Darkness Within Walk Through

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    Darkness Within: In Pursuit of LoathNolder

    by Zoetrope InteractiveWalkthrough by MaGtRo November 2007

    Gameplay: This is a first person point and click game. ESC keyaccessed the main menu. The main menu has New game, Load,Options, Credits and Quit selection.The Options menu has Video, Gameplay, Sound and Advancedselections. Under Video options, resolution, gamma correction, noiseeffect, fullscreen effects and auto configure selections are seen. UnderGameplay options, the selections for cursor style, mouse sensitivity,dialog speed and tutorials are seen. The sound selections are for SFX,music and ambient volumes. At Advanced options, particles, shadereffects, glow effect and antialising selections can be chosen.Right click accesses the inventory bar seen at top of the screen. The

    items can be examined using either right mouse click or selecting themicroscope lens icon right of the bar. There is a think (brain) icon thatopens a think frame. The think frame has the inventory bar on top, listof clues seen during gameplay on the left and the combining andinformation frame on the right.There are 50 save slots. The saves can be labeled and overwritten.At the start of the game, there is a difficulty setting that needs to beselected. The choices are: standard with hints that are availableimmediately and automatic research button available, Detective, withhints shown later in the game and manual document researching andsenior detective with no hints given.

    This walkthrough will help you finish the game in a certain order.Actions can be done in different order.I did not find some secrets and some of hidden clues.

    Wellsmoth Mental Institution:

    Howard was found 7 miles from the town of Windlapse. He wasraving, laughing and said that he was investigating a cemeteryaround there.

    Howard talks about his experiences, his thoughts and what hehas seen.

    Nightmare: Howard is in a hallway. Check the doors. Walk downthe hallway and check the graffiti on the right wall twice and see2 faces (Easter egg) and the one at the end of the hallway.

    Enter the last door on the left and see a 'beautiful room'. Pandown and see a man on the floor.

    November 5, 2011: Howard wakes up from a nightmare.

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    Howard's place:

    Bedroom: The cell phone rings. Answer the cell phone and talkto Arthur. Loath Nolder escaped from the hospital last night(dialog and clue).

    Howard's mind: Right click to access the inventory panel. Click onHoward's mind (brain icon) and see a new think frame. The left panelshows the List of Clues taken during gameplay. The top is theinventory bar. The right side is where the items, thoughts or clues canbe combined to make a new item or new clue. It also has the framethat shows the explanation of the clues or findings seen on the left.

    Look around the bedroom. Check the drawer below the phoneand see a book of poems titled: I and My Nightmares by EdwardPickman. Inside is a poem titled Time of the Triumphant Witch.

    Check the radio and answering machine. No messages even

    though Arthur said he left messages (clue).Pan left and enter the walk in closet. Open the bottom drawer ofthe cabinet. Under the right clothes, see a pistol and a ring withthe family symbol. It was handed down through generations bythe fathers of the family. Exit closet.

    Check the date on the clock at the other table. See Howard'sdreamcatcher hanging from the ceiling fan.

    Hallway: Exit the bedroom. Check the bathroom on the left. Goback to hallway.

    Open the drawer in the hallway. Open the box inside and takethe car keys.

    Exit through the door on the left. Go down to the end of hallway.

    Howard's office: Look around.

    Go to the desk and check the in-out tray right of the keyboard.See the Register of Deaths of Clark Field, the man Loath Noldersupposedly murdered.

    Pan to the other side and take the 4 investigation pictures of the

    office of Loath Nolder's office. Exit the office.Map: See a map. The places that have been triggered will appear hereand can be accessed.Loath Nolder's office: Someone was here.

    Click on 5 year old calendar (clue) on the wall by the door.

    Go behind the desk. Take the letter opener beside the red phone.Check the earthquake and archeological discovery articles in the

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    be underlined; if not, he will say so.

    Do this one clue or sentence at a time. At top left of thescreen; see the numbers of clues seen in a particulardocument.

    Clues to be underlined one at a time and then read/think:bought a house, Clarkand Address: North End Street No 43Northwood.

    Hidden clues to be underlined:And don't go to the policeregarding the affair.

    Clark Field notes: Right click Field's notes (part 1 or 4) andread them.

    Learn how he found and bought the house; how he met IvarBergen, the community, friendship with Ivar and the well.

    Exit the office and go to Clark Field's residence now that you have hisaddress.Clark Field's residence: Look around. The door to the left is locked.

    Living room: Go right, forward and check the door to the left. Itis blocked not locked. Enter the living room at end of hall.

    Turn left and go forward to the main living room. Check thepicture of the brothers on the fireplace mantle.

    Take Part 2/4 of Clark Field's notes. Read them and learn about

    his exploration of the well. He found a place with saurian statuesand a figure on a throne. There are sounds and smoke.

    Go back to the foyer and main door of the house.

    Upstairs: Climb the stairs. Look at the messy area by the stairs.Go left and forward.

    Go left and check the bathroom. Go back out and check the dooron the left.

    Partially restored room: See a partially restored room. Turn

    left and take the rope from the table. Exit the room.Bedroom: Go forward until the end of the hallway.

    Enter the room left of the clock. Check the partially burned bookon the bed. It mentions about soul metamorphosis and theDversahe belief that the starting metamorphosis of the soul aredepicted with the eclipse of the sun.

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    Go to the drawer at the corner. Open the top drawer and takethe rusty key. Exit the room.

    Library: Enter the room right of the clock. Look around thelibrary. There are notes, masks, statue on the floor. We will checkthis place later.

    Go back down to the first floor.

    Cellar: Enter the rear door left of the stairs. Go down the stairsand enter through the rusty door.

    Howard mentions a strong scent (clue). Look at the bottles onthe shelves at right. They smell of Harmal scent (clue).

    There's a cloth with slimy substance right of the door. Check themessy desk.

    Use the rusty key from the bedroom on the door right of theelectrical panel.

    Well room: Enter and look around. See a well that Clark Fieldmentions on his second set of notes.

    Look close at the ladder at right rim of the well and then look atthe lantern.

    Look inside the well, click 3 times and Howard says the ladderwill not hold him.

    Look up and see pipes overhead the well. Use the rope takenfrom the partially restored room upstairs on the pipes.

    Take the lantern at the rim of the well. Climb down the rope.

    Go down as far as you can go. Look up and go forward in anopening on the well wall.

    Tunnel: Go forward until the blocked area.

    Click on the gap at left where smoke is coming from. Click on thecollapsed ceiling (clue).

    Pan right and look down. Take the scheduler.

    Hear a sound coming from the gap on the wall.

    Howard decides to leave. Exit the tunnel, up the rope and outthrough the well door.

    Howard automatically locks the well door. Hear another sound

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    behind you when you try to open the cellar door.

    Climb the stairs and look close at the shovel (clue). The shovelhas wet mud on it.

    Go upstairs and leave the house. Howard does not feel well and

    there's something in the air (clue).

    Nightmare 1 The Madness: Turn right and enter the apartment. Goto bedroom and lie down to rest.

    Hear knocking on the door that woke Howard up.

    The radio is on. Turn it off.

    Go to the hallway and open the main apartment door.

    No one is there. Pan right to the dark hallway. Click several timesto see who is there.

    Go back to the bedroom and see that the radio is back on. Turnthe radio off again.

    Hear the knocking again. Go to the door. The hallway sound islouder.

    Go back inside the apartment. The light goes off before openingthe bedroom door.

    Hear the sound inside the apartment. It's here.

    November 6, 2011 - Wellsmoth Mental Institution: Hear thedoctor talk to Arthur. Howard is in for observation.November 8, 2011:Howard's place:

    Bedroom: Howard has been suspended from his police jobbecause of nervous breakdown. He decides to solve this case.

    Arthur calls to check on Howard.

    Bathroom: Get up and go to the bathroom. Turn right and openthe medicine cabinet.

    Take the bottle of medicine on the left. Automatically, Howarddrinks his medicine.

    Clark Field's scheduler:

    Take the scheduler from inventory bar.

    It asks for a password. Click on any 4 numbers and thescheduler will ask if you forgot the password.

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    Press space at bottom right of the machine.

    The scheduler shows the reminder: When will thetriumphant witch be reborn (clue)?

    Remember that this poem is found in the book that is in

    the drawer beside Howard's bed.

    Go to the bedroom and open the top drawer. Take thebook (clue). Read the poem 'Time of Triumphant Witch'.

    Underline these sentences and click on gear icon aftereach sentence:

    They will die when they're eighteen and this will beyour woeful prize (18 years old).

    Six children have died with the sign of the witch on

    their brow (6 children died).

    And his chamber was changed; there were mirrors allround displayed(mirrors).

    He was carving the sign - XI - to his brow with an oldrusty blade (XI sign);

    Everything started for me in the first of April, 1699(date of Harold Gallow's death).

    Open the think page.

    Click-hold from the left: the icons of mirrors and XIsign. Drop them on the squares at right. Combinethem to get a new clue called Reverse of the Sign.This shows that the XI mark is seen as IX on themirror.

    Click-hold from the left: the icons of 6 children andReverse of the Sign. Drop them on the squares atright. Combine them to get a new clue called 3children left. There are supposed to be 9 victims and

    6 children already died; so there are 3 left.Click-hold from the left: the icons of 18 years old,Children left and date of Gallow's death. Drop themon the squares at right. Combine them to get TheWitch's Date of Rebirth 1753. This came from: 18 yowhen the children die x 3 children left to die + 1699.

    Open the scheduler and enter 1753. The scheduler asks for

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    a date.

    Leave the apartment and go to Clark Field's house.

    Clark Field's residence: Howard says to check the place morecarefully.

    Go upstairs and look around at the different items on this openroom by the staircase.

    Check the red briefcase on the table and learn about thehallucinogenic drug called Dversahe.

    Open the think page.

    Click-hold from the left: the icons of a strong scent, Harmalsmell and Something in the Air. Drop them on the squaresat right. Combine them to get a new clue calledHallucinations.

    Library: Enter the room right of the clock. Check everything inthe room.

    Locked case: Go to the other side of the table and see alocked briefcase.

    Click on the lock and button at right of the case. Howardsays: What kind of a number can a forgetful person like Mr.Field use for a password?

    Go to the green journal in the in-out tray at end of table.

    Green journal and tape recording list:

    Open the journal and underline:

    When I was just 22 years old, Jonathan and I becamesolely responsible for my father's company(clue).

    Cassette no. 01 that has sounds.

    Under Record no.0008-0010 - In Ivar's place. Thisshows that a meeting happened there.

    Hidden clue: Under Record no.0008-0010 - Christopher T.Dreaden one of the 3 men in that meeting apart from Ivarand me, told me that this place was built by an unknownwitch.

    Exit the house and go to Howard's office.

    Go to the desk. Look at the Register of Deaths in the in-out tray.

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    Study Clark Field's Register of Deaths.

    Underline Date of Birth: 03/11/1976 and Died on the October dayof 21, 2011. You can also underline suffocation as the cause ofdeath.

    Open the think frame. Click-hold the clue icon of shovelwith wet mud on it and drop it on the square at rightframe.

    Click-hold the clue icon of Clark Field's death and drop it onthe square at right frame.

    Click on the gear combine icon and get someone dugsomewhere clue.

    Go back to Clark's house and the library.

    Locked Case continued: Go back to the locked case inthe library.

    Using the year of Clark Field's birth 1976 + 22, theImportant Event clue = 1998.

    Enter 1998 on the locked case. Press the button at right.

    Take Clark Field's note 3/4 and see several tapes that ClarkField has recorded.

    Read the note and learn about the meeting at Ivar's place

    with 3 other strange people.

    Tapes: Take cassette no. 1 that Clark mentioned in his list.

    Use cassette no. 1 on the tape recorder. Click on therecorder and press the forward arrow to listen to the tape.Press the double right arrows to listen to all the differenttracks.

    Take note that track 8 is from Ivar's cabin on the 5th ofJuly, 2011.

    Press the left button to return the recorder.

    Scheduler: Take the scheduler from inventory. Enter thedate of Ivar's place recording - 07 05 11.

    See the direction to go to Ivar's place. After knowing thataddress, Howard says he is not feeling well.

    Go down and leave the residence.

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    Nightmare 2 - Beneath the well: Go home. Turn right to enter theapartment. Go to bed and have another nightmare.

    Howard realizes that he is holding on to the rope in the well.After he realizes that the rope can not hold him, he falls down.

    At the hallway, turn around and look down. Look close at thebones. Take the bone and the torch.

    Use the torch on the blue fire stand.

    Go forward until the door that is stuck. Use the bone on the door.Realize that it is too big.

    Go back down the hallway. Midway, see a rock on the floor. Usethe bone on the rock to splinter the bone.

    Go back to the door and use the sharp broken bone on the door.

    Statue: Enter and see a hooded statue at the center of theroom. Look close at the ring he has on his hand.

    Take the ring. It has a symbol that is familiar. It is Howard'sfamily ring.

    Cogwheels: Go to the wall and open the metal cover.

    See a gear mechanism. Take 5 cogwheels.

    Arrange the 5 cogwheels to join the 2 large cogwheels already onthe mechanism.

    When the cogwheels are placed, test if it runs. Look at the left ofthe panel and see a hole.

    Go up the stairs. See 9 crypt recesses each of which has a lockedmetal thing on the top of the opening.

    At the end of the hall, take the handle (metallic object) on thefloor. Hear something.

    Go down to the cogwheel mechanism. Use the handle on thehole at left.

    Use the handle to turn the placed cogwheels. If correctly done,the cogwheels turns and hear opening sounds.

    Tombs: Go upstairs at the crypt hall. Hear something again.

    Click to open the metal thing above each of the tomb recesses.

    At the last 9th recess, see that the symbol is the same as that of

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    Howard's ring.

    Use the ring on the symbol. Howard wants to investigate. Pull outthe coffin.

    Open the coffin and see a skeleton with burning eyes.

    November 10, 2011:Howard's place:

    Bedroom: Howard looks at the clock and realizes that he slept 2days (clue).

    Bathroom: Open the medicine cabinet, pick up bottle andHoward takes his medicine.

    Howard notices that the taste is different (clue). He takes thebottle.

    Call Arthur on the cell phone. Click on the up arrow, see Arthur'sname and then click on the green phone icon. Arthur will havethe medicine analyzed (dialogs).

    Look at the trashcan on the floor. Take the note. It reads 10-11-2011: Meeting at the cabin after midnight. Gerald.

    Office: Leave the apartment. Automatically go to Howard's officeand leave the bottle on the desk.

    Leave the Office and select Ivar's cabin in the map.

    Edward Pickman: On the way to the cabin, see a man at thecliff side.

    Walk over and talk to the man. It is Edward Pickman, Howard'sfavorite poet.

    After the talk (dialog), turn around and hear something. Turnback and see that he is gone. Look down the cliff and see that itis too misty to see anything.

    Take the paper from the ground. Read the quatrain. Go back tothe car.

    Ivar's cabin: Look around the yard.

    Bedroom: Enter the room left of the hallway. Look around.

    See a blank piece of paper on the dresser.

    Turn left and take a paint brush beside a bucket.

    Go to the foot of the bed by the folding screen and look down.

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    See a locked trap door.

    Exit the bedroom.

    Kitchen: Enter the room across the hall. Look around.

    Check the dining table and cupboards.

    See and take paint thinner at the bottom cabinet of the lefthutch.

    Take the wooden stick with metal hook propped on the stove'sside. There's a metal pot on the stove.

    Exit and go up the stairs.

    Attic room: Before the second set of stairs, look up at theceiling.

    See a trap door at the ceiling. Use the stick with metal hook toopen the trap door.

    Pull out the ladder and climb up.

    Look around the secret room. Turn around and see jars ofpreserved sea life.

    Look at the furnace stove. See a curtain behind the bench.There's a book there. Read the book and learn about a trip to acannibal tribe's jungle village.

    Go and use the telescope. Move it around and see that it isfocused at Northwood Mountains. There is a cave there.

    Check the books left of the telescope and read about a talismanpreparation.

    Look close at the table.

    Check the note on the table. Learn about preparationsmade for summoning some things.

    Underline:

    Hidden clue - with the right timing and preparation 'things'can be summoned from sphere, beyond this universes oreven death!

    Clues: They are in the crypts below a tomb which stands ina very old cemetery in which interments has beenprohibited some time ago (The Tombs).

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    The aforementioned tomb is registered in the name ofSamuel William Poer (clue).

    Exit the attic. Go up the stairs to the loft.

    Loft: Look around and see 2 roll top desks that are locked.

    Strange man: Exit the loft, go down and try to leave the cabin.

    A strange man stops you, Loreid. He asks ifyou got the note?

    If you found the hidden clue about Dreaden, one additionaldialogue is added. Select You left that note?

    Secret found! Dreaden disappeared during an exploration of theMoorland cemetery

    If you selected the answer: What note?; you failed and the game

    ends. There is a second chance just before trying to exit thecabin.

    If you answered, No; more dialogue ensues.

    He gives a key ring and tells you to come back tonight (dialogueand clue).

    Leave the cabin and Howard decides to come back tonight.

    Dream: Go home and rest.

    Wake up and see that Howard is in an island completelysurrounded by water.

    Look up and see the moon. Click on the moon and see an eclipseoccurring.

    Howard wakes up. It is close to midnight.

    Go back to Ivar's cabin: See that there are lights at the loft.They are having the meeting. Let's continue and check the cabin.

    Galleries below the cabin: Enter the bedroom at left.

    Look close and use the key ring on the trapdoor lock. Climbdown.

    Map machine and statues room: Go to the room at firstright. Look around.

    Check the cabinet on the wall at right. See 4 sculptures.

    Check the one sitting on a throne. Turn it to look at the

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    back. See 3 defaced symbols.

    Look close at the map marking machine.

    Check the red locked safe below that marking machine.

    Exit the room and continue down the corridor through anotherdoor.

    Go forward twice, turn to the right wall and click on the eyesymbol (clue).

    Power room: Continue forward and enter the door atright. Check the crate with rifles at right.

    See an electrified fence. Look close at the power buttonson the wall. Take the putty on the left side of the powerbox. Press the red button to turn the power off the fence.

    Enter the fenced in area and check the empty crate. Exitthe room.

    Prison cells: Enter the door across the corridor.

    Look close at the prison cell on the left. Talk to the crazedprisoner (dialog). I wonder who this prisoner is.

    Enter the cell on the right. It is dark inside.

    Take the candle from the table and then enter the right

    cell. See a jacket on the floor.

    Click the jacket to get Clark Field's 4/4 notes and key.

    Read Field's notes. Learn about Ivar's change ofappearance and his fear. In August, he heard the sounds.Exit the prison cells after leaving the candle.

    Nolder:

    Go forward to the door at the end of the corridor.

    Enter and see that it is dark. Try to leave but the strangeman stops you.

    Talk to the man who says that he is Loath Nolder.

    After the talk, he warns you to leave immediately (clue).

    Exit, forward and be stopped by the staircase. They arecoming.

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    Find a place to hide in. Once you have control of thecursor, enter the prison cell or the electrified fence room.After waiting a bit, leave Ivar's cabin.

    Nightmare 3 - The Mushroom Cult Cave: Go home and sleep.

    Wake inside an icy cold cave. Try to go outside and Howard willnot.

    Look around and pick up 5 pieces of stones from the ground.

    Go to the back of the cave and see a didgeridoo musicinstrument.

    There are 4 holes on the didgeridoo.

    In the think frame, combine the 5 pieces to get a tablet that hasdots on them.

    Note that the markings on the combined stone pieces are thenotes for the didgeridoo.

    Read the markings from bottom up; 1 as bottom and 4 as thetop.

    Click on the didgeridoo holes: 2 3 1 2 1 2 4 3 1 2 1 2 1 4.

    The cave shakes like an earthquake and collapses.

    Howard wakes up.

    November 13, 2011:Howard's home: Find out that 3 days have passed.

    Try to leave the apartment. Howard wants to know about themedicine analysis.

    Use the cell phone to call Arthur. Find out that the medicine hasa neural medicine mixed with strong hallucinogen.

    Leave the apartment and go to Ivar's cabin.

    Ivar's cabin: Enter the cabin.

    Kitchen: Enter the right door.

    Go to the metal pot on the stove.

    Use the paint thinner taken from the hutch cabinet on the metalpot.

    Use the stiff paintbrush on the paint thinner to get a softpaintbrush.

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    Loft: Climb the stairs and enter the loft.

    Big roll top desk: Look close at the lock and use the keyring given by the strange man on the lock.

    See a strange blue lamp. Take the 3 sticks on the pencil

    holder above the lamp.

    Take the old map. Examine the old map and turn it around.See drawings on the back of the map.

    Look at each of the letters on the pigeon hole.

    From left to right:

    1. Learn about a missing Mr. R reported by a certainFV.

    2. Try to underline the date of someone returning tothe house on 28-11-2011. It will not be entered onthe clues list until later when it is triggered.

    3. Learn about a city buried under the sands.

    4. Try to underline EB but this also will not beentered until we know who EB is.

    JD now resides in the little building now.

    Underline kd78gt8 code (clue). Hmm... Use the cell

    phone, call and press the corresponding letters andnumbers on the keypad. It turns out to be a phonenumber: 5378488 (clue). No one answers.

    Call Arthur and asks him to find out whose phonenumber that is.

    5. It is a report of a summoning or experiment doneby DeG.

    Other roll top desk: Go to the desk at the corner. Use thekey ring to unlock the desk.

    Take the metal key on the shelf.

    Take and read the note about an ancient cemetery andruins close to that cemetery Mr. Curwen will start searchingthe place.

    Read the book and learn about 2 wooden sculptures fromAfrica with complex locking mechanism. The opened statue

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    has an eyeless insect and leaves. The purpose of thesestatues is to hold the Dversahe Mixture. The mixtureproduces altered state of consciousness and is importantto the soul metamorphosis.

    These statues are also mentioned in Field's notes.

    Use the softened brush on the inkpot to get brush with ink.

    Galleries below the cabin: Go down and enter the bedroom.Go down the trapdoor.

    Map machine and statues room: Go to the room at firstright.

    Statues: Take the statue of the sitting man from thecabinet on the right wall. Turn it to show the backand see the defaced symbols.

    Use the putty on the back of the statue to get a puttymold of the symbols.

    In the combining squares, combine the brush with inkon the putty mold to get inked putty mold.

    Go back up to the bedroom. Use the inked puttymold on the blank piece of paper. Get a picture ofthe statue's symbol.

    Red Safe: Go back to the red safe under the mapmachine.

    Use the key found on the locked roll top desk at thecorner of the loft.

    Inside the safe are a lot of maps. Click on the mapsseveral times but Howard does not know which totake (maps clue).

    Loath Nolder's Office: Leave the cabin and go to Nolder'soffice.

    Open the top left drawer of the desk. Read the 'Wellsmoth:Myths and Legends of an Ancient Town' book.

    Study the paper beside the book that has a list of symbolsand numbers.

    Underline the one with the eye symbol and WMT.This will happen only if you have clicked on the eye

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    symbol at the wall of the galleries under Ivar's cabin.

    Howard makes a comment about the eye symbolseen in Ivar's place and WMT must stand forWellsmoth.Underline the other 3 WMT and symbol beside them,one at a time and then click on the read/think gearicon.

    These actions will then enter symbols 1 2 3 and 4 inthe think frame.

    Map machine and statues room: Go back to the redsafe at Ivar's cabin.

    Open the red safe at the galleries under the cabin. Click onthe maps and Howard will take the correct map I-00548

    automatically.Look close at the marking area at top of the safe. Place theselected map on it.

    Using the 2 wheels on the right, enter thecoordinates for symbol 3 = 07.06 on top and 00.08at right measuring lines.Then click on the center square. It will show theintersected coordinate. Double check the numberand then select 'yes'.

    Do this procedure for: 05.05 -05.05, 00.03-01.04 and09.04-02.04.Each time the correct coordinates are marked, thesymbol seen for those coordinates will be seen onthe map plus an X.

    Take the marked map.

    Marked Map: Right click on map and click on each of theplaces. Howard should note all of them and wonder whereWolfsprey, Wholestone and Redtown are since they have

    old names (clues).

    Leave Ivar's cabin and go to Clark Field's residence.

    Clark Field's residence: Turn to the left and the locked door.

    Use the key taken from the robe in the Ivar's cabin prison cell.

    Enter and look around at the small hallway.

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    Dining room: Enter the other door into the dining room. Lookaround.

    Check the paper on the table about gunshots in NorthwoodForest (rifles in Ivar's place?) and the coming eclipse. Check thecontents of the fireplace.

    Storage room: Enter through the door at far end of the room.

    Look around and check the items around this gloomy room.

    Statue: Look close at the statue on the cabinet. This issimilar to the statue in the library upstairs.

    Library statue: Go upstairs and face the book shelfat the end of the room.

    Look down on the floor and study the statue.

    There are 6 white spots on the face. Open the roundcover on the body. See 3 sticks of different sizesinside the cavity.

    Go back down to the statue in the storage room.

    Look close at the statue again. It has the same 6 whiteholes on the face.

    The stomach does not open. It should also have 3 sticksinside there.

    The object of the puzzle is to open the circular cover on thebody by adjusting the size of the 3 sticks that are hidden inthe cavity.

    Use the 3 sticks taken from the roll top desk in Ivar's cabinon the white holes in the face.

    There are 6 holes that are arranged in 3 columns of 2 holesin a column. The 3 sticks in the cavity are under each ofthose columns.

    Insert the sticks on one of the holes of each of the columnson the face. Having 2 sticks in a column will not work.

    Insert sticks on: top left, top middle and bottom rightcolumn or if you count the top as one and go clockwise:insert sticks on 1 3 and 6.

    The circular cover is unlocked. Open it and take the colorful

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    insect and rolled leaf. Look close at the items.

    Howard says he has to know what tree that rolled leafcame from. The insect does not have eyes. Remember thepaper that was read on the corner roll top desk in Ivar'scabin. These 2 items are components of the DversaheMixture.

    Exit the room and Howard collapses at the dining room.

    Nightmare 4: Wake up facing a lit hallway. Turn right and enterthrough the door to a familiar hallway.

    The Desperate Man: Go forward twice and look inside thecracked door at right. See that it is Howard's room. There's ablue hole on the floor. and a person in the bed. Thedreamcatcher is gone from the ceiling fan.

    Check the other doors. Then go back to the other hallway.Wall of Sleep: Go down the hall and enter the left door.

    Beautiful room: Look through the window.

    Open the small cabinet on top of the dresser at the back ofthe room.

    Click to open it. It is locked and a ring puzzle is seen.

    Ring puzzle:The object of the puzzle is to have allthe indentation on each ring align on top of thecircle.

    Note that clicking on top of a ring turns it clockwiseand clicking at bottom of ring turns itcounterclockwise.

    Clicking the inner ring shows similar direction of theinner and outer ring while the middle ring moves theopposite direction.

    Clicking the outer ring shows that the outer and

    middle ring move in the same direction while theinner ring moves in the opposition direction.

    Clicking the middle ring shows that all the ringsmove in the same directions.

    One strategy is the arrange the rings in staggeredpositions close to the top, gauge the speed the ringmoves and then move them in position.

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    Hear a click when the lock is opened. Pull back andopen the cabinet.

    Take the dreamcatcher.

    Vortex room: Exit the room and enter the room across

    the hallway.

    Look at a destroyed room. Look outside the window andsee a vortex in the sky.

    Use the dreamcatcher on the sky outside the window.

    November 17, 2011:Howard's home: Find out that 4 days have passed.

    Bedroom: Answer the cell phone and talk to Arthur.

    Wholestone: He reports that the phone number Howard

    gave belongs to that old fool, Edward Braunbell in Rowleyin NE of Wellsworth. 200 years ago there was hearsayabout witchery. The town was formerly called Wholestone.A small building was there before the mansion was built.

    One of the towns in the map is now identified by its newname. Open the marked map and click on Wholestone.Howard mentions that it is now called Rowley.

    Bathroom: Go to the bathroom and see a pot containing anunknown substance on the counter.

    Use the pot on the toilet. Leave the apartment.

    Ivar Bergen's cabin: Enter the cabin.

    Loft: Open the big roll top desk.

    Look at the second from left letter. Underline 28-11-2011. John Dwill not be at Braunbell's house today.

    Look at the 4th letter and underline EB as Edward Braunbell.

    Hidden clues: Underline IB and know that it is Ivar.

    Underline Since we couldn't take that old fool's house inordinary ways.

    Howard wonders: Who else called Braunbell 'old fool'?Listen to the dialog 'Encrypted phone number'.

    Exit the house and go to Clark Field's house.

    Clark Field's residence: Go to the living room by turning right,

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    forward and go through the door.

    Secret room: Use the key taken from Clark's jacket to open thelocked door on the left wall.

    Look around at a laboratory. Check the glass objects.

    Read a newspaper clipping on the shelf right of the door aboutsomeone digging at the City Cemetery.

    Open the box on the shelf. Read another newspaper clippingabout mammal carcasses and human corpse from the cemeteryfound at 15 Wind St.'s backyard. Read the letter to Mr. Asimovconcerning the history of the house and the owners. The letter iswritten by JO.

    Check the worktable with chemicals and instruments.

    Go to the end of the room. Look under the worktable and openthe box. Read more letters of JO about moving his laboratoryinside the house. Look at several pages of pictures of inhumanbeings.

    Look close at the drawings on the floor. Check the jug by the wallthat emits smoke.

    Curtained room: Go behind the curtain.

    Look at the drawing on the floor. Check the drawings on theworkbench.

    Exit the room and the house.

    Edward Braunbell's Mansion:

    Go forward until the small building. The path to the right is themansion. It is locked.

    In front of the door, turn left and see a raven. Click on raven andread what he says (Easter egg).

    Knock on the door. Howard enters to find it unlocked. Thishappens after knowing that no one is here from the note in Ivar's

    cabin.

    Look around at the room. Climb the stairs left of the room.

    Hallway: Go through the door at the end of the landing.

    Dresser: Look at the dresser on the left. See a muddiedflashlight.

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    Open the top left drawer and move the paper. Take thepaper under the other white paper.

    Look at the paper in inventory and see 287 written on theback.

    Enter the door at end of hallway. A sound is heard just beforeentering the door to the tower.

    Tower: Climb the stairs and then climb the ladder.

    Look around at items in the tower room.

    Read the 2 letters on the cushioned stool center pf the room toBraunbell from Loath Nolder about his travel abroad and aboutthe wooden sculptures that was seen in Clark's house.

    Chest: See a chest with a lock. Use the number seen on

    the paper taken from the dresser downstairs.

    Enter 287; then press the square button.

    Open the chest and take the 2 blue seal pieces. Read the book'Children of Dis'.

    Exit the tower through the trap door and down the spiral stairs.

    Hallway:

    Source of sound: After exiting the door from the tower,

    look down on the floor.

    Look close at the area beside the plant. Click on the 2planks of the flooring. They sound different. One soundhollow and one is solid.

    Push the dresser off the hollow sounding area.

    Move the carpet off the flooring and see a trapdoor.

    Underground: Climb down the ladder.

    See grilled alcoves that are locked on both sides of thehallway.

    The door at the end of the hallway is locked.

    Pan left and open the grill door. Take the key and the blueseal piece at the back of the alcove.

    Use the key on the door.

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    Temple: Enter and see a temple.

    The seated statue is familiar, as well as the Saurian statues onthe floor.

    Turn right, forward and left to be at the right side aisle.

    Go forward until the end. Go through another door at the end ofthe right aisle.

    There are sarcophagi on the walls of the room.

    Palanquin: See a palanquin at center of room. This mustbe the one described in one of the letters on Ivar's roll topdesk.

    Open the palanquin. Take 5 disks with different depictions.Take the turnkey -metallic object beside the disks.

    Exit the room.

    Go to the middle aisle of the temple towards the seated statue.Look down and see a symbol on the floor. It is the same as thesymbol on the marked map for this place.

    Look at the saurian seated statues on the floor of the temple.

    Go to the left aisle of the temple.

    Seal door: See a familiar symbol on the door.

    The object of the puzzle is to correctly place the 3 pieces ofblue seal and turn it.

    The clue to this puzzle is found in the drawing at the backof the old map taken from the roll top desk in Ivar's cabin.

    The bottom picture shows the end position of the star andthe symbols on the points.

    Place the biggest seal piece with the point at the center onthe right side of the indentation. Place the 2 smaller pieces

    on the left side.

    Place the turnkey-metallic object. Turn it 3 times to get thehooked end on top right side.

    The door opens.

    Cave: See that it is dark. Howard will not go forward and goes

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    back out.

    Exit the temple, hallway and climb the ladder.

    Take the muddied flashlight from the dresser.

    Go back down to the temple. Go to the opened seal door and goforward to the cave.

    The battery of the flashlight is giving out. See the water filledpath to 2 arched doorway of the cavern.

    Go forward and see something come out of the left archway.

    Howard runs back to a locked door. Something attacks him.Howard faints.

    Hallway: Howard wakes up at the hallway of the house.

    You can go back down if you want and check that door again. Itis now blocked.

    Leave the house.

    Howard's home: Go to the bedroom and see that there's a messageon the answering machine. Listen to a soft message. I wonder who thatwas. (Thanks, Becky!)Loath Nolder's Office: Go to the desk.

    Wolfsprey: Open the desk drawer. Read the 'Wellsmoth: Mythsand Legends of an Ancient Town' book.

    Underline the sentence a small town was built around theWolfsprey pond which also gave its name to the town; butlater the name of the town was changed to Windlapse. Theclue Wolfsprey's new name is now in the clue list.

    Open the marked map and click on Wolfsprey. Howard willwonder where The marked place in Wolfspreyis and it isplaced in the clue list.

    Combine on the right side of the think frame: The Tombs,The marked place in Wolfsprey. Howard mentions a burnt

    down cemetery. A new clue 'The old cemetery inWindlapse' is now in the list.

    Exit the office and see a new destination in the map.

    Redtown: Click on Redtown in the marked map and Howardsays that it is most likely Clark Field's place.

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    Exit the office and go to cemetery.

    Cemetery at Windlapse:

    Enter the right or left gate and go forward. Howard says that theplace is huge and will be better knowing where to go.

    North gate: Enter the north gate. Go around to the left side andsee a locked gate.

    Go to the path at left and it will lead to the Northwood forest.

    Go back and enter the building in front of the gate.

    Register: Look at the first book shelf on the left.

    Click on the books and Howard will look for the name Poer thatwas seen at the attic room in Ivar's cabin. It is not there.

    Back room: Enter the door at the end of the inner stairs.

    Look around. Go to the foot of the stairs and open the trap dooron the floor.

    Find and read the book. Read the journal of Robert Hart thecemetery watchman.

    Underline: Each of them wears a ring inscribed with asnake figure biting its own tail, wrapped around a shinystone.

    The clue Ring with a snake figure is now in the clue list.

    The registers of this and similar crypts were separatedfrom the others.

    ...put into a secret section under the steps of the cemeterybuilding which they last visited.

    The clue Hidden Registers is now present in the list.

    Hidden registers: Go left and look at the panel under thestairs in this room.

    Open the panel. It's stuck.

    Tower: Climb the stairs, through trap door and up until the top.

    Take the dagger from the floor of the top landing.

    Look at the broken stairs and Howard notes that the damage wasintentional. Look up at the ceiling of the tower.

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    Howard hears someone calling him.

    Enter the side doors and look at the tombs with names on them.Take the rope from the floor beside the last tomb on the right

    side room.

    Go back to the main hall. Go through the next door and then theother door.

    Look up on the wall and see the symbol of this place - Wolfsprey.

    Go through the gate and into the well room.

    See the familiar seated statue on the throne and the saurianstatues.

    Stand by the gate and click on the well. Hear 'Howard'.

    Use the rope on the gate. Go down the rope and into the well.

    Bottom of well:This is the place of Howard's nightmare.

    Climb the stairs to go to the voice calling Howard's name.

    Go to the last recess. Pull out the coffin. Open the coffin. Takethe medallion with the symbol of Howard's family - Loreid.

    Go inside the recess.

    You know very well what I want with thee!

    This document may not be distributed without express writtenpermission of the author and the content may not be altered in any

    way.

    For Questions or Comments on this Walkthrough,Please write to: MaGtRo

    Copyright 11/2007 MaGtRo

    mailto:[email protected]:[email protected]:[email protected]:[email protected]