601 lines
30 KiB
Solidity
601 lines
30 KiB
Solidity
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David R. Downs writes:
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Once again I will post this:
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Alone in the Dark
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(The Walkthrough Ver. 1.01)
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This is a COMPLETE SPOILER to the Alone in the Dark
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game for the PC. It will get the player through quickly and assumes
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the player either retains all (s)he reads or does not care at all about the
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story that goes with the game. All unnecessary and used items are left
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behind as soon as possible. Most things that do not need to be done to
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finish the game are marked as optional. This is by no means the only
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order of events that leads to a completed game, but it is nearly the
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most efficient. Distribute this freely and add to it as you wish just
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maintain the credits. Enjoy!
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In the LOFT: Push the Wardrobe in front of the window to keep out
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the winged beast. Then push the Chest over the trapdoor in the floor
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to keep out the Zombie. Now you can safely search the LOFT. Open
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the Chest to get the rifle. There is a note behind the Piano on its right-
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hand side. There is a Book in the small bookcase opposite the
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window. Read and leave the Book (Extracts of Golden Fleece) and the
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note. Open/Search the Wardrobe to get the Indian Cover. Take the
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Lantern from the table. Exit through the opening in the corner to the
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Right of the barrels (the same way you entered) into the STORAGE
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ROOM.
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In the STORAGE ROOM: Open/Search the shelves on the Right to
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find the Can of Oil. Use the Can of Oil and leave the Empty Oil Can.
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Take the Bow on the way out the door to the First HALLWAY.
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In the First HALLWAY: The floor has a weak spot -- be careful.
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Enter the First BEDROOM, on the left. Then the Second
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BEDROOM, on the Right. Exit the Third BEDROOM and go into the
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First BATHROOM, on the Left. Leave the First BATHROOM and go
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Left through the closed door at the end of the First HALLWAY to the
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top of the WOODEN STAIRS.
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In the First BEDROOM: Do not walk on the carpet to avoid an encounter with
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a Zombie. Open/Search the desk to get the key. Use the key on the Chest
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to get the Old Calvary Sabre. Leave the key. (Use the Rifle to kill the
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Zombie when you open the door (2 shots required), if you walked on the carpet.)
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Leave the room and go across the First HALLWAY to the Second BEDROOM.
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In the Second BEDROOM: Close the door behind you to keep out the
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Zombie. Walk through to the next Third BEDROOM.
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In the Third BEDROOM: Prepare to kill the flying beast, as he enters
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through the window, with the rifle (2 shots required). Get the Vase
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and Throw it to get the Dresser Key, leaving the Broken Vase. Use
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the key to open the Dresser and take the 2 Small Mirrors. Leave the
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key and exit through the closed door. Go across the First HALLWAY
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to the First BATHROOM.
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In the First BATHROOM: Open/Search the Closet for the First Aid
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Case. Open/Search the case and take the Flask. Leave the empty case.
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Eat/Drink the Flask to add life points as needed, leave the empty
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Flask. Leave the BATHROOM and turn Left into the First
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HALLWAY and go through the closed door.
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At the top of the WOODEN STAIRS: Walk (near the wall) to the
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Statues by each Gargoyle and Drop/Put a small mirror on each Statue.
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The reflection of each other kills the Gargoyle. Go down the stairs.
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At the bottom of the WOODEN STAIRS: Go Right, not disturbing
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the Knight, through the closed door. Do not disturb the Dark Figure!
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Take the Gramophone, the Match Box, leave the Poker. Open/Search
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the Wardrobe to get a box of Cartridges. Reload the Rifle (or Use the
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Cartridges -- same thing). Leave and go to the other side of the stairs
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(past the Knight) and go through the door into the Second
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HALLWAY. Now that you have been in the Second HALLWAY, you
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can get relatively close to the Knight and Throw the Very Heavy
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Statuette at the Knight. Take the Sword, leave the statuette and go
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down stairs, through one of the openings on either side of the
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WOODEN STAIRS, to the bottom of the STONE STAIRS.
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In the Second HALLWAY: [OPTIONALLY: Go straight through
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the door directly in front of you into Jeremy's Old BEDROOM.] Enter
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the door on the corner, the Second BATHROOM. Then go around the
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corner to the door on the Right, the DARK ROOM. Use the Matchbox
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to light the Lantern and walk in the DARK ROOM.
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In the Second BATHROOM: Enter quickly and get the Jug.
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[OPTIONALLY: Open/Search the closet to get another First Aid Case
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(You may want to reenter to avoid being attacked).] Exit quickly back
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into the Second HALLWAY. Go back around the corner (past the
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BATHROOM and Jeremy's Old BEDROOM) and go left back down
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the WOODEN STAIRS.
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In Jeremy's Old BEDROOM: Get the notebook from the Mantle. Be
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prepared to kill another flying beast behind you. Read and leave the
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notebook (Jeremy HartWood's Notebook). Exit back to the Second
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HALLWAY.]
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In the DARK ROOM: Drop/Put the lit Lantern on the floor.
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Open/Search the Night Stand near the bed to get Some Bullets. Take
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the Very Heavy Statuette and the Book. Take the Lantern and go into
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the hall. Stop using the Lantern by choosing an Action (Open/Search
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is good). Read and leave the Book (Diary of a Journey). Exit back to
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the Second HALLWAY.
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At the bottom of the STONE STAIRS: Go left through the unlocked
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door (on your right) into the GARDEN. Go up the STONE STAIRS
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to the bottom of the WOODEN STAIRS (again).
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At the bottom of the WOODEN STAIRS (again): Get to the Left side
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of the WOODEN STAIRS and reenter the Second HALLWAY. Go
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back past Jeremy's Old BEDROOM, the Second BATHROOM, and
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the DARK ROOM to the closed GALLERY door. Enter.
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In the GARDEN: Go to the Statue of the Girl and the Goat.
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Open/Search the dirt at the base of the Statue and take the 3 Arrows.
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Back out of the room before the Spiders get you. Go back to the
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bottom of the STONE STAIRS.
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In the GALLERY: Face the Picture on the Left and Drop/Put the Old
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Indian Cover. Turn and face down the GALLERY and Use the Bow.
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Aim at the yellowish object (painting) at the other end of the
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GALLERY. Shoot the painting (3 shots, 1 hit required -- Leave all
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unused arrows). Go to the painting just shot and enter the single door
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on the Right, Jeremy's "new" BEDROOM.
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In Jeremy's "new" BEDROOM: Take the (false) Book. Push the
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Clock aside. Open/Search the hole in the wall to get a key (to Jeremy's
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STUDY) and parchment. Read and leave the parchment (The
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Creatures of the Night). Exit back to the gallery and go Left to the
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double doors now on your Left, the LIBRARY.
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In the LIBRARY: Use the Lantern, enter and Drop/Put the Lantern on
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the floor. Run to the Left and go Right, past the secret door, when you
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cannot go any farther. In the corner to the Right of the Secret Door,
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Put/Drop the (false) Book in the Bookcase to trigger the mechanism.
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Go Left and enter the SECRET ROOM. [OPTIONALLY:
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Open/Search the LIBRARY for several Books to further explain the
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story and give clues. Note: There are Books on both sides of the desk.
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Caution: Reading one of the books makes you go temporarily insane
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(costing life points) -- cool to see though.] Exit through the closed set
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of double doors, go downstairs, back to the bottom of the STONE
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STAIRS (again).
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In the SECRET ROOM: Take the Talisman. Open/Search the
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Shelves to get 3 Daggers, Books, and Parchment. Stand in the Center
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of the Pentacle on the floor to Read the Yellow Book (De Vermis
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Mysteriis) without getting a broken back. Leave all the Dagger BUT
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the Sinusoidal bladed one (the curvy one) and leave all the books and
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parchment once read. Use the remaining dagger on the Vagabond in
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the LIBRARY. Leave the Dagger.
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At the Bottom of the STONE STAIRS (again): Go Right to the closed
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door, enter the KITCHEN.
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In the KITCHEN: Take the Pot of Soup (Flesh actually) from the
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Fireplace. Enter the Pantry by the Window and prepare to kill another
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Zombie (rifle works well as does the Sword...). Open/Search the Coal
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Pile for the Shoe Box. Open/Search the Shoe Box for the Pistol, leave
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the Empty Shoe Box. Take the Can of Oil in the corner, Use the oil
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and leave the empty can. Use the Jug at the water barrel. Go back in
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the KITCHEN and [OPTIONALLY: Open/Search the Cupboards to
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find 2 Knives (not really needed)] enter the other Pantry to the Right
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of the Cupboards and take the Key and Open/Search the barrel to get a
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Biscuit Box. Eat/Drink the Biscuit Box as needed to increase health
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points, leave the Empty Biscuit Box. Go through the door between the
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Counter and the Pantry and enter the DINING ROOM through the
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closed door straight ahead.
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In the DINING ROOM: Go immediately to the Table and Drop/Put
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the Pot of Soup on the Table to "mesmerize" the Zombies. Go through
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the single door to the PARLOR.
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In the PARLOR: Go immediately to the Table, take the Lighter, and
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Use the Jug of Water on the Ashtray (Cigars). Open/Search the
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Cabinet by the Window to get a Record and a Book. Read and leave
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the Book (Memories) and leave the Record (Chopin's Pothumous Opus
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69 Nr 1). Use the Golden Key (the one from Jeremy's "new"
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BEDROOM) to open the set of locked double doors to the Right and
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enter Jeremy's STUDY. Leave the Key to Jeremy's Study.
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In the STUDY: Open/Search the shelves in the corner passed the
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Sword and Shield to get a Book and a Record (Saint-Saens' Dance of
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Death). Read and leave the Book (The Tale of Captain Norton).
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Leave the STUDY and go through the set of closed double doors in the
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PARLOR and cross the Third HALLWAY to the LIVING ROOM.
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Note the front doors to the Right -- leaving now is not a good idea!
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Enter the LIVING ROOM.
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In the LIVING ROOM: Use the Sword (from the Knight) to kill the
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Pirate (Captain Norton). Take the key he had and the book by the
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paintings on the floor. Read and leave the Book (Demonia
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Particularis). Use the golden key from the Pirate to open the locked
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set of double doors and enter the DANCE HALL. Leave the Key to
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the Dance Hall.
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In the DANCE HALL: Ignore the Record (J. Strauss's Blue Danube)
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on the stand to the Right. Use the Record (Saint-Saens' Dance of
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Death). Avoiding the dancers, take the Key from the Mantle. Leave
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the Record and the Gramophone. Exit back through the doors you
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came in and go back to the Third HALLWAY.
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In the Third HALLWAY: [OPTIONALLY: Go toward the STONE
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STAIRS to the locked door on the Right. Use the Key (the gray one)
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to enter the CELLAR.] Go through the PARLOR to the STUDY
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(again).
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In the CELLAR: Avoiding the Rats, take Some Bullets from the
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Counter to the rear of the Stairs. [OPTIONALLY: Open/Search for a
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Book on the far side of the CELLAR by the Barrels. Read and leave
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the Book (The Trial of Captain Pregzt).] [OPTIONALLY: Take the
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Block of Wood holding the Barrels. Don't enter the cave this way --
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bad idea.] Go back upstairs, down the Third HALLWAY through the
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PARLOR to the STUDY (again).
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In the STUDY (again): Go to the Sword and Shield and Put/Drop the
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Old Calvary Sabre to trigger the mechanism. Go done the steps to the
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CAVES.
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In the CAVES: Run across the Bridge. Go down the Tunnel to the
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Left. At the Fork, Run from the Worm with a weapon (Pistol is best)
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ready to quickly kill another Flying Beast (2 shots required). Run to
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the Right of the closed Stone Door and kill the Flying Beast. Continue
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down the tunnel until the worm just appears in front of you and
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quickly back up the tunnel. Go back to the formerly closed Stone Door
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and enter. Jump down onto the Walkway and go around to the Left.
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Jump (new Action) over the Bridge and up onto the ledge. Go past the
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closed Stone Door on the Right and kill the Creature on the Left. The
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Pistol works best (2 shots required). Continue passed the Creature to
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the Pillars. Kill the flying Creature (2 shots from the Pistol) Jump
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from Pillar to Pillar to the other side. If you fall, you can wade to
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through a tunnel to the Cavern with the Walkway, just watch the
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Monsters. Go down the tunnel to the fork and go Right to the cavern
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with the Sabres and Skulls. Go Right at a Sabre and Left at a Skull to
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the Chest. Kill the Flying Creature as before if need be. Use the fancy
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Key to open the Chest and get a Gem and a Book. Read and leave the
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Book (A Pirate's Log Book). Push the Rock aside and enter the small
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Cavern behind the Chest. Go through the Cavern and around the
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corner, jump down and go past the closed Stone Door on the Left. Use
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the Lantern (Use the Lighter if it needs to be lit and leave the Wet
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Matchbox while you are at it) and enter the Maze. Remember the
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closed Stone Door on the Left as soon as you enter. If you don't see it
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go Right and turn Left when you see it and start the following
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directions from there. Go: Straight (as possible, ignoring little
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irregularities), Right, Left, Right (only choice), Left, Left, Left (only
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choice), Left (only choice), Right (only choice), Right (only choice),
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Left (only choice), Straight (past a left option), Left, Right (only
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choice), Left (only option), Left, Right (only option), Straight (past a
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left option), Right (only choice), Left, Left (only choice), Right to the
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door and Put/Drop the Gem in the door. go through into the Cavern
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and head for the Tree in the Center, avoiding Fireballs and the Water
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Creatures while wading to the Crypt/Alter in front of the tree. Take
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the Hook from the Crypt/Alter. Put/Drop the Talisman on the
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Crypt/Alter to stop the Fireballs, but you must still avoid the Water
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Creatures. Use the Lighter to relight the Lantern (if you are out of oil
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at this point, you are in BIG trouble -- try again). Throw the Lantern
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at the Tree. Follow instructions and "GET OUT OF HERE!" Wade to
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the opposite platform you entered on. Jump up and Use the Hook to
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open the Stone Door. Go through and to the Left into the Maze and go
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to the Stone Door to the Right and Use the Hook to open it. Go
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through and to the Left, jumping down to the Walkway and walk to
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the Left, Jumping the bridge, to the other side. Jump up and go down
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the Tunnel, at the Fork, go Left (toward you) at the Second Fork, go
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Right and out into the CELLAR. Go up the Stairs and out by the
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STONE STAIRS and down the Third HALLWAY and out the Front
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door.
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It's over, but...
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Dox by Doc. Enjoy.
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CREDITS
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Version: 1.0
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12-22-92
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Version: 1.01
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2-2-92
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David R. Downs
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drdowns@bach.udel.edu
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or
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downs@cis.udel.edu
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-----
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Additions:
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Avoiding Zombie in First BEDROOM
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Thanks to: AMBAT SASI S/O PALISSERY P
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isc30108@nusunix2.nus.sg
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--
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E-mail: drdowns@brahms.udel.edu | U | 20 Conover East | H | David R. Downs
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downs@cis.udel.edu | of | Newark DE 19711 | om | RD 2 Box 173 B
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downs@freezer.cns.udel.edu | D | (302) 837-1969 | e | Milton DE 19968
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|
Computer & Information Science ** My opinions don't reflect those of the U of D
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X-RealName: Jo-Are Stubmo,o90a
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Posting-Front-End: Winix Conference v 92.05.15 1.20 (running under MS-Windows)
|
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This is a "Walkthrough" found at this conference at comp.sys.ibm.pc.games
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If you dont have it, your welcome to take this one..
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>Path:
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>blazer.edb.tih.no!humpty.edb.tih.no!aun.uninett.no!sunic!uunet!dtix!darwin.sur
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>a.net!news.udel.edu!bach.udel.edu!drdowns From: drdowns@bach.udel.edu (David
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>R. Downs) Newsgroups: comp.sys.ibm.pc.games Subject: Walk Through (was Alone
|
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>in the Dark questions) Message-ID: <C15wwM.DvL@news.udel.edu> Date: 20 Jan 93
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>17:07:33 GMT References: <1993Jan18.123601@cs.utwente.nl> Sender:
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>usenet@news.udel.edu Organization: University of Delaware Lines:
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>281 Nntp-Posting-Host: bach.udel.edu
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Alone in the Dark
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|
(The Walkthrough Ver. 1.0)
|
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|
|
|||
|
This is a COMPLETE SPOILER to the Alone in the Dark
|
|||
|
game for the PC. It will get the player through quickly and assumes
|
|||
|
the player either retains all (s)he reads or does not care at all about the
|
|||
|
story that goes with the game. All unnecessary and used items are left
|
|||
|
behind as soon as possible. Most things that do not need to be done to
|
|||
|
finish the game are marked as optional. This is by no means the only
|
|||
|
order of events that leads to a completed game, but it is nearly the
|
|||
|
most efficient. Distribute this freely and add to it as you wish just
|
|||
|
maintain the credits. Enjoy!
|
|||
|
|
|||
|
In the LOFT: Push the Wardrobe in front of the window to keep out
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|||
|
the winged beast. Then push the Chest over the trapdoor in the floor
|
|||
|
to keep out the Zombie. Now you can safely search the LOFT. Open
|
|||
|
the Chest to get the rifle. There is a note behind the Piano on its right-
|
|||
|
hand side. There is a Book in the small bookcase opposite the
|
|||
|
window. Read and leave the Book (Extracts of Golden Fleece) and the
|
|||
|
note. Open/Search the Wardrobe to get the Indian Cover. Take the
|
|||
|
Lantern from the table. Exit through the opening in the corner to the
|
|||
|
Right of the barrels (the same way you entered) into the STORAGE
|
|||
|
ROOM.
|
|||
|
|
|||
|
In the STORAGE ROOM: Open/Search the shelves on the Right to
|
|||
|
find the Can of Oil. Use the Can of Oil and leave the Empty Oil Can.
|
|||
|
Take the Bow on the way out the door to the First HALLWAY.
|
|||
|
|
|||
|
In the First HALLWAY: The floor has a weak spot -- be careful.
|
|||
|
Enter the First BEDROOM, on the left. Then the Second
|
|||
|
BEDROOM, on the Right. Exit the Third BEDROOM and go into the
|
|||
|
First BATHROOM, on the Left. Leave the First BATHROOM and go
|
|||
|
Left through the closed door at the end of the First HALLWAY to the
|
|||
|
top of the WOODEN STAIRS.
|
|||
|
|
|||
|
In the First BEDROOM: Open/Search the desk to get the key. Use
|
|||
|
the key on the Chest to get the Old Calvary Sabre. Leave the key. Use
|
|||
|
the Rifle to kill the Zombie when you open the door (2 shots required).
|
|||
|
Leave the room and go across the First HALLWAY to the other
|
|||
|
Second BEDROOM.
|
|||
|
|
|||
|
In the Second BEDROOM: Close the door behind you to keep out the
|
|||
|
Zombie. Walk through to the next Third BEDROOM.
|
|||
|
|
|||
|
In the Third BEDROOM: Prepare to kill the flying beast, as he enters
|
|||
|
through the window, with the rifle (2 shots required). Get the Vase
|
|||
|
and Throw it to get the Dresser Key, leaving the Broken Vase. Use
|
|||
|
the key to open the Dresser and take the 2 Small Mirrors. Leave the
|
|||
|
key and exit through the closed door. Go across the First HALLWAY
|
|||
|
to the First BATHROOM.
|
|||
|
|
|||
|
In the First BATHROOM: Open/Search the Closet for the First Aid
|
|||
|
Case. Open/Search the case and take the Flask. Leave the empty case.
|
|||
|
Eat/Drink the Flask to add life points as needed, leave the empty
|
|||
|
Flask. Leave the BATHROOM and turn Left into the First
|
|||
|
HALLWAY and go through the closed door.
|
|||
|
|
|||
|
At the top of the WOODEN STAIRS: Walk (near the wall) to the
|
|||
|
Statues by each Gargoyle and Drop/Put a small mirror on each Statue.
|
|||
|
The reflection of each other kills the Gargoyle. Go down the stairs.
|
|||
|
|
|||
|
At the bottom of the WOODEN STAIRS: Go Right, not disturbing
|
|||
|
the Knight, through the closed door. Do not disturb the Dark Figure!
|
|||
|
Take the Gramophone, the Match Box, leave the Poker. Open/Search
|
|||
|
the Wardrobe to get a box of Cartridges. Reload the Rifle (or Use the
|
|||
|
Cartridges -- same thing). Leave and go to the other side of the stairs
|
|||
|
(past the Knight) and go through the door into the Second
|
|||
|
HALLWAY. Now that you have been in the Second HALLWAY, you
|
|||
|
can get relatively close to the Knight and Throw the Very Heavy
|
|||
|
Statuette at the Knight. Take the Sword, leave the statuette and go
|
|||
|
down stairs, through one of the openings on either side of the
|
|||
|
WOODEN STAIRS, to the bottom of the STONE STAIRS.
|
|||
|
|
|||
|
In the Second HALLWAY: [OPTIONALLY: Go straight through
|
|||
|
the door directly in front of you into Jeremy's Old BEDROOM.] Enter
|
|||
|
the door on the corner, the Second BATHROOM. Then go around the
|
|||
|
corner to the door on the Right, the DARK ROOM. Use the Matchbox
|
|||
|
to light the Lantern and walk in the DARK ROOM.
|
|||
|
|
|||
|
In the Second BATHROOM: Enter quickly and get the Jug.
|
|||
|
[OPTIONALLY: Open/Search the closet to get another First Aid Case
|
|||
|
(You may want to reenter to avoid being attacked).] Exit quickly back
|
|||
|
into the Second HALLWAY. Go back around the corner (past the
|
|||
|
BATHROOM and Jeremy's Old BEDROOM) and go left back down
|
|||
|
the WOODEN STAIRS.
|
|||
|
|
|||
|
In Jeremy's Old BEDROOM: Get the notebook from the Mantle. Be
|
|||
|
prepared to kill another flying beast behind you. Read and leave the
|
|||
|
notebook (Jeremy HartWood's Notebook). Exit back to the Second
|
|||
|
HALLWAY.]
|
|||
|
|
|||
|
In the DARK ROOM: Drop/Put the lit Lantern on the floor.
|
|||
|
Open/Search the Night Stand near the bed to get Some Bullets. Take
|
|||
|
the Very Heavy Statuette and the Book. Take the Lantern and go into
|
|||
|
the hall. Stop using the Lantern by choosing an Action (Open/Search
|
|||
|
is good). Read and leave the Book (Diary of a Journey). Exit back to
|
|||
|
the Second HALLWAY.
|
|||
|
|
|||
|
At the bottom of the STONE STAIRS: Go left through the unlocked
|
|||
|
door (on your right) into the GARDEN. Go up the STONE STAIRS
|
|||
|
to the bottom of the WOODEN STAIRS (again).
|
|||
|
|
|||
|
At the bottom of the WOODEN STAIRS (again): Get to the Left side
|
|||
|
of the WOODEN STAIRS and reenter the Second HALLWAY. Go
|
|||
|
back past Jeremy's Old BEDROOM, the Second BATHROOM, and
|
|||
|
the DARK ROOM to the closed GALLERY door. Enter.
|
|||
|
|
|||
|
In the GARDEN: Go to the Statue of the Girl and the Goat.
|
|||
|
Open/Search the dirt at the base of the Statue and take the 3 Arrows.
|
|||
|
Back out of the room before the Spiders get you. Go back to the
|
|||
|
bottom of the STONE STAIRS.
|
|||
|
|
|||
|
In the GALLERY: Face the Picture on the Left and Drop/Put the Old
|
|||
|
Indian Cover. Turn and face down the GALLERY and Use the Bow.
|
|||
|
Aim at the yellowish object (painting) at the other end of the
|
|||
|
GALLERY. Shoot the painting (3 shots, 1 hit required -- Leave all
|
|||
|
unused arrows). Go to the painting just shot and enter the single door
|
|||
|
on the Right, Jeremy's "new" BEDROOM.
|
|||
|
|
|||
|
In Jeremy's "new" BEDROOM: Take the (false) Book. Push the
|
|||
|
Clock aside. Open/Search the hole in the wall to get a key (to Jeremy's
|
|||
|
STUDY) and parchment. Read and leave the parchment (The
|
|||
|
Creatures of the Night). Exit back to the gallery and go Left to the
|
|||
|
double doors now on your Left, the LIBRARY.
|
|||
|
|
|||
|
In the LIBRARY: Use the Lantern, enter and Drop/Put the Lantern on
|
|||
|
the floor. Run to the Left and go Right, past the secret door, when you
|
|||
|
cannot go any farther. In the corner to the Right of the Secret Door,
|
|||
|
Put/Drop the (false) Book in the Bookcase to trigger the mechanism.
|
|||
|
Go Left and enter the SECRET ROOM. [OPTIONALLY:
|
|||
|
Open/Search the LIBRARY for several Books to further explain the
|
|||
|
story and give clues. Note: There are Books on both sides of the desk.
|
|||
|
Caution: Reading one of the books makes you go temporarily insane
|
|||
|
(costing life points) -- cool to see though.] Exit through the closed set
|
|||
|
of double doors, go downstairs, back to the bottom of the STONE
|
|||
|
STAIRS (again).
|
|||
|
|
|||
|
In the SECRET ROOM: Take the Talisman. Open/Search the
|
|||
|
Shelves to get 3 Daggers, Books, and Parchment. Stand in the Center
|
|||
|
of the Pentacle on the floor to Read the Yellow Book (De Vermis
|
|||
|
Mysteriis) without getting a broken back. Leave all the Dagger BUT
|
|||
|
the Sinusoidal bladed one (the curvy one) and leave all the books and
|
|||
|
parchment once read. Use the remaining dagger on the Vagabond in
|
|||
|
the LIBRARY. Leave the Dagger.
|
|||
|
|
|||
|
At the Bottom of the STONE STAIRS (again): Go Right to the closed
|
|||
|
door, enter the KITCHEN.
|
|||
|
|
|||
|
In the KITCHEN: Take the Pot of Soup (Flesh actually) from the
|
|||
|
Fireplace. Enter the Pantry by the Window and prepare to kill another
|
|||
|
Zombie (rifle works well as does the Sword...). Open/Search the Coal
|
|||
|
Pile for the Shoe Box. Open/Search the Shoe Box for the Pistol, leave
|
|||
|
the Empty Shoe Box. Take the Can of Oil in the corner, Use the oil
|
|||
|
and leave the empty can. Use the Jug at the water barrel. Go back in
|
|||
|
the KITCHEN and [OPTIONALLY: Open/Search the Cupboards to
|
|||
|
find 2 Knives (not really needed)] enter the other Pantry to the Right
|
|||
|
of the Cupboards and take the Key and Open/Search the barrel to get a
|
|||
|
Biscuit Box. Eat/Drink the Biscuit Box as needed to increase health
|
|||
|
points, leave the Empty Biscuit Box. Go through the door between the
|
|||
|
Counter and the Pantry and enter the DINING ROOM through the
|
|||
|
closed door straight ahead.
|
|||
|
|
|||
|
In the DINING ROOM: Go immediately to the Table and Drop/Put
|
|||
|
the Pot of Soup on the Table to "mesmerize" the Zombies. Go through
|
|||
|
the single door to the PARLOR.
|
|||
|
|
|||
|
In the PARLOR: Go immediately to the Table, take the Lighter, and
|
|||
|
Use the Jug of Water on the Ashtray (Cigars). Open/Search the
|
|||
|
Cabinet by the Window to get a Record and a Book. Read and leave
|
|||
|
the Book (Memories) and leave the Record (Chopin's Pothumous Opus
|
|||
|
69 Nr 1). Use the Golden Key (the one from Jeremy's "new"
|
|||
|
BEDROOM) to open the set of locked double doors to the Right and
|
|||
|
enter Jeremy's STUDY. Leave the Key to Jeremy's Study.
|
|||
|
|
|||
|
In the STUDY: Open/Search the shelves in the corner passed the
|
|||
|
Sword and Shield to get a Book and a Record (Saint-Saens' Dance of
|
|||
|
Death). Read and leave the Book (The Tale of Captain Norton).
|
|||
|
Leave the STUDY and go through the set of closed double doors in the
|
|||
|
PARLOR and cross the Third HALLWAY to the LIVING ROOM.
|
|||
|
Note the front doors to the Right -- leaving now is not a good idea!
|
|||
|
Enter the LIVING ROOM.
|
|||
|
|
|||
|
In the LIVING ROOM: Use the Sword (from the Knight) to kill the
|
|||
|
Pirate (Captain Norton). Take the key he had and the book by the
|
|||
|
paintings on the floor. Read and leave the Book (Demonia
|
|||
|
Particularis). Use the golden key from the Pirate to open the locked
|
|||
|
set of double doors and enter the DANCE HALL. Leave the Key to
|
|||
|
the Dance Hall.
|
|||
|
|
|||
|
In the DANCE HALL: Ignore the Record (J. Strauss's Blue Danube)
|
|||
|
on the stand to the Right. Use the Record (Saint-Saens' Dance of
|
|||
|
Death). Avoiding the dancers, take the Key from the Mantle. Leave
|
|||
|
the Record and the Gramophone. Exit back through the doors you
|
|||
|
came in and go back to the Third HALLWAY.
|
|||
|
|
|||
|
In the Third HALLWAY: [OPTIONALLY: Go toward the STONE
|
|||
|
STAIRS to the locked door on the Right. Use the Key (the gray one)
|
|||
|
to enter the CELLAR.] Go through the PARLOR to the STUDY
|
|||
|
(again).
|
|||
|
|
|||
|
In the CELLAR: Avoiding the Rats, take Some Bullets from the
|
|||
|
Counter to the rear of the Stairs. [OPTIONALLY: Open/Search for a
|
|||
|
Book on the far side of the CELLAR by the Barrels. Read and leave
|
|||
|
the Book (The Trial of Captain Pregzt).] [OPTIONALLY: Take the
|
|||
|
Block of Wood holding the Barrels. Don't enter the cave this way --
|
|||
|
bad idea.] Go back upstairs, down the Third HALLWAY through the
|
|||
|
PARLOR to the STUDY (again).
|
|||
|
|
|||
|
In the STUDY (again): Go to the Sword and Shield and Put/Drop the
|
|||
|
Old Calvary Sabre to trigger the mechanism. Go done the steps to the
|
|||
|
CAVES.
|
|||
|
|
|||
|
In the CAVES: Run across the Bridge. Go down the Tunnel to the
|
|||
|
Left. At the Fork, Run from the Worm with a weapon (Pistol is best)
|
|||
|
ready to quickly kill another Flying Beast (2 shots required). Run to
|
|||
|
the Right of the closed Stone Door and kill the Flying Beast. Continue
|
|||
|
down the tunnel until the worm just appears in front of you and
|
|||
|
quickly back up the tunnel. Go back to the formerly closed Stone Door
|
|||
|
and enter. Jump down onto the Walkway and go around to the Left.
|
|||
|
Jump (new Action) over the Bridge and up onto the ledge. Go past the
|
|||
|
closed Stone Door on the Right and kill the Creature on the Left. The
|
|||
|
Pistol works best (2 shots required). Continue passed the Creature to
|
|||
|
the Pillars. Kill the flying Creature (2 shots from the Pistol) Jump
|
|||
|
from Pillar to Pillar to the other side. If you fall, you can wade to
|
|||
|
through a tunnel to the Cavern with the Walkway, just watch the
|
|||
|
Monsters. Go down the tunnel to the fork and go Right to the cavern
|
|||
|
with the Sabres and Skulls. Go Right at a Sabre and Left at a Skull to
|
|||
|
the Chest. Kill the Flying Creature as before if need be. Use the fancy
|
|||
|
Key to open the Chest and get a Gem and a Book. Read and leave the
|
|||
|
Book (A Pirate's Log Book). Push the Rock aside and enter the small
|
|||
|
Cavern behind the Chest. Go through the Cavern and around the
|
|||
|
corner, jump down and go past the closed Stone Door on the Left. Use
|
|||
|
the Lantern (Use the Lighter if it needs to be lit and leave the Wet
|
|||
|
Matchbox while you are at it) and enter the Maze. Remember the
|
|||
|
closed Stone Door on the Left as soon as you enter. If you don't see it
|
|||
|
go Right and turn Left when you see it and start the following
|
|||
|
directions from there. Go: Straight (as possible, ignoring little
|
|||
|
irregularities), Right, Left, Right (only choice), Left, Left, Left (only
|
|||
|
choice), Left (only choice), Right (only choice), Right (only choice),
|
|||
|
Left (only choice), Straight (past a left option), Left, Right (only
|
|||
|
choice), Left (only option), Left, Right (only option), Straight (past a
|
|||
|
left option), Right (only choice), Left, Left (only choice), Right to the
|
|||
|
door and Put/Drop the Gem in the door. go through into the Cavern
|
|||
|
and head for the Tree in the Center, avoiding Fireballs and the Water
|
|||
|
Creatures while wading to the Crypt/Alter in front of the tree. Take
|
|||
|
the Hook from the Crypt/Alter. Put/Drop the Talisman on the
|
|||
|
Crypt/Alter to stop the Fireballs, but you must still avoid the Water
|
|||
|
Creatures. Use the Lighter to relight the Lantern (if you are out of oil
|
|||
|
at this point, you are in BIG trouble -- try again). Throw the Lantern
|
|||
|
at the Tree. Follow instructions and "GET OUT OF HERE!" Wade to
|
|||
|
the opposite platform you entered on. Jump up and Use the Hook to
|
|||
|
open the Stone Door. Go through and to the Left into the Maze and go
|
|||
|
to the Stone Door to the Right and Use the Hook to open it. Go
|
|||
|
through and to the Left, jumping down to the Walkway and walk to
|
|||
|
the Left, Jumping the bridge, to the other side. Jump up and go down
|
|||
|
the Tunnel, at the Fork, go Left (toward you) at the Second Fork, go
|
|||
|
Right and out into the CELLAR. Go up the Stairs and out by the
|
|||
|
STONE STAIRS and down the Third HALLWAY and out the Front
|
|||
|
door.
|
|||
|
|
|||
|
It's over, but...
|
|||
|
|
|||
|
Dox by Doc. Enjoy.
|
|||
|
|
|||
|
CREDITS
|
|||
|
|
|||
|
Version: 1.0
|
|||
|
12-22-92
|
|||
|
|
|||
|
David R. Downs
|
|||
|
drdowns@bach.udel.edu
|
|||
|
or
|
|||
|
downs@cis.udel.edu
|
|||
|
|
|||
|
-----
|
|||
|
--
|
|||
|
E-mail: drdowns@brahms.udel.edu | U | 20 Conover East | H | David R. Downs
|
|||
|
downs@cis.udel.edu | of | Newark DE 19711 | om | RD 2 Box 173 B
|
|||
|
downs@freezer.cns.udel.edu | D | (302) 837-1969 | e | Milton DE 19968
|
|||
|
Computer & Information Science ** My opinions don't reflect those of the U of D
|
|||
|
|
|||
|
--
|
|||
|
----------------------------
|
|||
|
-- Jo-Are Stubmo --
|
|||
|
-- Kolstadflata 13 A --
|
|||
|
-- 7078 SAUPSTAD --
|