Advertisement
Guest User

Untitled

a guest
Jul 1st, 2014
246
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.16 KB | None | 0 0
  1. ======================
  2. || A VICTORIAN TALE ||
  3. ======================
  4.  
  5. This walkthrough was written so you can finish the game in under an hour.
  6.  
  7.  
  8. ~~~~~~~~~
  9. ~ Hints ~
  10. ~~~~~~~~~
  11.  
  12. * You have to use items from your inventory
  13. * You can save the game at sparkling book piles
  14. * When you're being chased hiding spots are highlighted
  15. * Not all items you can pick up are also marked. Try to explore your surroundings
  16. * There are several endings to the game
  17. * If you don't want to use this walkthrough, do yourself a favor and ready
  18. a pencil and piece of paper for the puzzles.
  19.  
  20.  
  21. ~~~~~~~~~~~~~~~
  22. ~ Walkthrough ~
  23. ~~~~~~~~~~~~~~~
  24.  
  25. * It's 1866. You're an austrian soldier in bohemia! What could possibly go wrong?
  26. * Anyway you start out in the hallway
  27. * Walk through the right door
  28. * There is a lamp in the lying in the hallway; Grab it.
  29. * Go back into the hall
  30. * Optional: Brag in front of Erik about your lamp
  31. * Walk through the left door
  32. * Go into the kitchen by entering the door on the opposite side of the hallway
  33. * There is a shiny little owl key lying around; Grab it.
  34. * Examine the barrels at the southern wall - A whole person fits in there you say? Remember that for later
  35. * Walk back into the hall
  36. * Go into the garderobe (one of the two upper doors)
  37. * Check the middle door - no doorknob - Well too bad!
  38. * Check the metal box in the upper right corner - a badge on it says "The Guest"
  39. * Check the stove and pickup the fire iron
  40. * Time for some sleep
  41. * Once you wake up Walk back into the hall
  42. * Dohoh foreshadowing. Anyway, Erik's gone - that lazy bastard
  43. * Go back into the right hallway
  44. * The door on the opposite side is stuck, stand in front of it and use the fire iron from your inventory
  45. * Bang! Library. If you're interested, pick up the note right next to the door
  46. * There is a tiny console right next to the door; Examine that
  47.  
  48. -- Library Puzzle --
  49. It's pretty easy actually. There are three coils and every coil is numbered from 0 to 4.
  50. Basically what you want is to change all three positions to 0, but oh, that's not so easy isn't it?
  51. The mechanism works as follows:
  52. * All coils can be increased and decreased
  53. * The left coil increases/decreases with the middle coil
  54. * The middle coil increases/decreases with the left and right coil
  55. * The right coil increases/decreases with the left coil however their movement is inverted (increasing the right one decreases the left one and vice versa)
  56. With the mechanism figured out you can easily solve the puzzle. However if you're too lazy to do so, here is the solution:
  57. ** Decrease middle
  58. ** Decrease right
  59. ** Increase left
  60. ** Increase middle
  61. ** Increase left
  62.  
  63. * Fetch the fox key from the upper right corner of the room
  64. * Go back to the hall
  65. * Save... no seriously, save.
  66. * Go into the left hallway
  67. * Before you enter the upper door: Remember those barrels in the kitchen. You better do.
  68. * Walk through the upper door into the dining room
  69. * Run! Run back into the kitchen and hide in the barrels!
  70. * Once you get out of those barrels go back into the dining room and leave it through the door on the left
  71. * Move the shelf and pick up a nice piece of story nobody reads
  72. * Walk down the hallway and through the upper door
  73. * There is a toilet on the right with a newspaper in it; You can pick that up if you want.
  74. * There is also a locked door with a combination lock.
  75. * Walk up the stairway
  76. * Enter the first door on the northern wall
  77. * Pick up a screwdriver
  78. * Walk out on the hallway again
  79. * In the room on the right you can save your game
  80. * Walk through the southern door at the end of the hallway and enter the ballroom
  81. * Walk along the gallery until you're on the eastern end of it
  82. * Walk into the landlords bedroom
  83. * Don't get startled
  84. * This thing is going to hunt you down for a while, however you can hide in the toilet from before
  85. * Once you lost the monster go back into the landlords bedroom
  86. * On the other end of the room there is a piece of paper with a code written on it; Remember that code or write it down
  87. * Behind the door on the right you can find a shelf with a piece of a diary
  88. * Walk through the door on the left and pick up the badge ("The Drunkard")
  89. * Walk back to the door with the combination lock on the first floor (save on the way)
  90. * Enter the code and walk through the door into the servants room
  91. * Pick up both the door knob and the box of screws
  92. * Walk the door, dinosaur! Actually it's just the monster, but be sure to go left the second you leave the room
  93. * Run upstairs and hide in the shelf
  94. * Once you've stopped wetting yourself go back to the garderobe
  95. * The doorknob on the middle door was missing, right? Well now you have it, and all the gadgets to put it to good use.
  96. * Stand in front of the door and use the doorknob from your inventory
  97. * Enter the garderobe locker and pick up the wolf key (also there is a part of the diary in the left upper shelf)
  98. * Go back to the right hallway and enter the door on the upper right end
  99. * Walk through the northern door
  100. * Before you go up the stairs enter both rooms on the left
  101. * SALVATION ENDING: The room on the right contains a crate with a strange chemical
  102. * The shelf in the right room contains a bit of information that is actually useful. Who would have guessed.
  103. * Go into the room on the left and pick up the badge in the drawer ("The King")
  104. * You can also save your game here
  105. * Go back into the hallway and walk upstairs
  106. * The storage room behind the northern door contains a drawer (and a hiding place for later)
  107. * Walk through the door on the western end of the hallway, turn around and unlock that thing for later
  108. * Walk down into the middle of the gallery
  109. * Enter the hobby room
  110. * There is a badge in the fireplace ("The Sage")
  111. * You can save your game in the room on the right
  112. * There are scratches right next to that shelf on the left, examine them and move the shelf
  113. * Pick up the piece of paper if you want to
  114. * In any case pick up the deer key from the shelf
  115. * Leave the room and run!
  116. * You can hide in the storage room from before
  117. * Walk back into the ballroom
  118. * With the wolf key you can open the door on the western side
  119. * Enter the study and talk to Ada
  120. * Walk up to the metal box on the northern wall
  121. * Use the badge "The Sage"
  122.  
  123. ------------------------- OPTIONAL (SALVATION/ESCAPE ENDING): Planting the polyp --------------------------------
  124. You still have that Strange Chemical right? Time to plant some yith eating flying polyps.
  125. Ada has opened the guestroom for you. Go to the western hallway on the second floor. There enter
  126. the left lower door. Hop into bed (because sleeping in a mansion full of eldritch horrors is a great
  127. idea) and wait for the dream to start.
  128. In the dream just walk north. The second you reach the cliff immediately go right, because the clock is ticking.
  129. Walk up to the strange moss and use the chemical on it. Then wait and enjoy the view... until you wake up and have
  130. to run! Maybe hide in the toilet on the ground floor.
  131. ------------------------------------------------------------------------------------------------------------------
  132.  
  133. * Go back to the landlords bedroom
  134. * walk up to the metal box on the northern wall and use the badge "The King"
  135. * Leave the bedroom. Go down the eastern stairway and back into the middle hallway
  136. * Open the door on your left with the deer key
  137. * Go through the storage room into the bar
  138. * Walk up to the metal box and use the badge "The Drunkard"
  139. * Go back into the hall and save
  140. * Walk through the garderobe into the ballroom
  141. * Try to leave through the glass door
  142. * Then try to stay alive
  143. * Don't try to leave the ballroom, all exits are blocked, just try to evade the monster for a while
  144. * Once the monster goes into rage mode it will get you
  145. * Time for some sleep. Also cover your ears if you don't like resonance sounds
  146. * Walk into the toolshed, wake up and feel miserable
  147. * Walk through the door into the garden and into the shack
  148. * Move the crate - tadaa!
  149. * Climb down into the boiler room
  150. * Pick up the piece of paper you're not going to read (unless you really want to know what's going on), also save
  151. * climb through the hole in the wall
  152. * Walk through the southern door
  153. * Reade the plaque on the machine
  154.  
  155. -- Voltage Puzzle --
  156. Read that plaque on the machine? Good. Write down that number. Walk back into the hallway and enter the machine
  157. room on the left. There are 9 levers in the room. The puzzle is randomized so you will have to solve this
  158. systematically. Take a piece of paper and write down the voltage of each lever. You should have 9 numbers then.
  159. Some of these numbers will add up to the number on the plaque. When you get it right you will hear a machine
  160. sound.
  161.  
  162. * walk out the southern door and pick up a piece of paper if you like.
  163. * Once you solved the Voltage Puzzle you can walk back to the machine. A bridge should be there now.
  164. * Walk over the bridge and into the next hallway
  165. * Nothing here, just keep going
  166. * In the next hallway you should see a stone door and Erik lying on the ground
  167. * Walk into the room on the right and pick up the last part of the diary
  168. * Go back into the hallway and walk through the stone gate
  169. * walk into the altar room
  170. * Time for a cutscene and time to sleep again (if you have a slow PC this might take pretty long)
  171. * Walk out of the toolshed
  172. * go a bit to the right and then down, you should see a little light, activate it
  173. * If you planted the polyp you should be familiar with the region (walk to the moss on the right and see what became of your little plant)
  174. * Save the game at the bonfire
  175. * Walk up to the light at the cliff
  176. * Talk to the archpriest (if you read Page 6 of the diary his name should show)
  177.  
  178. --------------------- MESSIAH ENDING --------------------------
  179. * Accept the archpriests "gift"
  180. * You're sent back to the Altar
  181. * Run back through the cellar and the mansion and into the hall
  182. * Leave the mansion
  183. ----------------------------------------------------------------
  184.  
  185. * If you decline the archpriest will attack you
  186. * Dodge the spheres he is shooting at you - there are four attacks: High, low, left and right
  187. * After a while he'll be fed up with you
  188. * If you did not plant the polyp you will get the [ASYLUM ENDING].
  189.  
  190. --------------------------- SALVATION/ESCAPE ENDING ------------------------------------
  191. * Once the polyp attacks the archpriest walk up to the light and leave
  192. * Now you have to be quick: You are back at the altar entrance
  193. * OPTIONAL (SALVATION ENDING): Quickly go back into the altar room and pick up the girl
  194. * Walk through the southern door and run!
  195. * Run back through the cellar
  196. * See the monster getting what it deserves
  197. * Run through the mansion and into the hall
  198. * Leave the mansion
  199. ----------------------------------------------------------------------------------------
  200.  
  201. * Enjoy the outro
  202.  
  203.  
  204.  
  205. That's it. You made it out of the mansion. Maybe you went insane, but that's alright. It's
  206. a lovecraftian story after all and with those that's the norm I guess. If you planted the polyp
  207. and got out there with your mind in one piece, even better!
  208.  
  209. If you liked it or just want to speak your mind about the game, maybe drop me a line in the comment
  210. section of the submission page: http://contest.rpgmakerweb.com/game/view/id/627
  211. Criticism is more than welcome!
  212.  
  213. Thanks for playing!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement