Alright, so I'm playing Darkmane's text game. I'm compiling a guide to get through the game, as I go.
HUGE Credit here goes to Tropicalized_o.O for helping me!!! THANK YOU!!!
Game... In his profile: Exact code: (I do not know if you are allowed to put this in your profile so don't)
MY GAME STATUS: FINISHED GUIDE STATUS: UNFINISHED
Note: This guide is by no means allowed to be used to gain higher scores or breeze through the game, and is ONLY to be used to find ways out of a tight spot so you can continue to enjoy the game. This accounts ESPECIALLY for people partaking in the high score contest associated with this game.
Contents The Help function Rooms Guide : The Generalized Cheat Items In-game hints Walkthrough : The Super Cheat
----- ----- ----- ----- +++++ ----- ----- ----- -----
The Help Function
By typing "help" you will be told...
* You can cycle through previous commands with the up/down keys. * You can navigate rooms using west, north, etc. * Type "where/check/look/look here/look at room" to check your surroundings again. * Look at the "[Exits:...]" list to see where you can go to. * Use "grab/take/get <object>" to try and pick it up. * Type "inventory" to see what you are carrying. * You can "drop", or even "throw" items you have with you. * (Use "throw <object> at <object>" to target something.) * You can also "put <object> into <object>" at times. * Use "look at/examine/check <object>" to study it more carefully. * You can also "look inside/under/etc <object>" to find things that are hidden! * And lastly, "<verb> <object>", "<verb> <object> with <object>" or "<verb> myself with <object>" may work. Be creative!
----- ----- ----- ----- +++++ ----- ----- ----- -----
ROOMS: (AKA GENERALIZED CHEAT)
Outside the house --Entrance-- You stand before the small, two-story house that is Darkmane's profile; a simple, wooden doorway silently greeting you. It is invitingly ajar, and if the ancient interface and simplistic design do not daunt you, you may wish to enter. The friendly welcome-mat suggests you do.
There is a small mailbox here. You can open the mailbox and find a leaflet. You can look under the welcome mat to find a katana. The katana is useful so take it. Main hall --The Hallway-- Now, this is better. You are currently in a pleasantly lit hallway, with a wheat-colored, shag carpet and a coatrack mounted on the wall. It leads up to another, black door to the west. This door, however, has a pretty impressive padlock on it. To your right is a flight of stairs, on your lefthand side an open white door, and behind you, to the east, lies the way to the outside.
There is a happy kiki here.
You can go into the study (white door) or upstairs from here easily. Pet the kiki to get on its good side. If you examine the coatrack you will find an angelic sash which you can take with you. There is also a tennisball. If you open the ball with the katana you will find a key. It does not open the padlock. Study --The study-- A quick survey of the room reveals it to be a study. It is comfortably carpeted, tastefully decorated, and quite cozy. Immediately to the left of the door is a bookcase, crammed with all manner of tomes. In the center a simple, functional, and fairly tidy workplace is situated. You hear a deep, steady tick-tock faithfully marking the passage of each second. In the study there are three books you can read: one which fell and nearly hit you, which you can only read one page of about the minotaur. Upon examining the bookshelf you can also read a white and black book, which seem to have no value except gaining a higher score. In the desk drawers are the following... the top drawer contains a line (string) and batteries. I suggest you take both. You cannot take batteries with you into the attic. the middle drawer contains a note, which reads the following... (4) Tentative words: 'Tis you I need,' near passed my lips, but then - my hopes, with Sisyphean speed, came hurtling down again.
(2) With gushing pride, the while I smiled, she told me then, of he - I felt, like Ixion, beguiled, by cloudy Nephele.
(3) Her curly locks, her limpid eyes, so close, but not for me - the origin of 'tantalize,' no more a mystery.
(5) Through loving, unrequitedly, I learned, without a doubt - Prometheus had luck: merely his liver was pecked out.
There are also two computers, a laptop which links to said Darkmane's journal, which gives a message noted later in the guide. The other is the computer on which you are playing the game, which will tell you that it sees you. Landing The stairs lead up to a cramped, gloomy, and rickety landing. A small and antique-looking painting is on the wooden wall, adjacent to a narrow, metal door. The latter appears to have a sophisticated electronic lock installed upon it, which, fortunately, doesn't look active. Strangely, there are metal detectors flanking the sides of said door. Behind the painting is a safe. In order to get into the room (attic) you must not be carrying the following items: -tennisball or key -katana -batteries Attic --The attic-- The small room you're in is a claustrophobic's nightmare: you cannot stand upright due to the angle of the roof, and with the crummy, antique furniture and other paraphernalia crammed in here, it would be impossible to swing even the smallest of cats. At least there's an abundance of light, due to the large window in the back.
There are an antique desk, an old closet, a stack of donation letters, and an omg hat here. In the attic you cannot open the desk because you cannot bring the key into the room. To get the key into the room, you will have to have broken the window and thrown the key into the room (see walkthrough). You get bullets in there. Open the closet, and you will find a coat. Behind the coat is a shotgun. You can take the shotgun but you cannot bring it back in. This room is also where the window is. There is nothing in the hat, but take it outside the room into the main hall. You can also take the letters with you. For some reason you cannot take the coat.
Past the Black Door
Throughout these places remember you are coming from east.
--Impossible Corridor-- You are in a corridor, its ebon walls stretching out in front of you into gloomy darkness. Smooth and featureless, these walls are, as are the ceiling and floor. And they are cold. Everything is cold, here; much colder than the parts of the house you just came from. It's like you just stepped into a tomb.
The impossibility of this corridor being here hits you immediately: you SAW the house it must be situated in. It wasn't that big. Yet here it is, overwhelming your senses with its unfathomable depths.
Turn on your flashlight and go on...
--Endless passage-- The corridor stretches on further still, remaining devoid of any texture or defining features, and defiantly mocking all known laws of physics by its very existance.
A low, inhuman growling sound reverbrates through the corridor, originating from behind you somewhere.. >>You keep on trudging westward, until, finally, you reach the end of the tunnel. But the proverbial light is nowhere to be found..
As you enter this new room, for reasons known only to its inscrutible self, the kiki riding along on your head decides to depart, gracefully landing on its paws a few feet ahead of you. After only a brief mew and a sniff of the air, it presses on ahead.
You hear the gentle fall of cushioned pawpads slowly fading away into the western passage. --The Labyrinth-- Utterly unlit, featureless, and oppressively soundless hallway after hallway, corridor after corridor, room after room.. ever with the same smooth, ashen walls; seeming to absorb what artificial light your flashlight emits. --The Trilemma-- The cramped and seemingly endless hallways sudden open out into a large, cavernous space; a hall of sorts. Your flashlight barely manages to illuminate the domed roof, when you point it upwards, but, standing in the center, you can make out its circular walls.
A self-assured meow from the entrance to the north seems to beckon you.
--The Chasm-- Glancing sideways you might notice the walls suddenly parting into a wider, but still low-ceilinged room. It is divided into two sections by a deep chasm, a few feet wide, opening up unto depths unknown. This is all that stands between you and the western passage further along, where you notice a light burning!
An odd, defeatist feeling comes over you, like a part of you is saying you ought to give up; that it all doesn't matter, in the end... Type "jump over chasm" and it will turn into: jump INTO chasm
You teeter on the edge, trembling, only barely willing yourself to resist. Your head is throbbing, and you do not know what came over you.
> KILL MYSELF WITH KATANA
!------------------------!!THROW KATANA!!-----------------------!
You are being manipulated, standing poised with the blade aimed straight at your heart!
!------------------------!!THROW KATANA!!-----------------------!
When it says throw katana type throw katana as quickly as you can. You can then pick up the katana again and jump over the chasm.
--The Tomb-- This room would be indistinquishable from any other in this hellish place, save that, for once, it isn't empty. Nor is it dark: a torch, stuck into the ground near the center of the room, though on its last legs, is still smouldering. It provides that unique, living light only fire can produce, though it seems incapable of radiating much heat into the freezing void. This softly orange, flickering light makes visible a human form huddled on the ground, clutching something.
There is a kiki nuzzling its masters body here.
Examine the torch and then examine the form. You will have to have 4 items or less, to pick up the kiki and the letter. Read the note (below). Pick up the kiki, put the batteries in, and get the hell outta there.
----- ----- ----- ----- +++++ ----- ----- ----- -----
ITEMS: Note... not necessarily listed in order of finding
Leaflet - found in the mailbox outside (to see message see in-game hints) Katana - found under the welcome mat Angelic Sash - found on coatrack in the hallway Key - found inside the tennisball Piece of line - found in the top drawer of the desk in the study Batteries - found in the top drawer of the desk in the study Scribbled note - found in the middle drawer of the desk in the study (to see message see in-game hints) Books (old book, white book, black book) - one falls on by you, and the other two are found on the bookshelf all in the study Donation Letters - on the desk in the attic Shotgun - behind the coat in the closet Odd note - in the drawer in the attic (to see message see in-game hints) Bullet shells box - in the drawer in the attic Flashlight - in the safe behind the painting in the landing Time bomb - in the arms of the late great dead Darkmane in the tomb
----- ----- ----- ----- +++++ ----- ----- ----- -----
IN-GAME HINTS:
On the screen of the laptop is the URL to Darkmane's journal, in which the following entries can be found: Posted by: Darkmane on Thu Aug 17, 2006 @ 3:46 pm 0 Comments Going crazy It just appeared out of nowhere.
You cannot imagine what it's like to have some so inexplicable, so undeniably not-normal happen to you.. Who would believe me when I told them that, one faithful morning, a door just popped into existance in my hallway?
The whole thing is ridiculous.
But there it is.
Daring me.
Posted by: Darkmane on Thu Aug 17, 2006 @ 4:01 pm 0 Comments Over the threshold Finally got myself to open the damn thing today. Took a number of alcoholic arguments to persuade me, though.
But not nearly enough to comfortably and convincingly blame for what I saw in there.
I .. think I need to lay down for a bit.
Posted by: Darkmane on Thu Aug 17, 2006 @ 4:13 pm 0 Comments Expedition Ventured a little further into that .. place, today.
Really shouldn't have. It's so cold in there.. and now it feels like some of that cold wormed its way inside of me, lingering now matter how much I turn the heater up.
Starting to see things. Starting to lose control. There is.. something in there. Hiding.. no, lurking.
Yeah. It feels like the kind of thing that'd lurk.
Posted by: Darkmane on Thu Aug 17, 2006 @ 4:15 pm 0 Comments Not safe I hid my weapons from myself.
That sounds crazy - it probably is, as well as ultimately futile - but I had to do something.
Can't even trust myself anymore..
I'm hoping its influence doesn't reach outside, so it will be safe, hidden under that cheesy mat.
Also hope the ridiculous lengths I went to to prevent myself from getting into the upstairs desk are enough.. even when I am NOT myself.
Speaking of ridiculous: that padlock. Like it really matters. I destroyed the key, but it'll get out..
Or lure me in.
Somehow. Final entry That's it. I've had enough.
Found the door unlocked today. No damage to the lock. Nothing.
Just popped open by itself, no doubt.
I cannot take this anymore. It's time for extreme measures.
I don't expect I shall return.
The leaflet says: It reads: "Hospitality is oft but a front, obscuring darker secrets."
The scribbled note says: (4) Tentative words: 'Tis you I need,' near passed my lips, but then - my hopes, with Sisyphean speed, came hurtling down again.
(2) With gushing pride, the while I smiled, she told me then, of he - I felt, like Ixion, beguiled, by cloudy Nephele.
(3) Her curly locks, her limpid eyes, so close, but not for me - the origin of 'tantalize,' no more a mystery.
(5) Through loving, unrequitedly, I learned, without a doubt - Prometheus had luck: merely his liver was pecked out.
The odd note says: The handwriting is very peculiar. It reads: 'The third is for yourself.'
The Timebomb Note To whomever finds this:
I do not know why you ventured into this place, but I thank you for doing so. If you are reading this, however, I am most certainly dead. I failed. I took an empty battery along, and so could not finish what I came here to do. Haha, what a joke, huh?
I could not retrace my steps, either. The trick with the thread only works in myths, apparently. In any case: I want to ask you to do what I could not, if you are able. This.. thing.. it won't stop here. It is already seeping into our world, gaining a foothold. I'm holding a timebomb. Hope you brought a battery. You will have a brief window in which to escape.. if you still have hope left. I have none, now. Farewell.
----- ----- ----- ----- +++++ ----- ----- ----- -----
DIRECTIONS: (AKA WALKTHROUGH... SUPER CHEAT)
Will put in exact directions later
code to the safe is 4235 kiki will ride on your head after you have obtained everything you can from the house and lead you everywhere so don't kill it
Zuks · Wed Aug 30, 2006 @ 03:11pm · 4 Comments |