Sangfroid: Tales of Werewolves
by Artifice Studio inc.

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FAQ/Walkthrough
Copyright 2013 AvtrSpirit

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Author: AvtrSpirit
E-mail: avtrspirit [at] gmail [dot] com
Published: 28 August 2013
Version: 0.5

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Spoilers will marked as such: [SPOILER] And then he shouted, "I AM your
father." [END SPOILER]


A plea to all friends and strangers: This is my first stab at writing a
walkthrough. I would appreciate any form of feedback, whether it be criticism,
correction, suggestion or addition. Please use the email provided above.
I have often used FAQs submitted by DomZ Ninja, so I will try to follow the
kind of formatting DomZ Ninja uses but without the clean look.

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TABLE OF CONTENTS

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[1] VERSION HISTORY.....................................................[0100]
[2] CONTROLS............................................................[0200]
[3] CHARACTER BUILDS....................................................[0300]

     The Warrior........................................................[0301]
         The Strategist.....................................................[0302]
         The Sniper.........................................................[0303]

[4] TIPS, TRICKS AND TERMINOLOGY........................................[0400]

[5] TRAPS...............................................................[0500]
[6] ENEMIES.............................................................[0600]
[7] ITEMS...............................................................[0700]

         Axes...............................................................[0701]
         Rifles & Bullets...................................................[0702]
         Drinks.............................................................[0703]
         Active Items.......................................................[0704]
         Gear...............................................................[0705]

[8] WALKTHROUGH.........................................................[0800]
[9] ACHIEVEMENTS........................................................[0900]
[10] THANKS/CREDITS......................................................[1000]

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[1] VERSION HISTORY                                                      [0100]

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Version 0.5 (28 August 2013) - Guide to character builds, traps, enemies and
                              items.
                                                          Incomplete sections: Walkthrough & Achievements.

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[2] CONTROLS                                                             [0200]

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-----------------------------.----------------------------------------------.
|  W                          |  Move Forward                                |
|-----------------------------|----------------------------------------------|
|  A                          |  Move Left                                   |
|-----------------------------|----------------------------------------------|
|  S                          |  Move Backward                               |
|-----------------------------|----------------------------------------------|
|  D                          |  Move Right                                  |
|-----------------------------|----------------------------------------------|
|  Space                      |  Evasive Roll                                |
|-----------------------------|----------------------------------------------|
|  Shift (Hold)               |  Sprint                                      |
|-----------------------------|----------------------------------------------|
|  Ctrl (Hold)                |  Aim with Rifle                              |
|-----------------------------|----------------------------------------------|
|  Ctrl (Hold) +              |  Reload Rifle                                |
|  Right Mouse Button (Tap)   |                                              |
|-----------------------------|----------------------------------------------|
|                             |  Attack with Axe /                           |
|  Left Mouse Button          |  Shoot with Rifle /                          |
|                             |  Fire Ballista or Mortar                     |
|-----------------------------|----------------------------------------------|
|  E                          |  Activate Trap                               |
|-----------------------------|----------------------------------------------|
|  Q                          |  Shout                                       |
|-----------------------------|----------------------------------------------|
|  Tab                        |  Only between waves, view map and            |
|                             |  incoming enemies.                           |
|-----------------------------|----------------------------------------------|
|  1-8                        |  Quick access to items.                      |
|-----------------------------|----------------------------------------------|
|  Z                          |  Drink Eau-de-vie                            |
|-----------------------------|----------------------------------------------|
|  X                          |  Drink Spruce Beer                           |
|-----------------------------|----------------------------------------------|
|  C                          |  Drink Rye Whiskey                           |
|-----------------------------|----------------------------------------------|
|  M                          |  Toggle Mini Map Size                        |
|-----------------------------|----------------------------------------------|
|  Mouse Wheel                |  Zoom                                        |
|-----------------------------|----------------------------------------------|
|  Middle Mouse Button (Hold) |  In the planning phase, rotate map.          |
|  + Move Mouse Left or Right |                                              |
'-----------------------------'----------------------------------------------'

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[3] CHARACTER BUILDS                                                     [0300]

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There are 42 total skills available. However, a single playthrough will only
net between 18 to 20 levels, giving you one skill point per level. Given the
scarcity of skill points,  the player must decide from the outset what type of
character and gameplay they want. My recommedation is to choose from the ones
below.


The Warrior [Action + Strategy]                                          [0301]
-------------------------------------------------------------------------------

The warrior fights with his trusty axe as much as he can. He knows he cannot
reach every group of enemies all by himself, so he freely uses traps. However,
he mostly focuses on improving combat skills rather than trap-setting ability.
This build is well-suited for Joseph O'Carroll who starts off with 85 HP. It
makes the game easier because any enemies that evade traps can still be hunted
down with the axe. Spend points on the rage tree, the health tree and the
stamina tree. Get the first two levels of lumber-jacking as soon as they come
up. Trap upgrades should include the Ballista upgrade and the first Bait
upgrade. Upgrade other traps as you see fit. Recommended upgrades include:
first Bonfire upgrade, and one or more upgrades for Magic Tree and Hanging Net.


The Trickster [Pure Strategy]                                            [0302]
-------------------------------------------------------------------------------

The trickster knows better than to face an enemy directly. He makes sure that
his traps can take care of any and every enemy that will turn up. If an enemy
evades a trap, the trickster can lure it to a backup trap and take it out.
This build can be used by either brother but is almost mandatory for Jacques
O'Carroll due to his low health of 40 HP. Focus on trap upgrades. Get all Wolf
Trap, Bait, Hanging Net and Magic Tree upgrades. Also, get the Ballista
upgrade, Fire Wall upgrade and the first two lumber-jacking upgrades as soon
as you can. Other recommended upgrades include: first Bonfire upgrade, both
Wayside Cross upgrades.


The Sniper                                                               [0303]
-------------------------------------------------------------------------------

This is more of a subclass than a full build. You can supplement either of the
two above builds with the sniper abilities but you will have to forgo the
“recommended upgrades” mentioned in the above sections. Get the “Sniping”
upgrade which gives you double damage for shooting from watchtowers. Get all
three rifle upgrades so you can reload quickly. Also, get the musket rifle
($8.00, most expensive rifle) as soon as you can. Then, if you shoot from
watchtowers at a certain distance, you can snipe enemies without being
detected. For example, to shoot enemies near the house, try placing the
watchtower in the centre of the fields. From here on out, when I use the word
“snipe”, I am referring to shooting from watchtowers with the “Sniping”
ability.

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[4] TIPS, TRICKS AND TERMINOLOGY                                         [0400]

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- In this FAQ, I use the following terminology:

   - "Diabolic Creatures" is an enemy category consisting of
          Will-o'-the-Wisps, Werewolves, Grand Werewolves.

       - "werewolves" (lower case) is an enemy category consisting of Werewolves
          and Grand Werewolves.

       - "Werewolf" (upper case) is a specific enemy type with 30 HP.

       - "Mythic Creatures" is an enemy category consisting of Maikan Warrior,
          Maikan Shaman and Windigo.

       - "maikan" (lower case) is an enemy category consisting of Maikan Warrior
          and Maikan Shaman.

- Bait, Shout and The Egg of Metshu (talisman) can each be used to bring
 multiple enemies to a particular spot. In this FAQ, I will call this
 "luring". Fire Walls can be use to increase the size of groups being lured
 to a spot.

- The playable character's sister, while passive, is very powerful. Her
 powers allow you to see not only how many enemies will show up each night,
 but also their exact path from start to finish. Click on the enemy's card to
 reveal their path, and zoom in to get a really fine grain view. This will
 help you set up traps (particularly Wolf and Spike Traps) with great
 precision.

- To master the planning phase, you have to balance AP with money. In early
 game, money is hard to come by, so use more free traps even if they cost a
 lot of AP. During mid-game, you should have Lumberjacking abilities 1 and 2.
 At this point, money and AP is roughly equal. During end game, particularly
 during the last night, you should have lots of money but not enough AP. In
 this case, use traps with high monetary cost but low AP cost. If you are
 even a little bit economical, you should not need Lumberjacking 3. Use that
 ability point elsewhere.

- Use Bait liberally. Use it to lure groups to traps, use it to line up a
 target for Ballista, or use it just to delay enemies (which can also be done
 with Fire Walls). Bait will help make a lot of your tactics more precise,
 and can help you get many of the achievements.

- Assuming you have shown some restraint in purchasing items, by mid-game you
 should have enough money to buy drinks on a regular basis. Drinks can be a
 healthy part of each night's strategy, so don't just hoard them, use them.



_______________________________________________________________________________

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[5] TRAPS                                                                [0500]

===============================================================================

Traps are what I absolutely love about this game. There is no redundancy in
all the different types of traps. They are a work of art in how well they
complement each other. Just be sure to read the fine print when using them.




Wolf Trap
-------------------------------------------------------------------------------

Cost          : 20 AP, $0.10
Initial Stats : Insta-kills wolves and grand wolves. Causes 3 damage to other
               enemies.
First Upgrade : Holds werewolves and maikans in place for 10 seconds.
Second Upgrade: Causes 10 points of damage to werewolves.
Third Upgrade : Causes 15 points of damage to werewolves and holds maikans and
               werewolves in place for 25 seconds.

Avoid using these for wolves since they are easy to kill with axe and gun. For
pairs of or individual grand wolves, wolf traps are very cost effective. Just
place them along the red line that enemies will follow. As you play, you will
hear the satisfying click-ching of a trap going off and you can be happy
knowing that the wolf trap worked.

When upgraded, the trap will hold werewolves and maikans for ten seconds or
more. This is very useful for holding maikans in place while you snipe them
from a watchtower. For werewolves, a bait will do the job for much less cost.

[*SPOILER*] Also, if you are trying to get the “I'll Save You!” achievement,
do not use a one-upgrade wolf trap, since that will still cause 3 damage to
your brother. [*END SPOILER*]




Hanging Net
-------------------------------------------------------------------------------

Cost               : 30 AP
Initial Stats      : Causes 28 points of damage DIVIDED among the number of
                    enemies under the trap.
First Upgrade      : Causes 42 points of damage divided among the enemies.
Second Upgrade     : Causes 56 points of damage divided among the enemies.
Combines well with : Bait, shout, Egg of Metshu.

This is the jack of all traps. It does not cost any money and costs little AP
for an AoE trap. However, it is difficult to execute correctly without a lure.
A lure could be the wind, a shout or a bait, all of which brings enemies
together under the net and keeps them there for at least a few seconds. Also,
because the damage is divided, using this trap under multiple high-level
enemies is a waste. Either use it with groups of low- or mid-level enemies or
individual high-level enemy. If using this trap against Will-o'-the-wisps,
only collect under the trap as many enemies as can be killed. Otherwise hurt
wisps will go underground to heal before you can reach them. The same may
apply for Maikan Shamans.




Spike Trap
-------------------------------------------------------------------------------

Cost               : 50 AP, $0.15
Intial Stats       : Causes 40 points of damage to all enemies on the trap.
                    Trap is triggered slightly after three enemies are
                                        detected on it.
Upgrade            : Causes 55 points of damage to all enemies.
Combines well with : Bait, shout, wind amulet, Fire Wall.

This trap shines in mid-game. In early game it costs too much money and in
late game it costs too many AP. But in mid-game, especially when the maikans
appear in groups, they are very useful. Lure maikans, grand wolves, and
werewolves on to this trap to get easy kills. An upgraded trap will also help
weaken high level enemies.




Bonfire
-------------------------------------------------------------------------------

Cost               : 20 AP
Initial Stats      : Burns for 40 seconds, creating an area where the beasts
                    are more afraid of you by 10 points.
First Upgrade      : Burns for 60 seconds.
Second Upgrade     : Beasts are more afraid of you by 15 points.
Third Upgrade      : Fills your rage to the max.
Combines well with : Rifle, Axe, Wayside Cross, Maikan Talisman.

This is a cheap and useful fail-safe in case a trap fails to work as desired
on a group or a high-level enemy. It gives you time to reload your rifle, or
to deal out attacks with the axe and jump back in to the safety of the fire.
If used with a Wayside Cross, it will also chip away at the health of
werewolves and wisps.




Bait
-------------------------------------------------------------------------------

Cost               : 15 AP
Initial Stats      : Attracts the attention of nearby beasts (not maikans or
                    wisps) and causes to take time eating the bait.
First Upgrade      : Bait takes 25% longer to be consumed.
Second Upgrade     : Bait is poisoned and causes 4 points of damage to all who
                    eat it.
Third Upgrade      : Bait causes 8 points of damage and takes 50% more than
                    the initial time.
Combines well with : Hanging Net, Spike Trap, Explosive Barrel, Mortar,
                    Ballista, Rifle.

Use bait liberally in conjunction with other traps. Bait will make sure that
all your traps go off as planned by collecting enemies in one place and keep
them there for a while. This gives you time to set off the Hanging Net,
Explosive Barrel or Mortar for mass damage. They also make ballista shots
easier, though they are not necessary if the ballista has been well placed. A
fully upgraded sniper can take shots at the targets eating the bait without
being detected. After the first successful shot, the target will move away
from the bait. But if another bait is nearby, it will get distracted again.
Using multiple baits will also delay the enemy, giving you time to get to
them before they start hurting your buildings. This is great for getting
“Built to Last”, “Can't Touch This!” and “Ward of Wolvesvale” achievements. A
word of caution: when placing bait for enemies in later waves in the night, be
sure to place it away from the paths of enemies in earlier waves. All in all,
you will make your kills much more precise and your tactics more sound when
you become a master... um... user of bait.
I am unsure if the Invisible Beast is attracted to the bait or not. Can
someone verify?




Fire Wall
-------------------------------------------------------------------------------

Cost               : 1 AP per square of fire
Initial Stats      : Forces enemies, except Will-o'-the-Wisps to find a path
                    not blocked by Fire Walls. If all paths are blocked, does
                                        fire damage to enemies that walk over the Fire Wall.
Upgrade            : Will-o'-the-Wisps are also affected by Fire Walls.
Combines well with : All traps that cause damage over an area.

These fire barriers are great for either of two purposes. Firstly, they are
used to force enemies down paths where you can kill many more of them with a
single trap. Secondly, you can block areas to make the enemies take
ridiculously long routes to their destination, giving you more time to deal
with other enemies in that wave. In case you know you won't have control over
the wind, you could also use fire wall to force enemies to travel in a way
that you wont/will get detected but that will almost never be necessary.




Watchtower + Zipline
-------------------------------------------------------------------------------

Cost               : 40 AP, $0.10
Combines well with : Rifle

These are necessary for traveling quickly between critical points. Do not be
scared to build one pair every night. That way, if push comes to shove, you
can escape an area using a zipline even though the enemies will destroy the
tower if they see you leaving through it. They persist over the course of the
game, so building one pair of towers every night will lead to a full network
by the end.
Once you get the “Sniping” upgrade, watchtowers can be use for sniping. Place
sniping towers sufficiently further away from buildings (or lure points) such
that they can still aim at it but will not be detected by the beasts (pick
rifles with high range and high discretion). Use multiple baits to keep the
enemy occupied while you snipe them.




Explosive Barrels
-------------------------------------------------------------------------------

Cost               : 20 AP, $0.65
Initial Stats      : Does anywhere between 25-70 points of damage to nearby
                    enemies.
Upgrade            : Costs $0.45
Combines well with : Bait, Fire Wall

This trap shines in the end-game, particularly the final night, when you have
lots of money but not enough AP. Poisoned bait will make sure that Grand
Wolves and Werewolves will for sure die. High-level enemies may have to be
cleaned up after.




Wayside Cross
-------------------------------------------------------------------------------

Cost: 30 AP
Initial Stats      : Does 0.4-0.6 points of damage per second to Werewolves,
                    Grand Werewolves, and Will-o'-the-Wisps its range for 40
                                        seconds.
First Upgrade      : Does damage for 60 seconds.
Second Upgrade     : Does double damage.
Combines well with : Bonfire

It's useful against large groups (greater than 3) of Will-o'-the-Wisps.
Against werewolves, use it only as backup with bonfire or to deal with
werewolves weakened by other traps.




Ballista
-------------------------------------------------------------------------------

Cost               : 30 AP, $0.20
Initial Stats      : Does 80 points of damage to the enemy at whom it is shot
                    and 10 points of damage to nearby enemies.
Upgrade            : Does 110 points of damage to the primary target.
Combines well with : Bait, Upgraded Wolf Trap

This trap is best used against Windigos and The Invisible Beast. It is well
worth upgrading. For Windigos, look at their path predicted by the omens and
place the ballista at the end of a straigh line stretch. That way, your aim
will be spot on as the Windigo comes directly toward you. For The Invisible
Beast, use a lure or upgraded wolf trap to hold the enemy in place for a few
seconds as you aim and shoot.




Sacred Tree
-------------------------------------------------------------------------------

Cost           : 35 AP
Initial Stats  : After activation, shoots up to three magic bolts at enemies
                that come near the tree. Each bolt is staggered by a few
                                seconds. Each bolt does 18 points of damage to maikans and
                                Windigo, and 10 points of damage to other enemies.
First Upgrade  : Shoots up to 5 magic bolts.
Second Upgrade : Shoots up to 7 magic bolts.

These bolts are great for taking out mystical enemies. Although they need to
be activated, they stay on until they run out of charges. So, a good tactic is
to activate the tree near the destination of maikan enemies at the start of a
wave, or a previous wave, and then run/zipline to another part of the map to
deal with the wolves.
Once upgraded, they are also good for mopping up low-level enemies and enemies
weakened by other traps.




Mortar
-------------------------------------------------------------------------------

Cost               : 50 AP, $0.50
Initial Stats      : When fired, the mortar strike causes 70 points of damage
                    over a large area.
Combines well with : Bait, Fire Wall

The target of the centre of the strike is set during the planning phase and
cannot be changed during the night. This trap is great for taking out big
groups of mid- to high-level enemies. Use Fire Wall and Bait to get enemies
near the target, fire the mortar, and watch the destruction.


_______________________________________________________________________________

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[6] ENEMIES                                                              [0600]

===============================================================================

These are the enemies. They come in all shapes and sizes. Every enemy has one
or more melee attacks and some enemies have non-melee abilities. In this
walkthrough I describe their non-melee abilities and how much HP they have. I
also provide the best strategies that work for me. Other strategies can be
found under description of the traps and builds. The great thing about this
game is that there are many ways to deal with each scenario. So be sure to
read the other sections to diversify your gameplay and/or to make the
challenge easier or more difficult.

Wolf
HP: 10
They are easy to kill using the axe. Try to meet them head on, if possible, to
save money. If in a rush, use a baited hanging net. If you can't get to a pack
in time, use spike trap for packs and wolf traps for lone wolf or pairs.
Susceptible to all weapons.

Grand Wolf
HP: 30
These can be a pain if they gang up on you. Use spike or wolf traps to thin
their ranks. If fighting a pack, a bonfire will make things easier. Shooting
them is inexpensive because they are susceptible to regular bullets.
Susceptible to all weapons.

Werewolves
HP: 30
If you have a blessed axe, the strategy for dealing with werewolves is similar
to that of grand wovles. The one exception being that you should use hanging
nets instead of wolf traps to deal damage. Since blessed bullets are
expensive, avoid using the gun until you can snipe from a watchtower.
Susceptible to holy and magic.

Grand Werewolf
HP: 60
These are tough enemiesdue to their high health. They also become easily
enraged. Always try to weaken them with traps or sniper shots before fighting
them head on. If they spawn near werewolves, herd them using bait and
firewalls to either a spike trap, an explosive barrel or a mortar target. In
dire cases consider using a ballista, though in most situations that is over
kill.
Susceptible to holy and magic.

Will-o'-the-Wisp
HP: 15
These creatures are very annoying without being an actual threat. They can
regenerate health by going underground. They can shoot magic projectiles that
knocks you down. They can chase you around, clawing your back. They also start
off being immune to everything (including Fire Walls and Explosive Barrels)
except Hanging Nets and Wayside Cross. All in all, they are really good at
taking up a lot of your time so you are delayed from going to other areas.
When fighting wisps, use a blessed axe and activate Wayside Cross for more
damage. Drink beer right before the fight. This will allow you to evade the
first volley of ranged attacks and still leave you with enough stamina to move
in close and take out one or two wisps before they regenerate. Hanging Nets
work well for quickly taking them out, though the gunshot will reveal you to
nearby enemies. If time is on your side, pick them off one or two at a time:
move in close to the group and get detected by a couple, then move back.
Susceptible to holy and magic.

Maikan Warrior
HP: 35
Unlike werewolves, they wont be distracted by bait. In early to mid game, the
best strategy to deal with them is to use the wind amulet or shouts to lure
them on to spike traps. In late game, the magic tree can kill them with two
shots. Use as many magic trees as needed.
Susceptible to silver and magic.

Maikan Shaman
HP: 20
Due to their magic, they are easier to deal with using traps than face them
head on, especially if they are with Maikan Warriors. Although they don't have
a lot of health, they can heal themselves and others around them. They can
also teleport and call down a shower of rocks on an area. If fighting a group,
prioritize killing the shamans. Where possible, lure groups with shout or wind
to spike traps. For pairs or individuals,  hanging nets and magic trees work
well.
Susceptible to silver and magic.

Windigo
HP: 100
This is a fearsome beast. It has high health, powerful melee attacks and can
freeze you solid. Always weaken it before facing it head on. An upgraded
ballista will really help you by one-shotting the Windigos economically. A
group of Windigos necessitates the use of mortar. A properly upgraded and
positioned sniper can take out a Windigo with three silver bullets. In each of
the above cases, a bait or two can really help getting the Windigo in position
but keep in mind that it eats bait very, very quickly.
Susceptible to silver and magic.

The Invisible Beast
HP: ?? (Greater than 110)
He has high health and his attacks are deadly. He is the final boss. An
upgraded ballista can make your life easy here as well. First get the beast
into position, either by using wind, shout or a wolf trap to hold him. The
wolf trap only holds him for a second or two, so be at the ballista and be
alert. Successfully shooting the beast with a ballista will make the rest of
the fight much shorter. Once his health is depleted, he will not die but be
dazed for a few seconds. To end the fight, either solve the riddle posed by
the prophecy that shows up in the loading screen. Or read the following
spoiler section.

[SPOIlER]

When the beast is dazed, shoot him with a bullet (any bullet) tinged
with your sister's blood.

[END SPOILER]

If you are going for the “Cold-blooded” achievement, simply continue bashing
the beast with the axe and drinking all the necessary potions to keep the
fight going and his fear decreasing. Eau-de-vie, Spruce Beer and Irish Whiskey
beverage will likely be a must. If you are not looking for the “Cold-blooded”
achievement, or you already have it, activate a magic tree before the beast
gets near you. Then, after the first ballista attack, the tree will keep
knocking him down, making it much easier for you to either axe him to death or
climb a watchtower and snipe.

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[7] ITEMS                                                                [0700]

===============================================================================

Many items can be purchased and some are given to the player for free. Over
the course of the game, new items become available in shops. Although I have
tried my best to be comprehensive, two dates and one price still eludes me. If
anyone can email me that information, I will be grateful to you and put your
name in the CREDITS section. See email address at the top.


Axes                                                                     [0701]
-------------------------------------------------------------------------------

Do not buy every axe when it becomes available. Instead, save up for the
quality axes.
In early and mid-game, your axe can either be blessed or silver but not both.
So, you will either be more effective against diabolic creatures or against
mythic creatures but not both. If you are playing a strategist build, then it
does not matter which one you pick. But if you are playing a warrior build,
then I recommend that you pick one type of enemy to deal with the axe and
destroy the other type only using traps. For example, take a high-level
blessed axe to fight Will-o'-the-Wisps and werewolves, and use Spike Traps,
Ballistae and Magic Trees to deal with maikans and Windigos. If a beast that
is resistant to your axe escapes its trap, then use the appropriate bullets to
weaken it. If you HAVE to fight a resistant creature with an axe, then drink
Caribou and Spruce Beer to make the fight easier.


Old Pine Axe
Availability: default melee weapon at the start of game
Damage Rating: 1/5
Agility Rating: 1/5
Range Rating: 3/5
Power: None, but can be blessed at the Convent for $1.00

G. White Co. Broad Axe
Availability: Can be purchased from blacksmith for $0.65 from the get go.
Damage Rating: 2/5
Agility Rating: 2/5
Range Rating: 1/5
Power: None, but can be blessed at the Convent for $1.00

“Forest Queen” Felling Axe
Availability: Can be purchased from blacksmith for $1.65 from the get go.
Damage Rating: 3/5
Agility Rating: 2/5
Range Rating: 3/5
Power: None, but can be blessed at the Convent for $1.00

“Champion” Felling Axe
Availability: Can be purchased from blacksmith for $... starting Dec. 10
Damage Rating: 4/5
Agility Rating: 2/5
Range Rating: 3/5
Power: None, but can be blessed at the Convent for $1.00

“King's” Double-bit Axe
Availability: Can be purchased from blacksmith for $5.95 starting Dec. 12
Damage Rating: 5/5
Agility Rating: 3/5
Range Rating: 5/5
Power: None, but can be blessed at the Convent for $1.00

Silver Hatchet
Availability: Can be purchased from the Innu chief for $0.90 starting Dec. 14
Damage Rating: 2/5
Agility Rating: 2/5
Range Rating: 1/5
Power: Silver; cannot be blessed.

Silver Pipe Axe
Availability: Can be purchased from the Innu chief for $2.50 starting Dec. 15
Damage Rating: 2/5
Agility Rating: 4/5
Range Rating: 3/5
Power: Silver; cannot be blessed.

Silver Tomahawk
Availability: Can be bought from the Innu chief for $5.50 (?) starting Dec. ??
Damage Rating: 4/5
Agility Rating: 5/5
Range Rating: 3/5
Power: Silver; cannot be blessed.

St. Crapaud's Magic Axe
Availability: Given to player for free on Dec. 18
Damage Rating: 4/5
Agility Rating: 4/5
Range Rating: 5/5
Power: Magic, no creature is resistant to it.


Rifles & Bullets                                                         [0702]
-------------------------------------------------------------------------------

As with the axes, do not buy every single rifle as it becomes available.
Instead, save up to buy at most two. For a Sniper build, the Enfield
Musket-Rifle will be the best weapon. For close range riflemen, the Remington
should do the trick as it is very discreet and won't attract far away enemies.

Brown Bess Musket
Availability: default rifle at the start of game
Damage Rating: 1/5
Range Rating: 1/5
Reload Rating: 2/5
Discretion Rating: 2/5

Hawken “Rocky Mountain” Rifle
Availability: Can buy from the General Store for $0.75 from the get go.
Damage Rating: 1/5
Range Rating: 3/5
Reload Rating: 2/5
Discretion Rating: 5/5

Springfield Musket
Availability: Can buy from the General Store for $2.25 starting Dec. 9
Damage Rating: 2/5
Range Rating: 2/5
Reload Rating: 3/5
Discretion Rating: 5/5

Whitworth Rifle
Availability: Can buy from the General Store for $5.50 starting Dec. 13
Damage Rating: 3/5
Range Rating: 5/5
Reload Rating: 1/5
Discretion Rating: 1/5

Remington Double Musket
Availability: Can buy from the General Store for $6.00 starting Dec. 13
Damage Rating: 5/5
Range Rating: 2/5
Reload Rating: 3/5; can store two bullets in the barrel but cannot reload both
                   bullets at the same time
Discretion Rating: 5/5

Enfield Musket-Rifle
Availability: Can buy from the General Store for $8.00 starting Dec. 17
Damage Rating: 4/5
Range Rating: 4/5
Reload Rating: 5/5
Discretion Rating: 3/5

Bullets
Availability: Can be purchased from the General Store for $0.01 per bullet.
Effect: Full damage on wolves and grand wolves. All other enemies are
       resistant.

Holy Bullets
Availability: For $0.10 per bullet, each regular bullet can be blessed at the
             Convent.
Effect: Full damage on all enemies except maikans and Windigos.

Silver Bullets
Availability: Can be purchased from from the Innu Chief for $0.10 per bullet.
Effect: Full damage on all enemies except Werewolves and Grand Werewolves.


Drinks                                                                   [0703]
-------------------------------------------------------------------------------

All drinks are purchased from the Hotel / Saloon. A quick-access slot can only
store 5 of each drink. To take more of the same drink, place the rest in a
different slot.

Eau-de-vie
Cost: $0.15
Effect: Restores all HP
Comments: The warrior will end up using this a lot. In the last four days
(Dec. 20 to 24), buy all available drinks from the Saloon. Unless you are an
experienced player, you will need these to survive the battle with The
Invisible Beast.

Rye Whiskey
Cost: $0.10
Effect: Fills rage to maximum
Comments: Only useful once your rage has been upgraded at least twice.

Spruce Beer
Cost: $0.10
Effect: Infinite Stamina for 10 seconds.
Comments: These are very useful in many different situations. By itself, beer
will help you quickly dispatch the Will-o'-the-Wisps (see their section under
Enemies). Combined with Bagosse, it will enable you to outrun almost any
enemy. If drunk after Caribou, it will make melee fights with high-level
enemies quite painless. So, buy at least one per day starting mid-game.

Bagosse
Cost: $0.15
Effect: +50% sprinting speed for 15 seconds.
Comments: The strategist build should always have this handy in case they need
to make a quick getaway from a group. Then, the group can be lured on to a
backup trap.

Caribou
Cost: $0.15
Effect: +4 melee damage to enemies for 30 seconds.
Comments: These drinks are powerful but rare so buy them any chance you get.
If your trap fails to hurt a Windigo or a Grand Werewolf, this drink will save
your life. Combines well with Spruce Beer.

Irish Whiskey
Cost: $0.15
Effect: +15 Fear Factor; Refreshes Shout ability
Comments: Only keep a couple handy. These are useful when you need to refresh
your Shout ability in a pinch. Other than that, their only use is to get
“Boo!” and “Cold Blooded” achievements.



Active Items                                                             [0704]
-------------------------------------------------------------------------------

These three items need to be stored in the quick-access slots. To activate
them, press the corresponding key. Each of these items are given for free.

The Egg of Metshu
Effect: Can change the direction of the wind.
Comments: This is a very, very useful tool. It can change the wind from your
arch-nemesis to your best friend. Learn to use it well. Decide during the
planning phase itself how you will be using it. It has around 2 minutes of
recharge time after each use, so make sure you take that into consideration.

Magic Glasses
Effect: See mystical stuff
Comments: This is useful in two plot-specific circumstances. Firstly, when you
are asked to cure a werewolf, activating these glasses will show you a glowing
aura around the werewolf to be cured. Secondly, it will help you see The
Invisible Beast. It is not useful outside of these to circumstances.

Holy Water
Effect: Cures the right sort of werewolf
Comments: In one particular case, you will be asked to cure a werewolf with
Holy Water. Get near it and activate this item. For more tips on exactly how
to do this without getting badly hurt, see the walkthrough.


Gear                                                                     [0705]
-------------------------------------------------------------------------------

These are items with passive abilities. There are three gear slots in which
you can equip these items. You can stack protective vests or talismans if you
wish, so long as the total number of items you have on is three or less.

Mashk Talisman
Cost: $1.25 from the Innu Chief starting Dec. 14
Effect: Increases Stamina by 10 points.
Comments: Useful for any build because it helps you fight and run for longer.

Maikan Talisman
Cost: $1.00 from the Innu Chief starting Dec. 14
Effect: Increases Fear Factor by 10 points.
Comments: Great for the warrior build as it will keep even higher level
enemies at bay while your stamina recovers. Also, great for getting “Boo!” and
“Cold Blooded” achievements.

Atik Talisman
Cost: $1.25 from the Innu Chief starting Dec. 18
Effect: Increases HP by 10 points.
Comments: Not very useful because the warrior will have upgraded his health
using the HP skill tree while the strategist does not need more HP but could
use more stamina and faster running abilities.

Missinak Talisman
Cost: $1.25 from the Innu Chief starting Dec. 18
Effect: Reduces damage taken from Mythic creatures by 1 per hit.

Wolf Fur Vest
Cost: $1.00 from the General Store from the get go.
Effect: Reduces melee damage taken by 1 per hit.

Werewolf Fur Vest
Cost: $2.00 from the General Store starting Dec. ??
Effect: Reduces melee damage taken by 1 per hit, and by 2 per hit by a
werewolf.

Wolf Fur Boots
Cost: $1.25 from the General Store starting Dec. 11
Effect: Allows you to sprint for 25% longer.


_______________________________________________________________________________

===============================================================================

[8] WALKTHROUGH                                                          [0800]

===============================================================================

I think for this game a walkthrough will be useless for a couple of reasons.
Firstly, if you read all the other sections, you should be able to glean
enough strategy to face every encounter. Secondly, the game provides you with
Strategy Hints under Menu when in planning phase. It actually tells you how to
deal with each wave. The only time no strategy hints are given is for the last
night. So that is what I have provided here. If anyone would like a full level
by level, wave by wave walkthrough, please email me at the address given at
the top. If I get even a few emails requesting a full walkthrough, I will be
happy to write one up.

Guide to December 24th:

Wave 1: Take out all the wisps using the axe. Do not let them bunch up. Hunt
them down when they are just in pairs.

Wave 2: Use two ballistae to take out each of the Windigos.

Wave 3: The most economical, though somewhat dangerous, way is to place a bait
or two, along with an explosive barrel near your sister. Wait for all eight
werewolves to huddle together. Then shoot the barrel. The risk is that you
may end up fighting two Grand Werewolves, if the barrel doesn't kill them.
This can be mitigated by either planting a Bonfire to help you fight them, or
by having two explosions far from each other for each group of four. Use
double bait for one group to delay it, while you explode the first group and
fight its Grand Werewolf.

Wave 4: Two methods may work here. In the first way, set a bait near the mill
and target a mortar to aim at it. Destroy all six wolves with the mortar, then
fight the wisps using beer and Caribou. The second and more economical way is
to place a bait and exploding barrel near the mill. At the start of the wave,
turn the wind to be slightly west of north. Then zipline / run to the mill,
wait for the wolves to take the bait and explode the barrel. In the meanwhile,
your sister's scent will attract the wisps to her but when they get to her,
you should be positioned such that your scent should attract them instead.
When they get to you, fight them off using beer and Caribou.

Wave 5: Place a bait near the chicken coop and set a mortar strike to it.
Position yourself such that you can fire the mortar and kill all werewolves
before the wisps detect you. Then fight the wisps with beer.

Wave 6: Use two ballistae to kill the Windigos.

Boss Fight: If you only used the traps mentioned above, you should have enough
AP left to prepare for the boss. Fight him near your sister so you can use her
blood when the time arrives. Refer to "The Invisible Beast" entry in the
ENEMIES section above to find out how to kill him easily.
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===============================================================================

[9] ACHIEVEMENTS                                                         [0900]

===============================================================================

There is a decent guide available for achievments in Steam's community pages
for this game. However, if a more detailed guide is required, email me at the
email address given at the top. If I receive even a few emails requesting a
full achievements walkthrough, I will happily write one up.

_______________________________________________________________________________

===============================================================================

[10] THANKS / CREDITs                                                    [1000]

===============================================================================

Thanks to Artifice Studio for creating a game that I loved enough to write all
of this.

Credit to DomZ Ninja for the formatting style used in this document.

Credit also to Steam User "Albioth Honeymaple Valliere" for compiling most of
the dates used in my ITEMS section.

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