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Feb 18th, 2015
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  1. you're part of "the order". descended from arthurian legend, they function as a sort of victorian mi6/ghostbuters.
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  3. you begin the game patrolling the streets gunning down escaped "bedlamites" (convicts) who you are informed are being provoked by "rebels". who these rebels are or what they're trying to achieve is left to your imagination. you confirm these suspicions via interrogation.
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  5. your merry band consists of yourself (galahad: stoic, handsome, largely humourless but likes the odd quip), a female version of galahad, a french version of galahad and an older version of galahad who serves as your mentor. there is a special type of water which it's alluded comes from the holy grail which acts as a magic cure all.
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  7. somewhere along the line you fight a werewolf. not much thought or explanation is given to it, it's apparently just part of the order's MO. she galahad gets cut up but drinks the magic water to make it better.
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  9. the order serves to enforce the government/kingdom's will and as such has close ties with the united india company (a fictional east india company). during a rebel terrorist attack on a UIC owned zeppelin, your mentor snuffs it, having alluded to not all being well in the order. the rebel who blows himself up makes allusions to the "real enemy".
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  11. after running through the streets going on a rebel murder spree in revenge for your dead mentor, you run into the rebel leader in a bar. she's an indian girl who, despite murdering hundreds of her comrades, you are surprisingly accommodating to because "we're not so different, you and me". she says she can prove to you that you're fighting the wrong people.
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  13. she leads you to a docked ship full of UIC stamped crates. you open a crate and what's inside? a vampire! a vampire out of nowhere! the rebel leader explains that they're fighting against the real evil: the UIC and their mission to send vampires all over the world to conquer humanity. what's more, the lord who runs the UIC and has close connections with council is himself a vampire - and also jack the ripper! "that's why they can't solve who did the murders". the ripper plot point is never mentioned again.
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  15. after destroying the cargo, your actions and suspicions cause a rift with the council. begrudgingly, the head of the council's son (alastair: also a knight) agrees to come with you to snoop around the UIC HQ. you bump into the rebel leader on the way. on breaking into the lord's office, you see him in vampire form drinking another man's blood. standard "they'll never believe you, you're powerless" dialogue is exchanged before the knight who you came with arrives to double-cross you, who reveals himself to also be a werewolf. the relationship between werewolves and vampires isn't clarified.
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  17. captured, you are stitched up by the lord and alastair. you are put on trial for murder by the council and sentenced to death. you escape your confines, jump into a river to escape the other knights and are rescued by rebels. after a two week coma, you return to the order to save (i think?) the kid who helped you escape and run into alastair. after a bit of a dust up with his werewolf self, he's naked in human form spouting cliched dialogue about how humans and werewolves are just as evil as each other. his dad turns up (the head of the order) out of nowhere. he knew his adopted son was a werewolf all along but couldn't bear to kill him: so now you must kill him, and keep everything you've learned about the order and the UIC and the vampire lord a secret. he doesn't give you any compelling reason beyond "protecting the order" why you should do this, but you do it anyway.
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  19. that's where the game ends, with you living in exile looking out over london like some victorian spiderman.
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