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Pitch Black Walkthrough by Yoxall

Aug 24th, 2015
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  1. Pitch Black Second Demo Walkthrough
  2.  
  3. Hello everyone! My name is Yoxall (GameJolt and many other anime/manga forums) and today I bring to you a walkthrough for the second demo of Luiiferu's RPGMaker game,
  4. Pitch Black. This is actually my very first time writing a walkthrough, so I hope you find it helpful.
  5.  
  6. Plot:
  7. Pitch Black is the story of a very peculiar girl who gets trapped inside a dark space. Not knowing the impact this would have on many, and maybe even time and space.
  8.  
  9. This is a horror adventure RPGMaker game with puzzles, atmospheric horror and unpredictable events based on the actions, perception and sometimes even luck.
  10.  
  11. Pitch has multiple references to other rpgmaker games, anime and japan in general.
  12.  
  13. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
  14.  
  15. Walkthrough...START!
  16.  
  17. Location: Cafeteria
  18. After the somewhat lengthy prologue ends, you are given a save point. Use it. Also, use this time to talk to the students in the cafeteria. Some give you unlockable
  19. CGs.
  20. People to talk with to unlock CG in gallery:
  21. CG #1 - After the prologue, you instantly unlock this CG.
  22. CG #32 - Talk to the blond-haired boy sitting alone at the 2nd table in the top row.
  23. CG #34 - Talk to the greyish-haired boy sitting alone at the 1st table in the middle row.
  24. CG #38 - Talk to the green-haired girl sitting at the 1st table in the bottom row.
  25. When you are done, talk to Fei and interact with the red arrow afterwards. Go to Fei's table and go to the seat on her right.
  26.  
  27. Location: Outside the School
  28. After some more events and talking, you end up outside the school. But before that, you are given another save point. I would suggest you use it here too, as there are
  29. a lot of things to do in the next four locations. There are a couple of students outside that you can talk to.
  30. People to talk with to unlock CG in gallery:
  31. CG #33 - Talk to the girl directly to your right as you gain control of Claire.
  32. You can also interact with the bamboo tree (the really bright tree) to the right of the school. When you are done, leave the school.
  33.  
  34. Location: Bus Stop
  35. There is only one thing to do here. There is a certain bro-con girl from a cat-themed horror game waiting for the bus outside the school. Talk to her for another
  36. unlockable CG (#36). When you are done, keep walking to the right to the next location.
  37.  
  38. Location: Path to Park
  39. There really is nothing to do here other than interacting with a few items (broken gate, fence, etc.). Keep walking to the right.
  40.  
  41. Location: Park
  42. Continue walking to the right until you reach the park. Go upwards towards the fountain. There are a couple of people here to talk to and some give you more unlockable
  43. CGs. Anyone got the Yandere girl reference? Also, there is a girl near the bottom right of the park, so don't miss her. The fountain is also interactable.
  44. People to talk with to unlock CG in gallery:
  45. CG #3 - There is a blonde-haired girl sitting on the bench as you move upwards. Talk to her and she will tell you she is thirsty. Go to the vending machine to her
  46. right and buy the only drink available. Go back to her and use the A key to use the drink you just bought. After their conversation, the CG will be unlocked.
  47. CG #35 - Talk to the man with the blue shirt and brown hair (he usually hangs around the fountain).
  48. When you are done, go back down and leave the park.
  49.  
  50. Location: Alley
  51. You can interact with all the items here and the cat. Continue walking to the right for an event.
  52.  
  53. Location: ???
  54. Now the story starts. You are given yet another save point. I would suggest you use it now. There are a ton of dolls in this room (creepy O_O). Go to the blueish doll
  55. between the boxes at the top. Choose yes when you are asked to pick it up. The door to the left will be unlocked afterwards. There are two CGs that you will unlock
  56. in this room (#4 and #5). Leave the room.
  57.  
  58. Location: Basement (Left Side)
  59. After a short event, you realize that there is a gap on the floor preventing you to get to the other side. Luckily there is a door above you.
  60.  
  61. Location: Storage Room
  62. Upon entering this room, you see more things you can interact with. Be careful of some things as one of them will lead you to a game over. Go out the other door once
  63. you are done.
  64.  
  65. Location: Basement (Right Side)
  66. As you make your way to the right, you see a save point. Make sure you save as frequently as possible. Also make note of the room blocked with vines on the right side.
  67. Walk upwards until you see a man. Follow him to the room on the left-hand side.
  68.  
  69. Location: Basement exit
  70. The only thing you could do here right now is getting that shiny item on the bottom left-hand side. Push the box in front of you after the short event. Do not worry
  71. about it blocking the door, as it is not important right now. Continue your way down and that shiny item. The item will turn out to be a key to the Dining Room.
  72. Afterwards, go back to the door where you entered from (the other door is closed shut).
  73.  
  74. Location: Basement
  75. Once outside, continue your way up. You notice something falling as you go further up. Go back and interact with the shiny item*. The item is a key to the library. At
  76. this point, you can choose to save by going back down or continue your way. As you reach the top, talk to the twitchy mirror-like object. It will tell you that it
  77. lost its paintbrush in the Dining room. Go to the room on the right.
  78.  
  79. *Note: The shiny appears at random so skip that part if it didn't fall. It will fall eventually.
  80.  
  81. Location: Dining Room
  82. Pretty sure that a whole lot of you got jumpscared upon entering this room. Well, ignoring the humongous spider, head up towards the curtains. Open the one to the
  83. right of the spider. You will notice another doll and a shiny item jumping out and landing on the table closest to it. Go to the table and pick up the item. The item
  84. is the paintbrush the Vestige lost. Leave the room and don't come back in (unless you want a game over).
  85.  
  86. Location: Basement
  87. Return the paintbrush to the Vestige and it will tell you a neat hint that will come in handy. At this point, you can do a number of things. Either investigate the
  88. library, or investigate the other two rooms on the left of the Vestige. To save some time, I'll simply lead you to where you will make progress. Start by heading to
  89. the farthest room to the right (NOT THE DINING ROOM!!!). The room you're looking for is the one after the boxes.
  90.  
  91. Location: Library
  92. For now, interact with the bookcase after the two paintings. Make note of that one, as well as the four dolls in the room. Leave the room.
  93.  
  94. Location: Basement
  95. Head to the farthest room to the left of the Vestige.
  96.  
  97. Location: Bedroom
  98. Another room filled with dolls...great. Notice the shiny object on top of that closet between the first two beds? Make note of that too. Leave the room.
  99.  
  100. Location: Basement
  101. Go to the room next to the bedroom.
  102.  
  103. Location: Statue Room
  104. Walk upwards. You should notice something missing from the room. Now, press the X key and go to your items list. Select the cellphone's light and turn it off. Now you
  105. will see the missing statue that you couldn't see before. Go to it and move it into its proper position. The text will tell you something moved. Leave the room.
  106.  
  107. Location: Basement
  108. If you don't turn back on your cellphone light, you will notice a few differences to the basement. Go back to the library.
  109.  
  110. Location: Library
  111. Remember that bookcase I told you to make note of? Now it has shifted to the left, revealing a large painting. Leave that alone for now. Go down to where the dolls
  112. once were. They have disappeared because you turned off your cellphone light. Interact with the table they were gathering at and move it to the shiny object. Once you
  113. get the matchbox, go back down and interact with the table once more. Select yes. Push the table out of the room and leave the room.
  114.  
  115. Location: Basement
  116.  
  117. You probably know what to do with the table. Go back to the bedroom with the table.
  118.  
  119. Location: Bedroom
  120.  
  121. Push the table to the closet with the shiny item. You earn...another CG (#40) to your gallery. Now that that's done, head back out.
  122.  
  123. Location: Basement
  124. It's been a while, so why not make a save. Go to the room blocked with vines. Use the matchbox you got from the library to burn them. Head into the room.
  125.  
  126. Location: Storage (Vines room)
  127. Interact with the purple doll at the top of the room. If the cabinet to the right does not have a shiny item, go back to the library and investigate the giant
  128. painting. The cabinet should show a shiny item now. Interact with the cabinet. Use your hankerchief to clean the cabinet. The doll is now gone and the shiny object
  129. appears in front of the bookcase to the left after the jar drops. Pick it up with your hankerchief. Make sure you save once you leave the room.
  130.  
  131. Location: Basement
  132. Head towards the library.
  133.  
  134. Location: Library
  135. Use the broken shard to stab the painting. Do NOT go into the painting. If you do, beware of the game over. Leave the room and listen to the sound. Enter the library
  136. after the sound is over. Interact with the ripped painting and Claire will tell you she does not feel the cold breeze anymore. Go inside the painting.
  137.  
  138. Location: Path to ladder
  139. Simply walk forward until you reach the ladder. Select yes to climb down.
  140.  
  141. Location: Ladder
  142. Interact with the Vestige to learn more about the tarantula's weakness. Don't forget to save. Continue on to the left.
  143.  
  144. Location: Underground
  145. A little Easter Egg first. Head inside the open cellar to the right of the giant doll.
  146.  
  147. Location: Cellar
  148. Now, walk one step at a time. Hopefully you noticed a shadowy figure pointing to the left wall at the top of your screen. If you didn't head to the next room.
  149.  
  150. Location: "Not in the Demo" Room
  151. Ready for some fun sliding back out to the Underground area? As you slide out of the cellar, you should have seen the shadow figure, even if it was just a glimpse.
  152.  
  153. Location: Cellar
  154. Re-enter the cellar and walk towards the wall the figure pointed to. You will notice Claire going off the map to another room.
  155.  
  156. Location: Empty Cell
  157. There is only one shiny object here. Pick it up. CG #37 will be unlocked. Head back out to the Underground area.
  158.  
  159. Location: Underground
  160. See the huge pink doll. Go near it and it will slap your ass into oblivion. So be nice and avoid the thing. Go to the bottom wall. Keep on facing down while moving to
  161. the left. If you face any other direction, you will fall down the gap. Continue on to the left.
  162.  
  163. Location: Path to Fireplace Room
  164. Interact with the Vestige and go into the room beside it.
  165.  
  166. Location: Fireplace Room
  167. Go all the way to the right to the fireplace. Interact with it. All you need to do is use your matchbox and light it up. You are given a save point. SAVE! As you are
  168. on your way out, Claire will notice something. Do NOT leave the room immediately. For those that do, well that was why they had the save point. Wait for a bit. You
  169. will hear footsteps followed by a loud roar. After the sound is gone, it is safe to go out.
  170.  
  171. Location: Path to Fireplace Room
  172. There is one more location below, but we leave it alone for now. You will be in that room anyway in a few minutes. Go all the way back to the Dining Room.
  173.  
  174. Location: Dining Room
  175. You will notice that the tarantula is now gone since there is smoke filling the room. Go towards the fireplace and pick up the trapdoor key. Leave the room once you
  176. are done.
  177.  
  178. Location: Basement
  179. Head down to the Basement exit (the room where you followed that guy to when you first entered the right side of the basement).
  180.  
  181. Location: Torture Room
  182. Use the trapdoor key to open the trapdoor. Go inside it.
  183.  
  184. Location: Trapdoor Room
  185. Remember that room I told you to leave alone at the path to the fireplace room? Well, now you're there. Head back up to the basement exit.
  186.  
  187. Location: Torture Room
  188. Now you can finally enter that room that was blocked by the box you moved before.
  189.  
  190. Location: Large Stairway
  191. Continue your path up and enter the door.
  192.  
  193. Location: Hall 1
  194. Before you make your save, turn off your cellphone light. Investigate the painting behind the save point to get another CG (#31). Now you can turn your light back on
  195. and save. Continue on to the right.
  196.  
  197. Location: Hall 2
  198. Keep walking to the right for an event. CG #7 will be unlocked. After that event, ignore the policeman and walk towards the room above. (Or die)*
  199.  
  200. Location: Blaze
  201. After another event, make a save by interacting with the Phoenix blaze. Leave the room once you are done.
  202.  
  203. Location: Hall 2
  204. There is really nothing else to do here except to walk towards the dismembered policeman. Another event triggers.
  205.  
  206. Location: School Hallway
  207. We can finally play as Fei...only for a short amount of time. And she is darn fast. Just follow the arrows to the final location of the demo.
  208.  
  209. Location: Office
  210. Only one thing left to do. Interact with the phone. Aww, the demo ended on such a sad note. :'(
  211.  
  212. Location: Bonus Room
  213. Congratulations on beating the second demo of Pitch Black!!! CG #41 will be unlocked and you will be brought to the Bonus Room. You can save and end the game at
  214. anytime.
  215. _______________________________________________________________________________________________________________________________________________________________________
  216.  
  217. RPG Maker Horror and other Horror Anime References (for those who are unfamiliar with the anime and games):
  218. CG #31 - Umineko no Naku Koro ni (anime/manga/visual novel)
  219. CG #32 - ib (RPG maker horror game)
  220. CG #33 - The Crooked Man (RPG maker horror game)
  221. CG #34 - Misao (RPG maker horror game)
  222. CG #35 - Mad Father (RPG maker horror game)
  223. CG #36 and Yonaka at the bus stop - Mogeko Castle (RPG maker horror game)
  224. CG #38 - Dreaming Mary (RPG maker horror game)
  225. Talking to the boy lying down beneath the tree to the right of the school outside - Higurashi no Naku Koro ni (When They Cry) (anime/manga/visual novel)
  226. The crazy pony-tailed girl at the park - Yandere Simulator (game)
  227.  
  228. A HUGE thanks to Luiiferu from GameJolt for your extremely hard work on making this RPG Maker game. We'll be certainly looking
  229. forward to the full release of the game. :D Ganbatte! Faito!
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