Level 10

Level 10 is the tenth level of Lil' Guardsman, and Lil's second night shift. However, something bad is about to happen after it's over.
== Summary ==
== Gate visitors ==
Name 	Description
Witch 	A sweet old lady who spend her time picking apples from the orchards. She wishes to enter the Sprawl before harvest season to make delicious pies.
Scary Tree Monster	The Scary Tree Monster has return in Mayor form to attend a meeting at City Hall.
Zombies 	It's a bunch of Zombies... What else is there to say?
Mole Person 	The Mole Person from the last level is here. This time he's on an important top-secret mission.
Stabitha 	Stabitha was a camper at the Outdoor Wilderness Camp at Lake ScreamAndDie, however one night a bunch of camp counselors lured her out into the woods where they tormented, teased, and laughed at her until she couldn't take it anymore and ran into the darkness where she fell off a cliff and down onto the jagged rocks at the bottom of the quarry, she died screaming for anyone to help her only for the counselors laughing drowning her out. Afterwards, a demonic spirit of vengence possesed her shattered heart and brought her twitsted corpse back to life. Now she desires to become a camp counsler there and slaughter all those who have killed her long ago. As long as she makes it through the job's 90-day probation period.
The Ghost Finders 	"If there's something strange and it don't look good - who you gonna call? Ghost Finders!" The Ghost Finders are here to find any ghost that might be haunting someone.
=== 4-star rating guide ===
==== Witch ====
This old woman may seem innocent, but you shouldn't judge a book by it's cover, use the truth spray on her to find out what her plans are. She reveals she intends to fatten up children and bake them into pies – not someone you would want around the Sprawl at all.
Given her dangerous intentions, you should definitely deny her entry to the Sprawl. Before she departs she offers you a magic wishing apple. You will want to return it given you know her apples send people to sleep. If you confiscate it, you’ll get a Game Over. (Also using the bullwhip or if you jail her she will turn you into a corgi, resulting in a gameover.)
==== Scary Tree Monster ====
You have two options here, one leads to an Admit, the other a Deny. Both reward 4 Star Ratings, so the choice is yours.
If you wish to admit him, call Stryker who wants you to admit the tree to help with the city defenses. If, alternatively, you wish to deny him, then call Ashe instead who would consider it a personal favor if he would go and make Kaladar swear allegiance to the Sprawl.
==== Zombies ====
A quick reference of The Sprawl monster Manual, Second Edition says that Zombies are harmless, and should be herded up like sheep.
Given they won’t cause you any trouble, you should admit them to the Sprawl, who knows; they may help defend the city when it needs it. However if you don't want to admit them, you can always use the trusty bullwhip to send them packing.
==== Mole Person ====
To find out his intentions, you should interrogate them 3 times, and trust what he says. If you cast doubt on anything he will get upset and leave, which will damage your Star Rating. After the third Interrogation he will reveal he is there to get the digging of the tunnel project started – thus allowing food to get into the Sprawl. However, an easier way of knowing this is using the truth spray on him.
Either way, upon finding this out, you should definitely admit him.
==== Stabitha ====
You should use your x-ray or even your bullwhip on her to reveal her demonic hex on her heart. Whilst she seems keen for it to stay, we have other plans. Next, use your decoder ring on her to translate the hex, which will reveal the hex, and cause our old demon friend to appear.
You’ll now get an auto-deny on account of Stabitha being, well, um, a dead pile of ash.
==== The Ghost Finders ====
To begin with, use your metal detector to pick up their Ghostometer3000, if you have a spare Pink Power Crystal in your inventory you can pop it in. Once you select "Do it!" it'll reveal a large ghostly figure behind the pair. The two will eventually turn and face the ghost and then run off in fear. You can also use the X-Ray which will reveal the ghost quicker. Either way will result in an Auto-Deny given the Ghost Finders have run off, but you learned some valuable information.
If you call Malcolm, he'll want you to send them to jail to find some ghosts in the dungeon. This will result in a $20 gold reward and a new location
Use any of these methods and you will then hear how Tyronius poisoned the old King, pouring into his ear the contents of an ampoule of henbane.
Count Heinrch Von Pyre
If you made him count rice (which cause him unable to enter the Sprawl) the in previous level, he will come back at the end of your shift tonight.
You can immediately admit or deny him, or continuously choose to hear his reason to why he needed to be let in, revealing that he's rushing to get married with the love of his life, and planning to have children. After which you will still need to decide whether to let him in or not. This decision doesn't make any impact on your star rating, just seems like a follow up of the storyline for this character.
If you invited him in, at the end of the day, it would show that he made it to the wedding, but then when it comes to the most romantic moment of the wedding, he's killed by some vampire hunter. His "would've-been" wife be able to escape, she then meet her ex, they reunited, get married and have a son. Everyone mourns over the death of Heinrch - a great chiropractor.
== The Sprawl Monster Manual, Second Edition ==
Page 1
Forest Ent-ities (eh? eh?)
FREQUENCY: Rare
SPECIAL ATTACKS: Stomp and/or thwomp
WEAKNESSES: Fire, woodcutter's axes, poorly administered town hall meetings
ALIGNMENT: True neutral
SIZE: Climbable
The story of the first transformation from mundane tree to sentient, mobile being is lost to history. These creatures are extremely dangerous, but generally motivated by threats to their territory.
The bark of Forest Ent-ity is often the site of cryptic magical runes and prophetic writings that can be deciphered.
Page 2
Ghosts
FREQUENCY: N/A
SPECIAL ATTACKS: N/A
WEAKNESSES: Being make believe
ALIGNMENT: N/A
SIZE: N/A
No such thing.
Page 3
Lycanthropes (aka Werewolves)
FREQUENCY: Rare
SPECIAL ATTACKS: Bestial rage (claws, teeth)
WEAKNESSES: Silver, the rising sun
ALIGNMENT: Chaotic evil
SIZE: Post -transformation = big AF
Academics are split on whether this affliction is magical or medical. The cursed or afflicted person suffers an attack or bite, and come the first full moon, transforms into a half-man, half-beat, killing machine.
In most cases the indivifual remains blisfully unaware of the transformation, but in some cases they know and desperately seek asylum to save their loved ones from their dark passenger.
Page 4
Mole People
FREQUENCY: Common
SPECIAL ATTACKS: Digging, biting when provoked
WEAKNESSES: Daylight (non-fatal)
ALIGNMENT: Varied, often true neutral
SIZE: Small
Long ago, a subset of humans and elves carved out a life lived underground. This evolutionary branch began to change to accommodate their new existence. They became smaller, relying more heavily on their sense of smell and hearing than their soon underdeveloped eyesight. In addition, their hands and fingers became more claw-like, because of the digging.
While considered disfigured and even monstrous by some, please do not persecute the mole people! They are not to be punted! Afterall, without mole person labor and digging know-how, The Sprawl wouldn't enjoy the world's greatest sewer system.
Page 5
Necromancer
FREQUENCY: Rare
SPECIAL ATTACKS: Raise undead, misc. spells
WEAKNESSES: Their egos
ALIGNMENT: Lawful Evil
SIZE: All bodies are beach bodies
Magic practitioners who have broken their codes and oaths and turned to the forbidden arts. Although not illegal, they should be discouraged from entering the Sprawl.
Note: The Mages Guild would gladly welcome a fallen wizard who has seen the error of their ways back into the fold. However, not one has yet chosen to give up the dark arts once they've tasted that sweet, sweet necromancy.
Page 6
Vampires
FREQUENCY: Common
SPECIAL ATTACKS: Change in to bat, hypnosis, flight, dental peculiarities
WEAKNESSES: Sunlight (UV), garlic, counting bags of small grains, wooden stakes
ALIGNMENT: Usually evil, but best not to judge a book by its cover
SIZE: Human-sized
In centuries past, vampires were the stuff of myths and legends. sticking to the shadows and covering up their ghastly deeds in order to remain hidden from polite society.
Recently, as a result of the powerful vampire rights movement led by Goth Rock icon Vlad Xtreme, vampires have 'come out of the closet' and many have become productive members of society.
Page 7
Witches
FREQUENCY: Rare
SPECIAL ATTACKS: Spells (various)
WEAKNESSES: Water, Fire
ALIGNMENT: Very good, or very bad
SIZE: Human -sized
Though they are rare and often indistinguishable from regular folk, it is possible to encounter a witch whilst on guard duty. There are tests that can be done to confirm whether they are, or are not a witch. For example, if the suspected witch weighs the same as a duck, it confirms they are made of wood, and therefore; a witch.
In pratical terms, witches are not so different from regular folk. However, beware ulterior motives. They often have a plan on the go, and their moral compasses have the tendency to be, well, 'differently'-calibrated.
Page 8
Zombies
FREQUENCY: Somewhat common
SPECIAL ATTACKS: Biting (if they still have teeth)
WEAKNESSES: No match for fast walkers!
ALIGNMENT: Neutral
SIZE: Human-sized
Look, the only zombies we have around here are the old timey, slow-moving ones (thank God). Treat them like sheep, herd them around where you need them. They are relatively harmless.