ACT 4: THE HOUSE ON THE EDGE OF HELL
PART 1 - FOUL PLAY
France, 1935
We begin at the Spookhouse where Stranger argues with secretary over bureaucratic Spookhouse practices.
This is ridiculous.
Everyone has to say the password, Stranger. Even you.
An intruder would be dead by now.
Rules, Stranger. You think I enjoy sitting in this little box all day?
Your enjoyment does not concern me.
The password, Stranger.
By this point, I could have killed you and flipped the switch to open the door myself.
You wouldn't do that... Would you?
Stranger sighs.
"The world is a dark place."
"Who will protect the world from darkness?"
"We will." ... after we play our stupid games.
Finally she flips the switch.
Have a nice day.
What's left of it...
The Colonel left his office to greet Stranger personally. The mission in hand must extremely important. Also it bears to mention that our good old undead friend Icepick joined the ranks of Spookhouse operatives and teamed with
Rayne Svetlana. Strange couple, to say at least.
Stranger follows.
General Biggs is already standing in the briefing room.
Greetings, soldier.
General Biggs.
I see you two have a mission to discuss, so I will take my leave, now. It was good to see you again Hapscomb.
Stranger.
Do you have time after this briefing, perhaps?
No. Unfortunately, I have a meeting at thirteen-hundred hours in Pennsylvania.
Just as well, I have an immense amount of paperwork to attend to.
I know what you mean.
Thanks for stopping by, General; it's always a pleasure to speak with you.
Good bye, Colonel. Good luck on your mission, soldier.
Never liked the general. There was something fishy about his manners (or maybe just bad voice acting), but he's one of myriad of characters who pop in and then disappear never to be heard again during the act.
They are left alone.
Do you remember Hamilton Killian?
He was an operative just before I came to Spookhouse.
That's right. He served Spookhouse from 1909 to 1922. He's retired now, living in France. He contacted me recently requesting help. He says that a graveyard near his estate outside of Paris has been disturbed by supernatural activity.
Killian was supposedly the best in his day. What could possibly be a problem for him?
He didn't offer much detail in his letter, but apparently the phenomena occurring there is even more than even he can handle. He has requested that I send Spookhouse's best monster-hunter.
Me.
Who else?
Stranger walks away.
Some time later, at Killian's mansion.
Welcome to my home. I'm glad I can still rely on my old friends at Spookhouse. My name is Hamilton Killian. I hear I'm to call you "Stranger".
Yes. Colonel Hapscomb speaks highly of you.
It's nice to know that I am remembered. The Colonel is a good man.
So what's the situation?
A couple of months ago, one of my groundskeepers disappeared without a trace. While searching the grounds, I found that some of the corpses in the nearby graveyard had risen. And smaller Imp-like demons were running rampant. I took those creatures down, but a couple of nights later, they returned. And their numbers had increased. I returned periodically to keep them in check. To my dismay, they began regenerating faster and faster.
To be honest, going out night after night to deal with them was more of a nuisance than anything else. But now there are so many monsters that I fear for my property and my safety. As I said, I can take them down, but they just keep coming back...you might say I'm at my wit's end. I hate to have this incident sully my image, but I gave up my grandiose monster-hunting days long ago. The Colonel assures me that you are just the man to take care of my little... problem.
It won't be a problem for long.
Splendid, old chap. I trust you will not be needing my assistance. I will remain here. Just follow this path, and it will take you to the graveyard. Happy hunting.
And hunting he did. Note the shadows that moving clouds cast. Bioware told us that you need DX11 to achieve that effect.
Stranger reaches the graveyard.
Act 4 is by far my favorite area in the game. It consists of only 2 maps, but the latter one is one of the most detailed and puzzle-heavy levels in the game. What I like about it is that it mixes action with puzzle solving way better than previous acts, where it's all shooting with some switch hunting near the end.
But I digress. Act 4 introduces demonic enemies. Here you see imps which are the weakest lot. However, they are fairly annoying pests, because they tend to jump and "hug" Stranger preventing him from moving and shooting. The only way to get rid of them is mashing spacebar furiously.
Also, they are fairly bulletspongy and due to their small frame auto-aim often gets wonky if they are close.
One major flaw with this level is that you to find three keys that fuckers snatched. It's highly possible that dropped key will clip into ground and some object. In that case reloading is the only option. But I'm lucky this time.
Stranger discovers badly mangled corpse of the groundskeeper.
This must be Killian's groundkeeper.
He checks his pockets.
Damn. No keys. Those damn imps must have done something with them. I've gotta find them.
Another type of enemy you can encounter at the graveyard is skeletons. They have a specific quirk about them. Not only they are tough to take down - after a few seconds bones will reassemble. Reborn skeletons are faster and stronger. The more you "kill" them the harder to kill they become. Nicely subverts the whole "kills things first - ask questions later" motto of the game. Better just avoid them altogether - in their default state they are too slow to catch the Stranger.
Stranger continues scouring through the graveyard killing every imp that stands in his way.
Found all keys. Let's get back to the entrance. There are three crypts there: one big and two small ones opposite of each other. I open the eastern crypt first.
Nothing you can do there yet but take notice of the symbol on the floor. Pretty obvious that the solution is to place ankh-shaped cross on the tombstone.
Good thing I know where it is. I think I wasted at least half an hour searching for it first time I played the game, shifting camera angles certainly didn't help.
Stranger installs it.
Perfect. Now the western crypt.
Same deal as with the eastern crypt, except any generic cross will do.
However, nothing happens after placing onto a tombstone. Something is blocking moonlight.
To solve this problem Stranger has to climb up on crypt's roof using strategically places vines.
Yeah it was vines that blocked the window. Stranger rips them off.
Three altars rise from the ground.
One crypt remains unexplored. I can't even deal with gargoyles that guard the entrance - no ammo
Stranger discover the source of evil - the voodoo staff. It can't be destroyed by conventional means.
A witch's staff? This is the source of the problem.
Stranger opens sarcophagus lid. A passage leading to the underground level is revealed.
Walls are covered with blood and weird inscriptions.
With the light, cut the night
Forsee they need, do not exceed.
Well, this is pretty much identical to cross and tombstones puzzle: you need to make sure that shadow falls into specific shape described by a symbol on the wall.
Done.
Let's pull the lever nearby.
Three wall panels slide down revealing several magical vessels.
Stranger can't do anything with them yet.
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
Forsee air consumed by hellish fire
And the liquid will douse the funeral pyre
Behold, leaving water with air is the only desire
If one destroyed, of those that remain
Replace to origin and resurrect again
Obviously this refers to vessels stored behind wall panels and three risen altars outside. Solving it is not as daunting as it seems as Stranger will complain "you're doing it wrong!" if you grab the wrong vessel.
I have to run past gargoyles which is not a problem. The worst part is that some curious skeleton decides to investigate the crypt.
Now air vessel.
So this is the trickiest part that took me some time to figure it out. Instead of running for water vessel you need to grab fire again and put it back at its original place.
Water.
And finally fire can be place on the altar as well.
After completing the ritual voodoo staff immediately explodes.
And skellies fall part.
Black magic. Killian knows black magic. His little "monster problem" reeks of foul play. I think it's time to have a little chat with the old man.
Yeah let's collar grab old mofo.
Skip it, Killian. What's your game?
I'm afraid I don't follow.
That was black magic raising those monsters. The same kind of magic you studied at Spookhouse.
Very clever, Stranger. You will be a most worthy subject.
What is that supposed to mean?
A bolt of lightning strikes at Stranger rendering him unconscious.
Very worthy, indeed.