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- ======================
- || A VICTORIAN TALE ||
- ======================
- This walkthrough was written so you can finish the game in under an hour.
- ~~~~~~~~~
- ~ Hints ~
- ~~~~~~~~~
- * You have to use items from your inventory
- * You can save the game at sparkling book piles
- * When you're being chased hiding spots are highlighted
- * Not all items you can pick up are also marked. Try to explore your surroundings
- * There are several endings to the game
- * If you don't want to use this walkthrough, do yourself a favor and ready
- a pencil and piece of paper for the puzzles.
- ~~~~~~~~~~~~~~~
- ~ Walkthrough ~
- ~~~~~~~~~~~~~~~
- * It's 1866. You're an austrian soldier in bohemia! What could possibly go wrong?
- * Anyway you start out in the hallway
- * Walk through the right door
- * There is a lamp in the lying in the hallway; Grab it.
- * Go back into the hall
- * Optional: Brag in front of Erik about your lamp
- * Walk through the left door
- * Go into the kitchen by entering the door on the opposite side of the hallway
- * There is a shiny little owl key lying around; Grab it.
- * Examine the barrels at the southern wall - A whole person fits in there you say? Remember that for later
- * Walk back into the hall
- * Go into the garderobe (one of the two upper doors)
- * Check the middle door - no doorknob - Well too bad!
- * Check the metal box in the upper right corner - a badge on it says "The Guest"
- * Check the stove and pickup the fire iron
- * Time for some sleep
- * Once you wake up Walk back into the hall
- * Dohoh foreshadowing. Anyway, Erik's gone - that lazy bastard
- * Go back into the right hallway
- * The door on the opposite side is stuck, stand in front of it and use the fire iron from your inventory
- * Bang! Library. If you're interested, pick up the note right next to the door
- * There is a tiny console right next to the door; Examine that
- -- Library Puzzle --
- It's pretty easy actually. There are three coils and every coil is numbered from 0 to 4.
- Basically what you want is to change all three positions to 0, but oh, that's not so easy isn't it?
- The mechanism works as follows:
- * All coils can be increased and decreased
- * The left coil increases/decreases with the middle coil
- * The middle coil increases/decreases with the left and right coil
- * 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)
- With the mechanism figured out you can easily solve the puzzle. However if you're too lazy to do so, here is the solution:
- ** Decrease middle
- ** Decrease right
- ** Increase left
- ** Increase middle
- ** Increase left
- * Fetch the fox key from the upper right corner of the room
- * Go back to the hall
- * Save... no seriously, save.
- * Go into the left hallway
- * Before you enter the upper door: Remember those barrels in the kitchen. You better do.
- * Walk through the upper door into the dining room
- * Run! Run back into the kitchen and hide in the barrels!
- * Once you get out of those barrels go back into the dining room and leave it through the door on the left
- * Move the shelf and pick up a nice piece of story nobody reads
- * Walk down the hallway and through the upper door
- * There is a toilet on the right with a newspaper in it; You can pick that up if you want.
- * There is also a locked door with a combination lock.
- * Walk up the stairway
- * Enter the first door on the northern wall
- * Pick up a screwdriver
- * Walk out on the hallway again
- * In the room on the right you can save your game
- * Walk through the southern door at the end of the hallway and enter the ballroom
- * Walk along the gallery until you're on the eastern end of it
- * Walk into the landlords bedroom
- * Don't get startled
- * This thing is going to hunt you down for a while, however you can hide in the toilet from before
- * Once you lost the monster go back into the landlords bedroom
- * 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
- * Behind the door on the right you can find a shelf with a piece of a diary
- * Walk through the door on the left and pick up the badge ("The Drunkard")
- * Walk back to the door with the combination lock on the first floor (save on the way)
- * Enter the code and walk through the door into the servants room
- * Pick up both the door knob and the box of screws
- * Walk the door, dinosaur! Actually it's just the monster, but be sure to go left the second you leave the room
- * Run upstairs and hide in the shelf
- * Once you've stopped wetting yourself go back to the garderobe
- * The doorknob on the middle door was missing, right? Well now you have it, and all the gadgets to put it to good use.
- * Stand in front of the door and use the doorknob from your inventory
- * Enter the garderobe locker and pick up the wolf key (also there is a part of the diary in the left upper shelf)
- * Go back to the right hallway and enter the door on the upper right end
- * Walk through the northern door
- * Before you go up the stairs enter both rooms on the left
- * SALVATION ENDING: The room on the right contains a crate with a strange chemical
- * The shelf in the right room contains a bit of information that is actually useful. Who would have guessed.
- * Go into the room on the left and pick up the badge in the drawer ("The King")
- * You can also save your game here
- * Go back into the hallway and walk upstairs
- * The storage room behind the northern door contains a drawer (and a hiding place for later)
- * Walk through the door on the western end of the hallway, turn around and unlock that thing for later
- * Walk down into the middle of the gallery
- * Enter the hobby room
- * There is a badge in the fireplace ("The Sage")
- * You can save your game in the room on the right
- * There are scratches right next to that shelf on the left, examine them and move the shelf
- * Pick up the piece of paper if you want to
- * In any case pick up the deer key from the shelf
- * Leave the room and run!
- * You can hide in the storage room from before
- * Walk back into the ballroom
- * With the wolf key you can open the door on the western side
- * Enter the study and talk to Ada
- * Walk up to the metal box on the northern wall
- * Use the badge "The Sage"
- ------------------------- OPTIONAL (SALVATION/ESCAPE ENDING): Planting the polyp --------------------------------
- You still have that Strange Chemical right? Time to plant some yith eating flying polyps.
- Ada has opened the guestroom for you. Go to the western hallway on the second floor. There enter
- the left lower door. Hop into bed (because sleeping in a mansion full of eldritch horrors is a great
- idea) and wait for the dream to start.
- In the dream just walk north. The second you reach the cliff immediately go right, because the clock is ticking.
- Walk up to the strange moss and use the chemical on it. Then wait and enjoy the view... until you wake up and have
- to run! Maybe hide in the toilet on the ground floor.
- ------------------------------------------------------------------------------------------------------------------
- * Go back to the landlords bedroom
- * walk up to the metal box on the northern wall and use the badge "The King"
- * Leave the bedroom. Go down the eastern stairway and back into the middle hallway
- * Open the door on your left with the deer key
- * Go through the storage room into the bar
- * Walk up to the metal box and use the badge "The Drunkard"
- * Go back into the hall and save
- * Walk through the garderobe into the ballroom
- * Try to leave through the glass door
- * Then try to stay alive
- * Don't try to leave the ballroom, all exits are blocked, just try to evade the monster for a while
- * Once the monster goes into rage mode it will get you
- * Time for some sleep. Also cover your ears if you don't like resonance sounds
- * Walk into the toolshed, wake up and feel miserable
- * Walk through the door into the garden and into the shack
- * Move the crate - tadaa!
- * Climb down into the boiler room
- * Pick up the piece of paper you're not going to read (unless you really want to know what's going on), also save
- * climb through the hole in the wall
- * Walk through the southern door
- * Reade the plaque on the machine
- -- Voltage Puzzle --
- Read that plaque on the machine? Good. Write down that number. Walk back into the hallway and enter the machine
- room on the left. There are 9 levers in the room. The puzzle is randomized so you will have to solve this
- systematically. Take a piece of paper and write down the voltage of each lever. You should have 9 numbers then.
- Some of these numbers will add up to the number on the plaque. When you get it right you will hear a machine
- sound.
- * walk out the southern door and pick up a piece of paper if you like.
- * Once you solved the Voltage Puzzle you can walk back to the machine. A bridge should be there now.
- * Walk over the bridge and into the next hallway
- * Nothing here, just keep going
- * In the next hallway you should see a stone door and Erik lying on the ground
- * Walk into the room on the right and pick up the last part of the diary
- * Go back into the hallway and walk through the stone gate
- * walk into the altar room
- * Time for a cutscene and time to sleep again (if you have a slow PC this might take pretty long)
- * Walk out of the toolshed
- * go a bit to the right and then down, you should see a little light, activate it
- * 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)
- * Save the game at the bonfire
- * Walk up to the light at the cliff
- * Talk to the archpriest (if you read Page 6 of the diary his name should show)
- --------------------- MESSIAH ENDING --------------------------
- * Accept the archpriests "gift"
- * You're sent back to the Altar
- * Run back through the cellar and the mansion and into the hall
- * Leave the mansion
- ----------------------------------------------------------------
- * If you decline the archpriest will attack you
- * Dodge the spheres he is shooting at you - there are four attacks: High, low, left and right
- * After a while he'll be fed up with you
- * If you did not plant the polyp you will get the [ASYLUM ENDING].
- --------------------------- SALVATION/ESCAPE ENDING ------------------------------------
- * Once the polyp attacks the archpriest walk up to the light and leave
- * Now you have to be quick: You are back at the altar entrance
- * OPTIONAL (SALVATION ENDING): Quickly go back into the altar room and pick up the girl
- * Walk through the southern door and run!
- * Run back through the cellar
- * See the monster getting what it deserves
- * Run through the mansion and into the hall
- * Leave the mansion
- ----------------------------------------------------------------------------------------
- * Enjoy the outro
- That's it. You made it out of the mansion. Maybe you went insane, but that's alright. It's
- a lovecraftian story after all and with those that's the norm I guess. If you planted the polyp
- and got out there with your mind in one piece, even better!
- If you liked it or just want to speak your mind about the game, maybe drop me a line in the comment
- section of the submission page: http://contest.rpgmakerweb.com/game/view/id/627
- Criticism is more than welcome!
- Thanks for playing!
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