There might be others like it.
Did you find any villagers?
Not one. They're either dead or hiding.
With monsters like this roaming the streets, I can't blame them.
Moar bats
Let's explore the ramparts and get a vantage point on monsters.
But due to "cinematic" camera angles it is a pointless activity. We step down.
Stranger decides to test his new anti-vampire super-weapon. It works as advertized: one shot, one kill.
Damn, we can't even leave this shithole.
Continuing "seek and destroy."
This huge building looks like a town hall. Too bad the door can't be opened.
Stranger tries to burn a zombie with God Ray, but it doesn't work on them.
Meanwhile our regenerating next-gen companion minces the remaining opposition.
Stranger enters a small pub. Sadly, there is nothing here worth drinking. A healing bag, on the other hand, may come in handy.
Svetlana cuts the last poor zombie in half and town hall doors open from the inside.
Are you friend or foe?
We are not your enemy.
Well then, greetings. Welcome to the fair village of Falkenburg, strangers. I am the village Mayor. What might I call you?
I am Svetlana Lupescu.
"Stranger" is fine.
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.
What? You mean these creatures? We can handle ourselves.
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.
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.
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.
Andronicus? Andronicus ruled in the twelfth century.
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.
Count Voicu?
He is the master of Castle Gaustadt, beyond the forest on the mountain that overlooks this valley.
Well us about this Count. He's not a normal man, is he?
What do you mean?
He's a vampire, is he not?
Well, yes. That is rumoured to be so. Why would you suspect such a thing?
I can smell it. And there were bite marks on a man outside this village.
Man? What man?
He didn't tell us his name. He was babbling, warning us about the sentinels.
Did he say anything else?
That's all.
How did he escape? The sentinels don't let us wander from town.
Apparently he hid in a coffin with a corpse and was buried outside of town.
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.
Your children?
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.
Now that the Sentinels are gone, we recommend that you flee the city.
Never! This is our home. We may die defending it, but we will not run like cowards! We are a proud people, and if we leave, our daughters will surely die.
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.
We'll discuss this matter with Count Voicu. If we can't reason with him...
We will kill him.
Our humble village appreciates your help. I pray - for the sake of our town and our children - that you are successful.
Except there is something off with the old man's story. He didn't sound all that desperate, more like annoyed and willing to send the Stranger away as soon as possible.
There is another townsman nearby. Maybe he'll explain more of this mystary.
[Intimidate] Tell us what you know about Count Voicu and Castle Gaustadt.
Townsman: I know nothing.
Stranger, you cannot interrogate these people like criminals. You're scaring them even more.
I swear, you have the social skills of Atilla the Hun!
I put them all in small arms, you stupid!
Why don't you let me do the talking.
Do you know anything that might help?
Townsman: Watch out for wolves. The forest north of here is teeming witht hem. Some people say that they're actually werewolves.
No problemo, I'll feed them with my silver bullets.
Townsman: There was a man who lived in the forest long ago. He might still be there. He was a trapper named Yuri. He's probably the only man who could survive out there.
Now we can leave this forsaken place. Onwards to the forest.
Dear jap-loving motherfuckers, despite the intentionally misleading title this has nothing to do with a series of popular shitty jap grinders. Homosexuals and open-minded individuals need not apply. For everyone else I'll explain a thing or two...
Why Nocturne?
Because it's a relatively unknown game released in 1999 exclusively on the master race platform. Taking its inspiration primarily from classic horror movies it also heavily borrows from B-movies, pulp comics and then-popular TV series The X-Files. The end result is surprisingly organic thanks to great atmosphere and attention to detail. Also, you run in narrow corridors killing thingies, talk to people with a deep, gravely voice and roleplay an edgy jackass which makes it a quality RPG by elevated codexian standards, leaving it only slightly behind such peers of the genre as Mass Effect or The Witcher due to the lack of quality romance and sex cards.
Besides, the game was a technological marvel back in the day. Full dynamic lighting with soft shadows casted by level geometry, cloth physics, high-poly models, detailed, gorgeous environments, awesome particle effects, gore. But it all came for a price...
So what is this shit about?
Some backstory from the manual:
In 1902, Theodore Roosevelt created a corps of Special Agents that conducted its operations outside the public eye. It answered only to the Executive office. Unnamed and unacknowledged, Roosevelt formed the branch to investigate crimes and potentially harmful phenomena involving the supernatural.
Roosevelt had spent considerable time before and during his presidency in the Caribbean, Latin America, and other spots around the world. From his experiences, he absolutely recognized (though never publicly decreed) the existence of paranormal forces and creatures in the world. He recognized the growing presence, and possible threat, of such creatures in the United States.
Roosevelt hand-picked scholars of the arcane, outcast scientists, shaman, witches, and monster hunters from all over the U.S. and its territories. They also summoned a carefully selected list of vampires, monsters, and other less well-defined beings to serve their country. Those who came forward were granted clemency, while those who refused were branded traitors and felons, and in keeping with Roosevelt's "Big Stick" policy, were designated the first targets of the new agency, which was referred to by the President as "The Spookhouse".
That's it, bros: you work for The Man in super-secret government agency (and before you ask: no, you won't turn rogue) to battle supernatural shit for Uncle Sam's glory. But who's the protagonist?
In 1923, Spookhouse accepted (under still-classified) the enlistment of a mysterious man without identity or history. The man rose almost immediately through the loose ranks of the officially nonexistent agency. He is considered one of the most valuable Spookhouse operatives. Though certainly not superhuman, the man's prowess inspires an excess of whispered rumors. But those rumors remain in the realm of speculation.
It is rumored that long ago, a secret clan of disenfranchised priests and other occultists formed a plan to combat the evil in the world. The plan involved a child. For many years, they searched for the right child, and eventually found the one they sought. Stealing the child from his parents, and erasing any trace of his background, the brotherhood disappeared. Twenty years later, a legend arose among the tight-lipped circle of monster hunters (and monsters as well). It was said that a force of nature shaped like a man was slipping through the shadows of netherworld haunts and feeding grounds, killing fiends of all types. He was reputed to be unstoppable, silent, and utterly efficient, a new predator of predators.
It is never spoken of, especially within earshot of the Stranger, but Spookhouse believes that he is this legendary monster hunter. He rose quickly through the ranks of the organization, and no one questions his abilities. No one knows where he came from, or what his real name is, nor do they know what he truly lives for. But for now, he's content to kill monsters with them, and he is very, very good at it. Unflappable, and unmovable, the Stranger is expressionless and stoic. His deep, rough voice is quiet and reserved, and he speaks only when necessary.
So the player assumes direct control of the Stranger, the most hardcore and edgy mofo among Spookhouse operatives. Thankfully, the game never explores his "special" roots and is focused on battling villains rather than emo crap about inner demons and prophecies. He doesn't have any special abilities unlike the other Spookhouse agents. His strength lies in the pocket dimension he carries under his coat. There is no other explanation on how he can carry so much shit on him. Full arsenal of weapons including some high-tech toyz? Check. Ammo counted in hundreds? Check. Dozens of healing bags? Check. Leet auto-aiming skillz with dual pistols? Check. His the most distinctive feature, however, is the attitude. Being a true white man he despises working together with non-human scum, and is reluctant of accepting their help. Some of the later events may shatter his black and white worldview... or maybe not.
Wow bro you make this game sound cool. Can you give me a torrent link?
Stop right there, you criminal scum! There is a reason behind me LPing it. Much akin to Br0xor's excellent inAnity LP this game is better digested by watching it rather than playing it. Why? Guess the worst enemy in the game. If you answer CAMERA1111111 you are fucking RIGHT, bro! Like AitD, RE etc. it uses fixed camera angles to keep the cool graphical shit rolling. Sudden dramatic switches as you move through the levels can quickly disorient you. The problem becomes much worse when you are engaged in combat. Try to run away and you may lose the baddie from your view, get stuck in some wall and be raped by some unseen enemy. It's doesn't help that the Stranger rotates too slowly and can't properly strafe/dodge. To offset this the game features auto-aiming and you can easily shoot stuff that you can't even see! Which is pretty fucking shameful as the game models locational damage on monsters with great detail, letting you, for example, shoot a zombie's arm of leg off, or kill it instantly with a well-placed headshot. You can opt for manual aiming with a mouse, but with constantly shifting camera and stunlock effect of some monster attacks it puts you into too much of a disadvantage. Either you use cheat aiming and reduce combat to simply bashing spacebar or fuck yourself up with no middle ground. Considering that combat is an integral, unavoidable part of the game it can be a major deal-breaker. Also, the game features several rage-inducing platforming sections with worst camera angles making them an exercise in frustration and rage. Not to mention some poor design choices like infinitely respawning enemies with tommyguns in some areas.
The game is divided into four acts, each boasting a unique setting and presenting a self-contained story. I'll do them in a chronological order.
With all the shit set straight let's start with the game proper. It all began when Stranger descended into the basement...
ACT 1 - DARK REIGN OF THE VAMPIRE KING
1927
The colonel leads Stranger to a nearly empty office where a lonely secretary sits.
She pushes a secret switch and a panel in the wall slides open.
Stranger follows the colonel to the elevator.
Stranger and the colonel enter the briefing room.
Meet
The colonel turns lights off and starts the briefing.
Time to grab some gear before we start the mission. It can be obtained in Doc Hollyday's lab, a brilliant scientist who serves as Spookhouse's lead researcher and gimmick inventor.
Bitch!
Well, fuck you, game, proper Doc Hollyday was no pussy!
Stranger gets angry.
Before leaving Stranger exchanges a few words with another Spookhouse researcher Hiram Mottra, a jew and a coward.
So the Stranger enters the elevator and the action cuts forward to Germany, where he and Svetlana pass through a small cemetery.
Suddenly, a man emerges from a grave. Stranger readies his fearsome dual pistols
Old man laughs hysterically.
Startled by suspicious noise he flees away.
Let's explore a bit and follow madman's footsteps.
Svetlana slays a hapless zombie before Stranger could even draw his weapons.
This key will be useful. Also, there a few hundred bullets in the case.
Think that Battleturd 3 had blinding lens flare effects perfected? Ha! It should be noted that in Nocturne's case it is actually appropriate given how dark the game is.
We can't open town's gate directly. There must be another way to get in.
To the crypt at the cemetery.
Suddenly, she drops on her knees, unable to move.
What's wrong, woman? Can't handle the heat?
Passing through the crypt the Stranger emerges in an abandoned church.
Stranger leaves the church... and faces a huge, goddamn flying bat!
It takes a few clips to put these things down. Better let the girl in and force her to do all the dirty work.
Stranger open the gate from within.
Moar bats
Let's explore the ramparts and get a vantage point on monsters.
But due to "cinematic" camera angles it is a pointless activity. We step down.
Stranger decides to test his new anti-vampire super-weapon. It works as advertized: one shot, one kill.
Damn, we can't even leave this shithole.
Continuing "seek and destroy."
This huge building looks like a town hall. Too bad the door can't be opened.
Stranger tries to burn a zombie with God Ray, but it doesn't work on them.
Meanwhile our regenerating next-gen companion minces the remaining opposition.
Stranger enters a small pub. Sadly, there is nothing here worth drinking. A healing bag, on the other hand, may come in handy.
Svetlana cuts the last poor zombie in half and town hall doors open from the inside.
Except there is something off with the old man's story. He didn't sound all that desperate, more like annoyed and willing to send the Stranger away as soon as possible.
There is another townsman nearby. Maybe he'll explain more of this mystary.
Townsman: I know nothing.
I put them all in small arms, you stupid!
Townsman: Watch out for wolves. The forest north of here is teeming witht hem. Some people say that they're actually werewolves.
No problemo, I'll feed them with my silver bullets.
Townsman: There was a man who lived in the forest long ago. He might still be there. He was a trapper named Yuri. He's probably the only man who could survive out there.
Now we can leave this forsaken place. Onwards to the forest.