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ENG
Characters
Emily Cutler
Protagonist, a psychiatrist of 30 years. John's treating physician in the recent past, practicing a new method of hypnosis. A girl with a strong sense of duty, ready to transcend her fears and doubts if necessary. Started helping war veterans because of her father, who also experienced PTSD after combat.
John Cutler
Vietnam War veteran, born 1946. Survived concussion and severe PTSD, captivity and rape. Upon his return, he was treated at Brookhaven Psychiatric Hospital.
Austin Melbourne
A patrol cop on the bridge, a doctor at the hospital, a priest. He is Emily's guardian angel, guiding the girl in her search.
Tom Morris
A lieutenant in John's unit, notable for his brutal command and treatment of his men. Has the appearance of Harold in the past, John's father. He is actually the war demon Wold, also assumes the image of a prisoner of war camp commander.
Clark
Sergeant, senior in John's platoon. He was gentle enough toward John, but he was sent to the Foggy World for his own transgression. The suicide of a subordinate because of a crudely taken letter still gives Clark no peace.
Mike
A soldier in the U.S. Army. Emily finds him badly wounded in one of the trenches. Mike is at death's door and can not come to terms with his imminent demise. That is why in case of Emily's refusal to help him after death will remain an undead ghost.
Kone
A civilian from a destroyed district of the city. Long time survivor along with her younger sister Yumi, but eventually when Yumi falls into the hands of the Viet Cong and is killed by the Viet Cong. Emily is able to influence whether Kone dies with her sister or continues to live.
Van
A sergeant in a Viet Cong unit that fought against John's unit. He was mortally wounded by an exploding aerial bomb and before his death realizes the senselessness of the war.
Frank
A private in the U.S. Army. He is in a prisoner-of-war camp, where John is placed. He is one of the few who remained alive here for such a long time, from which he gets used to his prison and does not want to leave it. However, his desire to live on pushes him to make a deal with Emily.
Kira
A nurse caring for John during his treatment in a psychiatric clinic. Very calm and tolerant, she always knows when her patients need help.
Simon
A sergeant in the U.S. Army. While fighting in the marshes, he fell into the mire next to a sinking tank, nearly losing his life. During the incident, he lost a commemorative photo of his wife, who had divorced him by the time he returned home. The photo symbolized for Simon the happy life he had before he was sent to war, and he cannot accept its loss.
Willy
Major in the U.S. Army Airborne Forces on a mission to combat guerrilla movement in the front lines. Characterized by cruelty and racism towards the locals, as well as cold calculation towards his own losses. Sending a detachment of Lieutenant "Roger" to clean up the underground complex of the Vietcong, learned of the impending enemy offensive. Having made a hasty decision to burn the dungeons together with Roger's men who had not had time to return, he condemned them to death, which he cannot forgive himself to this day.
"Roger"
Lieutenant of the Tunnel Rat Squad under Major Willie. He was sent to clean up an underground complex, but was trapped after the major ordered him to burn the dungeon. Before dying in the fire, "Roger" vowed revenge on the commanders who betrayed him. He appears to Emily as a fiery ghost, but grants Willie forgiveness after learning of his guilty conscience.
Harold and Amelia
John's parents. After returning home from psychiatry, John changed noticeably for the worse, causing irritation to his relatives. The reproaches and oppression could not help but affect his further condition, so in the foggy world his parents represent a single monster.
"Bosses"
"Sadist"
A nightmare creature that is two lower halves of soldiers in pants and boots, joined at the waistband area like a bridge. The halves face each other from the front. Two pairs of long, wiry arms, covered with blood, hang from where the halves are joined. In each of the right hands closest to the feet is a rusty bayonet-knife. In the middle, between the pairs of arms, is a wide mouth facing downward.
The "sadist" moves around by clumsily moving his feet. Once next to a player, he kicks or swings his knives. After hitting the player to the ground, the creature's legs extend unnaturally, and then with one pair of legs it jumps on the character and grabs the character with its free hands, pulling him to it and digging its mouth into the player's body.

"Sadist" symbolizes military personnel who recklessly give themselves over to violence against civilians in their brutality. John has witnessed such incidents, but was nearly injured himself while attempting to thwart the atrocities. The two halves of the body facing each other symbolize gang rape, the mouth at the bottom symbolizes base desires, and the knives symbolize threats of retribution against the unruly. The sound is heavy, hoarse breathing, a growl.

The player's main task is to avoid direct contact with the creature as much as possible. Shoot it with ranged weapons, or catch the moment of the creature's attack and, after dodging it, strike. If the player is knocked down and the monster jumps on top of him, you must continue to strike, so the "Sadist" will deal less damage.

An alternative playthrough is to lure the creature to the stakes located in the arena, sticking out of the ground and objects. Once near them, drop to the ground and crawl up close. If it tries to jump on the player, the monster will run into the stakes, taking significant damage. The stakes are broken after use, so you will have to find another similar place to repeat the move. If killed, the monster will impale itself on the stakes in a desperate attempt to reach the player.
"Bomber"
The monster is a huge winged creature composed of parts from a crashed B-52 Stratofortress bomber. The body is in the form of a charred fuselage, with the plating torn to rags . Its head is the cockpit of an airplane, with the windows blown out and the underside stripped down to the airframe. The wings are the movable pieces of the airplane's wing, on which hang burning and smoldering jet engines. The wings can bend slightly while doing so, making a grinding noise. The creature rests on parts of the airplane's landing gear that extend like legs, with which it can kick the player. Periodically, the "bomber" soars into the air, becoming invulnerable, and then periodically drops bombs on the player. The creature emits a mixture of engine sounds, metal scraping, and pterodactyl screams.

The monster symbolizes John's terror of carpet bombing, which destroys all life in its path. As he made his way through the jungle with his unit, he noticed the crash of a downed bomber. Once at the crash site, John was shocked by the sight of a ruined giant whose mechanisms were partially still working. This memory, coupled with his observation of the bombing nearby and its horrific aftermath, created an image of the monster in his clouded mind.

Initially, the boss lands from the sky in the arena near the player, allowing you to deal damage with melee weapons. However, his body is out of reach, so the right solution is to try to destroy one of his legs. The enemy can respond with leg kicks and wing flaps. After receiving every 30% of the pillars' damage, the "bomber" will take to the sky, circling the arena and dropping single bombs with a delayed explosion. The player should collect flares scattered around the arena, the launching of which will make the boss descend. Keep in mind that there are unreachable "snipers" around the perimeter of the arena, which will deal damage to the player who stays too long on the edge of the arena. By breaking the supports, the player will cause the creature to collapse to the ground, which will now slowly rotate around a vertical axis, bringing the engines closer to the player. Getting too close to them will pull the player inside, resulting in death. The objective is to destroy the engines by throwing large objects around at them. After destroying the engines, a cutscene will start with the bomber exploding.

Alternate playthrough: do not damage the boss. Instead, while dodging blows, collect the flares and launch them. Then the boss will rise into the air and the player is required to survive three waves of bombardment, with a series of bombs instead of single bombs. After the last wave, the siren will sound and the boss will leave the arena.
"Inquirer"
A hypertrophied image of executioners in a prisoner-of-war camp. It represents a human figure in boots and bloody army pants, over which a leather apron is worn, with a bundle of thick rusty metal rods coming out of its neck instead of its head, wriggling around the monster. The monster holds a wooden bloody club in its right hand and a dirty water canister in its right hand. The rods can block blows from the front, as well as attack the player by lunging forward and wrapping around their arms and legs, while immobilizing them for a time. When doing so, the "interrogator" either strikes with the club or pours water on the player, causing him to choke.

"Inquirer" symbolizes the torture of American captives in Viet Cong camps where they were not considered prisoners of war. The metal bars in the creature's image symbolize the frequent practice of torture by bending and securing the body and limbs of the captives in painful positions for long periods of time. (testimony of William Lawrence)

The peculiarity of the "Inquirer" is that the meeting with him can occur in different locations, depending on the player's choices. The boss is quite simple in tactics, although it requires caution. You need to wait for the moment of the boss' attack to dodge and deal damage from the side or behind. The situation is complicated by the presence of several normal creatures, which can be a hindrance and a source of additional danger.
"The Tank"
The monster has a huge human body, but his skin is covered in mud, sludge, and rust. Its arms are twisted and deformed, as if it had been badly beaten or mutilated. Legs are missing.
The monster has a tank turret instead of a head, which is attached to its neck by rusty metal chains. The creature has tank tracks that extend from its sides and coil around its body. The tracks can move along the ground and cling to obstacles. They can also grab a victim and pull them toward the monster or underwater. "Tank" periodically spews black smoke that impairs visibility.
The monster makes loud and eerie noises that resemble the roar of a tank, the screams of soldiers, and the groans of the dying. It stays in place, but periodically pulls the player closer to it with the help of caterpillar movement. Attacks with chains, caterpillars, or claws. When killed, it will sink into the depths of the mire.

"Tank" symbolizes Simon's fear of death and powerlessness before war. It also reflects his psychological trauma from the near-death incident on the moor, and is a living nightmare that haunts the soldier in his dreams and reality.

It is important for the player to constantly watch the distance, aiming for the edge of the arena, so as not to receive periodic damage from the caterpillars. Attack with ranged weapons, or melee weapons in between monster attacks, or by coming from behind, taking advantage of the Tank's sluggishness.
"Roger"
He is the charred ghost of Lieutenant Roger with black holes for eyes, engulfed in flames. He is dressed in a standard army uniform, with a helmet on his head. In his right hand he holds an army knife bayonet, in his left hand a rusty flashlight. "Roger" slowly levitates around the arena, attacking at close range with bayonet-knife blows. While at long range he can stop and turn on the lantern, slowly moving its beam towards the player. If the player is hit by the beam, he begins to burn, taking heavy periodic damage. When leaving the beam, the burning disappears. The ghost makes sounds similar to heavy slow breathing.

"Roger" has an almost unchanging appearance of Lt. Roger, as that is how Willie remembered him. The burning body and charred skin symbolize the circumstances of death. The black holes instead of eyes symbolize the extremely poor visibility and the unknown on "tunnel rat" missions in tunnel systems. Weapons are also standard for this group of fighters - firearms were used to a limited extent due to the strong acoustics of the confined space of the dungeons.

The boss fight starts with the ghost moving from the center of the arena towards the player. A good tactic would be to keep your distance and fire with ranged weapons. However, keep in mind that fire in the arena burns Emily, and at long range "Roger" is more likely to use a flashlight. When the flashlight is on, the best solution is to move away from the beam, get closer to the ghost and strike with melee weapons.
"Family"
A distorted subconscious image of John's relatives, representing the bodies of Harold and Amelia, heavily stretched and twisted together into a three-meter tall unstable figure. Their heads are pressed against each other and depict anger, their mouths open in a grin. Two pairs of legs are turned in opposite directions to each other and bent at the knees, forming spider-like limbs. The creature moves slowly behind the player in an effort to keep its balance, attacks close up with foul spewing from its mouth, and from afar with a roar directed by a beam toward the player, knocking them off their feet and dealing damage. The arena is also evenly spaced with the four mirrors necessary for a successful battle.

"Family" symbolizes John's parents, by their bullying oppressing the soldier and destroying his already traumatized psyche. The bodies are twisted together, symbolizing the depersonalization of the parents in their anger. The monster's clumsiness symbolizes their advanced age at the time of their return, as well as Harold's injured leg. The monster's foul attack, as well as the roar, symbolize the flood of insults and negative emotions intended for John.

The boss cannot be defeated by simply dealing damage. The player must hit the creature until it stops and bends its head to the ground. At this point, run up to one of the mirrors and turn it towards the boss. The sight of its reflection brings pain to the creature (realizing its actions), after which it shatters the mirror. After using all four mirrors, the Family will be defeated.
"Wold"
The final boss of the game. Represents a surrealistic image of war in the form of a monstrous figure made of parts of a soldier, equipment, weapons. From the weapons - a big sword blow, a rifle shot, a very slow blow with a limb - a bomb, which explodes at the same time. The boss is slow, but his attacks do quite a bit of damage. When the boss appears, a pit with burning fire forms in the center of the arena, to which faceless monsters with bags on their backs slowly begin to walk in a chain. When they reach the fire, they drop the sacks into the flames, thus keeping the fire burning.

"Wold," as mentioned, is a psychedelic metaphor for war. The burning fire in the center is a personification of the "fire of conflict", and the bags dumped into it represent the money that goes to finance it.

The player's tactics in the final battle are based on proper timing. As long as the fire burns brightly, the boss is invulnerable. However, if you kill creatures with sacks, they will not keep burning, making the fire weak, and the "Wold" will lose some of its strong attacks, as well as invulnerability. By alternating attacks on the "porters" and the weakened boss, the player comes to victory.
Creatures
"Victims"
In the mutilated figure of the creature one can hardly guess the civilians who have experienced all the horrors of war. In their normal state, they sit, sobbing quietly. When the player approaches, they rise up on short, crooked legs and in small steps quickly head towards him, clawing and knocking him down. The second attack is bites. The monster represents the civilians John saw on TV at the beginning of the war and at the front. John subconsciously felt guilt that instead of protecting them he was only hurting them.
"Elephants"
Primate-like creatures resembling a soldier without eyes, with a gas mask spigot sewn into his mouth. They behave animal-like, breathing loudly and hoarsely and occasionally mooing. They walk hunched over, kicking their legs, punching with their fists from above. Attack speed is medium. Movement speed is medium. Emblematic of the soldiers who served in the unit with John. The absence of eyes shows indifference to the arbitrariness of sergeants and blind adherence to orders, hose - silent obedience. Dissenters were beaten by the soldiers themselves, which imprinted their appearance in John's memory as aggressive animals.
"Stumps"
An image of mangled soldiers who had lost limbs and senses from shelling. Head fused together with a helmet covering the place of the eye. Legs torn off at the waist. The stumps crawl aimlessly across the terrain, emitting screams of pain. They attack by pouncing on the player with screams. Alternatively, at medium range, they spurt blood from their mouths.
"Snipers"
Creatures in rags of protective color and long arms. A hooded head on a long neck, with a telescopic sight embedded in its face instead of eyes and nose. In their hands is a long rusty rifle with a bolt action. They make no sound in their normal state, but make a noisy exhalation before firing at the player. Extremely slow, but do a lot of damage from afar. When approaching a player, they try to keep their distance. While waiting, they are sedentary. Unexpected attacks of "snipers" symbolize fear of death from a sudden shot that can catch up anywhere. Associated with paranoia.
"Headless"
A creature of a sick mind, representing a headless, thin figure with long limbs, wearing a sergeant's uniform and boots. They move sharply and swaggeringly, their speed is fast. Once near the player, they try to strangle and roll on the ground, simulating rape. Emit a rare ominous whistle. Symbolizes soldiers and officers who have lost their moral character and ability to reason because of the war.
"Torturers"
Stocky figures in cloaks and hoods, with sleeves rolled up on their mighty, bloody arms. The body was bound with thick, rusty chains. Their faces are impossible to see, and there is a huge, horrifying cut scar on their chests. They carry a whip with chains and a ladle of boiling liquid. Approaching the player, makes two sprawling blows with the whip, sometimes splashes boiling water from the middle distance. He personifies the wardens in the prisoner-of-war camp, where John was taken after receiving a contusion. It was they who carried out torture with particular cruelty, mutilating the prisoners. These people forgot about humanity, so the scar on the chest hides a cut-out heart. Faces are hidden for conspiracy purposes. The speed is medium, the sound is the clinking of chains, heavy footsteps, rumbling breathing, the roar of an attack.
"Worms"
Stationary creatures that emerge from the ground and bite with a toothy maw, emitting a disgusting womb-like growl. React to nearby movement. They look like ringworms with leech elements, about a meter long and as thick as a thigh. The epitome of horrific unsanitary conditions on the front lines of a swampy area.
"Ghosts"
Ghosts of military personnel who have passed away in the hospital. Alongside them are named ghosts of characters who died as a result of player actions and choices. Appear to have the injuries that led to their death. Immortal, once they have taken enough damage they are extremely slowed down. As an analog - the light of a flashlight does not keep ghosts at a distance for long. Sound - moans, creaks, whistles of concussion.
"Gookie"
Filthy humanoid creatures of small stature, dressed in remnants of uniforms and civilian clothes. Faces without clear features, frightening eyes. Found in trees and underground burrows, they silently jump out from behind the player and then attack with a knife with a scream. They represent the resistance forces that Willie and his squad fought. He arrogantly treated them as animals and did not distinguish them as individuals, which is where their appearance comes from. Speed is high, attack is medium.
"Angels of War"
Tall figures in long torn robes with elements of military uniform and religious paraphernalia. On the head is a semblance of an officer's cap with barbed wire. Faces and eyes are absent, armament - long spears-protazan. They move with medium speed, make a long-range stabbing blow with a slow swing. They epitomize John's command, devoted to the military to the point of religious fanaticism, but blind to common soldiers. Guarding the approaches to the demon Wold.
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