Haunting Ground - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Haunting Ground - Strategy Guide (Page 02).
There is a hole here Hewie can go in, but not yet. Run forwards, and up the ramp, into another area. [Tunnel with Holes] Halfway along is an area to the right - examine the holes for one of those cool cutscenes, and get a letter to Fiona. This is from a guy called Lorenzo, and he seems to want to help by providing you some details of what to do. Anyway, press onward. [Gate Area] There is a lever here, pull it to open the gate (note this can't be done while you are being chased). This takes you to the Courtyard-type area we went to earlier, but we have no need to go that way now. See those flowers? Stand next to the hole and order Hewie to "Go!" - he'll go in and retrieve some Fresh Flowers. Now we have these, we can go back to the Passage with Fake Doors. However... [Graveyard?] Remember that Hewie-sized hole? Order Hewie into it. He'll stay there it seems until you order him out. So now for that door we haven't been into yet in the Passage with Fake Doors... [The Passage with Fake Doors] *HIDING SPOT* in the left-hand corner, in the bushes. Only one we haven't been in yet. the far-left door. Enter. [Office] *CLOCK SAVE* on the north side of the room. OK, this is another puzzle. There are lots of butterflies flying around some dried flowers... and a vase right next to where you enter. Seems obvious really, but use the Fresh Flowers on the vase and the butterflies will leave the door, another one of those puzzles which is obvious when you've done it. Save if you want and enter the door we just cleared. [Laundry Room] *HIDING SPOT* and the whole room is a hiding spot! If Debilitas is chasing you, then close the door and push that crate across. Sure, you're stuck in here now, but then, Debilitas can't get to you. Which is a good thing. Check the sink for an item, it doesn't sparkle but it's not exactly hidden. There is a ladder here, go down it. [Laundry Room - Down Below] Ahh, so THAT is where Hewie is! Order him to "Go!" and he'll retrieve a Study Key. Nice work boy, we'll praise him in a minute. *SECRET ITEMS* In the back corner of this room is a crumbly wall. Kick it to reveal an item, but also a piece of Magnesia. This doesn't do any damage from what I can tell, but it can give Fiona a scare. Anyway, we're now done here. Time to return to Hewie. [Graveyard?] Call for Hewie, praise him, and head back to the Gate Area. [Gate Area] Now, further on here is a ladder - which is fine, but if you're feeling daring, ignore for a minute and press on. [Old Hut Area] *HIDING SPOT* underneath the bench, not the best hiding spot but we'll take it. There is an obvious wooden hut/shed here, with a burning brazier outside it. Not that I get off on asking for Lloyd Grossman's help but, "Who would live in a house like this? David, it's over to you..." And thank you, Lloyd. Now, for our home and studio audience, though not for our Fiona, here's whose house it is. (Hint: Debilitas' house) Go into it. [Debilitas' Place] There isn't much here bar a few items. You should get a Beef Jerky, which is a good thing indeed, but I wouldn't spend long here - it's a total dead end and getting cornered here is not good news. Back to those ladders. Note: Shaun Sturgess points out, if you DO get cornered, there is a doll next to the shrine that can be picked up and used in a pinch. [Gate Area] Order Hewie to stay, and go up the two ladders, and into the room at the top. [Music Room] Ahh, nothing like a good piano, eh? I like a good tinkle of the ivories myself (bet you didn't know I was classically trained ;) ) - there's an item here, a locked door which leads out into the Walkway from earlier, and a swivelly telescopic thing. Use that thing and turn it until you see it click. That's one thing done. Now, out the locked door and into the walkway. [Walkway] OK, remember I said there was a study here earlier? It's just before the spot we met our dear friend Debilitas. Go in there. [Study] If you didn't come in here earlier, there should be a shiny item, a board explaining things about Azoth and Luminescents, and a locked desk. Use the Study Key and get a refracting mirror. We'll need this. Anyhow, return to our dear Hewie now, who is by this point howling out loud. This is not good, it attracts attention. Either way, we've got to go back to the old balcony, just off the Sculpture Gallery. Not hard to find the way back. [Old Balcony] Shiny item here - command Hewie to "Go!" and he'll get it for you. Good boy. Praise him for his efforts, and then go up the ladder - you can order him to stay, but by not doing so he'll more than likely meet up with you soon. Failing that, leave him in the Graveyard area. But you won't have him to get the item. Your choice. Up the ladder, we find the bridge we made drop earlier. Cross it and open the door. [Hidden Staircase Room] This is one pain of a puzzle - not that it is hard to do, it should be pretty obvious what needs to be done - push blocks back to their normal resting spots. It's just rather time consuming, and as such Hewie will do a lot of barking. Push the blue block out first a bit, then push the green one down to it's normal place, running around the stairs to slot it into position. Push the blue block until you can run around it in the gap in the red line, and push it down towards the blue line and finish that up. The last two reds blocks should be straight-forward from there. Your reward is a hidden staircase (Hence why I call it the "Hidden Staircase Room". Genius, really.) going down. There's a locked door up here too, which we'll come back to later. Anyway, back to those stairs... [Room of the Swivel Mirrors] There's a door here you can unlock to go back to the graveyard - Hewie will likely be dutifully waiting for you here. If not, find him. Anyway, back to this room. There are another two swivel mirrors here - and one requires that refracting mirror we picked up earlier. Like the mirror in the Music Room, line them up until the two mirrors click, and watch the scene. Mmm. Door. Wonder where we go now? [Spiral Staircase] *CLOCK SAVE* is once again sticking out like a sore thumb. SAVE HERE! Believe me, the next few areas can try your patience. I highly recommend that you save here. OK, do that, and run down the stairs. At the bottom, notice that there's a plaque on the wall - you'll need Hewie for this bit. Oh dear me, this is the stuff of nightmares... [Hall of Darkness] Welcome to the biggest ***** of all. Take the utmost care here, because it is so easy to die here it's almost unforgivable. But the solution is a no-brainer if you read the placard just a second ago. Order Hewie to "Go!" and stick to him like glue, walking through him in necessary. You'll need to do this twice to clear this area this time. If you fall, you hear a sickening squelchy crunchy sound (eww) and the game over screen. Thankfully, we only just saved... or did you? Oh well. Clear this area and we get onto a boss fight. [The Chapel] Wow. Nice and spacious. Gotta be a catch - of course, boss fight. Run to the goddess statue at the end of the aisle, paying note to the two levers which you can't do much with now - you might wanna use them soon. Anyway, check the statue and examine further for a key. Before we can whoop, and wager our guesses as to what door this opens, we're rudely interrupted by Debilitas, and he doesn't seem happy. Or is he? I can never tell. ********************************************************** * BOSS FIGHT - DEBILITAS * * * * After much thinking, I decided to play this fight out * * as if going for the best possible ending. So... here's * * a clue as to how to beat Debilitas... ****************** * * * THE CHANDALIER! * * By far the most entertaining and satisfying way to get rid of this * * menace, it also requires some good timing. Debilitas will charge towards* * you a lot - use this force, and time it just right so you run/dodge out * * of the way so he hits those levers instead! Yep, they're holding that * * priceless antique up. Repeat for lever number two, and watch the most * * gloriously satisfying cutscene so far. Think he got the message? * *************************************************************************** OK, so we've knocked some sense into Debilitas (finally), and now have a nice shiny key to progress onto the next chapter. But before we rush off, there is something which you can do to even the score... we need to head back to Debilitas' Place first though. You've been there before. The messy and slightly creepy wooden shed-type building? [Debilitas' Place] OK, OK, yes, pity him. Poor thing has the mental age of a five-year old but the body of a mutant killing machine. He seems to have sussed that we are smarter than him (No, really?) and as a peace offering he offers us a smudged key. This key isn't your ticket to freedom... but it's a nice ticket to kicking ass. Once you have the key... it's time for a little visit to the Restroom. [Restroom] Recover here if you need it - perhaps not, but whatever. Remember the one stall down the stairs which was locked? We can now open it with the aid of our new friend Debilitas' key! Go down the stairs, follow the path and on the table lie some shiny new shoes! METAL BOOTS, to be precise, and now you can do twice the damage when you kick! This makes life easier later - while Hewie has a foe distracted, you can sneak in some kicks. Now your kicks are more powerful, the tag-team effort is a lot more effective. More downtime for your enemies means more goodies to pick up, so don't be afraid to fight from now on if you have to! ///SLIGHT SPOILER/// On your second play through the game, this room also contains a Castle Key, which can be used to get ending C: Dona Nobis Pacem. Use this key on the castle doors outside the entrance hall./// Anyway, with that, time to go to the Hidden Staircase Room. [Hidden Staircase Room] There is a shiny locked door here. Use your key... or as the cutscene would prefer... perhaps not... end of chapter. Woohoo! -> CHAPTER THREE - Aim: Explore Belli Mansion. Once again, this is a small area really but things can be so easily missed, forcing backtracking. Anyway. Let's get on with it then. [Dining Hall] Cutscene. Poor Daniella. She was made to be the perfect woman, but lacks the emotions and feelings to complete the package. It's depressing to be that beautiful but be unable to feel anything. Anyway, whatever Fiona ate isn't agreeing with her... [Staircase from Dining Hall to Guest Room] Ugh. That sucks, Fiona is really not feeling well. Best go and lie down in... [Guest Room] Check the bed and rest. Cutscene. Daniella isn't complete... but Fiona is. Whether it be through a false sense of betrayal, jealousy or just that Fiona has what she can't have, Daniella breaks the window with her head (Hey, that is a pretty awesome party piece!), grabs a big shard of glass and goes after Fiona. Bugger. We're pretty much done in the castle bit, and Daniella isn't too hard to outrun, so run back to... [Hidden Staircase Room] NOW we can unlock that door! How Daniella got there so fast is amazing, but leave her alone here and she'll leave you alone... for now. Open that door! [Mansion - Long Passageway] Run forward and Daniella will pop up behind you. Yikes! Run to the end of the hall and through the door! [Mansion - A Lot of Stairs!] That's an awful lot of stairs! Run up to trigger a cutscene. Hmm, Daniella seems to hate her own reflection. While she's busy screaming, press on upwards! [Mansion - Waterway] Seems we're probably under that well now. Hmm. Down the stairs, check door, trigger another cutscene. [Mansion - Luminescent Lamp Hall] *HIDING SPOT* just after you enter. You can conceal yourself behind the curtains. *SYNTESIS ROOM HOLE* is also here. Use it as and when required. *CLOCK SAVE* is located in the room with the unlit luminescent lamp. OK, now we're in the mansion proper. A couple of sparkly items should be picked up, explore this area. The first turning takes you to the Giant Mammoths Head Walkway (We'll come to that shortly), ignore that turn for now and walk straight ahead from the hole (Silent Hill 4 overtones, or is that just my imagination?). On the left side of the screen is a balcony, which you can use to hide in. On the right, is an open room with an unlit lamp and a save point. I'd save right about now, but we're in no imminent danger. Regardless, straight on from these doors is another door. Use it. [Mansion - Shaft with Mirror] There is a concealed mirror here. Note this in case you need to keep Daniella's mind occupied. Walk through here and into... [Mansion - Garden Room 2nd Floor Walkway] See that blue luminescent? Remember how you usually avoid them and shut doors behind you to keep them from following you? Tough, we need this one to follow us. Back to that unlit lamp. [Mansion - Shaft with Mirror] Make sure the blue light is following you. And press onward. [Mansion - Luminescent Lamp Hall] *HIDING SPOT* is still behind those curtains. *SYNTESIS ROOM HOLE* is still here. Use it as and when required. *CLOCK SAVE* is still located in the room with the unlit lamp. OK, now for the fun bit. Lure it into that room with the unlit lamp in the middle. The aim here is to get the luminescent to collide with the lamp, lighting it up and revealing a passageway for us to go to. Once done, back to the Garden Room. [Mansion - Garden Room 2nd Floor Walkway] Run around the walkway, and open the door. Admire the lush greenery from above if you have to. [Mansion - I Want My Mummy Passage] I deliberately bring your attention to the strange feature of this passageway. Beside you as you enter is a closet which you can hide in, although it's not great and I wouldn't recommend or list it as a hiding spot. Further down the walkway is some sofas - on which sits a mummified woman! Ick! Not nice. But pointless. Anyway, just beyond that is a red door (can't use this door now), a vase (you are kicking these things, right?) and a staircase we revealed with the aid of our little blue stalker. Down the stairs, is a door. Hmm... the logic of this walkthrough compels you to go through this door... [Mansion - Fenced Off Room] A fenced off room. Hewie will probably start growling here, but ignore for now. In the first corner you approach is a door. Woohoo! Now we're talking! [Mansion - Restroom with Passcard Machine] *RECOVERY POINT* is at the sink/faucet. Mmm. Water. OK, this room is more than just your recovery point. First of all, there is a picture on the wall in here, a wordsearch of a sort. The clue comes later but it isn't very hard to clearly pick out the words. Go to the passcard machine, and make three passcards. One should be called "SALT", one "MERCURY" and one "SULFUR" - spell SULFUR correctly, this one had me for a little while since I'm used to spelling it as 'sulphur'. We have three passcards, we're fully recovered, and we're ready to roll. Let's go! NOTE: Special thanks to Lisa Johnstone for this info. In this room, you can open the shutters for a little cutscene. Problem is, Daniella will chase you after this scene. [Mansion - Fenced Off Room] Go straight ahead to the other door in this room. [Mansion - Red Light Passage] *HIDDEN ITEMS* Hewie will bark at the red light on the branching path of this hallway. Check it for an item. OK, we're not doing much here, just passing through. Ignore the branching path and go straight ahead. [Mansion - Relaxation Area] *CLOCK SAVE* at the clock beside you as you enter. *HIDING SPOT* underneath the sofa. Of course. Hopefully Daniella isn't chasing you, if she is use the hiding spot provided. Daniella, I have found, has an evil habit of hitting Hewie when she can't find you. Nasty piece of work, that Daniella. Anyway, when the coast is clear, or otherwise, then take the Mansion Map from the table (WOOHOO!), and return to that branching path, the door here is locked from the other side (and should remain so until I say so). [Mansion - Red Light Passage] Take the branching path. [Mansion - Merry-Go-Half-Round] This is truly messed up. But not much to do here except take the door opposite you. [Mansion - Serpents Hallway] Hewie will growl. Notice the picture on the wall - we have the three keyplates now, so we're good. Down the stairs. To the south of you here are two vases, and that locked door. DO NOT, and I repeat, DO NOT UNLOCK IT YET! Doing so lets Daniella in (this is if you haven't met her here yet), and we don't want that. The stairs to the left, going down, head to a puzzle we can't yet solve. So go north and enter that door. Oh yes, there's a luminescent here. Make it follow you into this next room. [Mansion - Fury of the Serpents] Fire bad, OK? There's a door here we can't unlock yet, and a lamp... oh wait, we know what to do here already, right? Luminescent hit lamp, open safe. Sorted. We have a Film Reel. Next is the serpent heads. This is pretty straight-forward but first, grab the torn note from one of the serpents mouths. Read it if you must. Not necessary since I'm taking you through this, but hey, knock yourself out. Right, these serpents have open mouths. Three heads, three keyplates. Bottom left, Salt. Bottom Right, Mercury. Once these two are in place, examine one of the heads and use the Sulfur keyplate, and Hewie leaps into action. Praise him like you should. The fire is now ice, order Hewie to stay and climb the ice pillar. [Mansion - Library] *CLOCK SAVE* at the far right of the room, next to the door out of here. Wow. A lot of books. But first, pick up the carelessly placed shiny item (Mmm.) and walk to the back of the room. Walk right, until you're behind a rusty ladder. Fiona can't climb it, and neither will Hewie (lazy dog), but there's a shiny object on the top! Hmm. I wonder if kicking it will do any good... kicking it three times... BINGO! One Saturn Key. Leave this room using the normal door method. [Mansion - Wooden Walkway] Straight-forward walk to the other side, nothing more nothing less. [Mansion - Mammoth Head Room] Literally, MAMMOTH head room. Gross yourself out by walking over its trunk, and note the room in the background. We'll go there soon. [Mansion - Luminescent Lamp Hall] *HIDING SPOT* is still behind those curtains. *SYNTESIS ROOM HOLE* is still here. Use it as and when required. *CLOCK SAVE* is still located in the room with the unlit lamp. We're back here. But we want to be back at the Serpents Hallway. If Daniella gives you grief, sick Hewie on her and kick her as well. Or hide, your choice. Either way, back to Serpents Hallway. [Mansion - Serpents Walkway] We now need to go down the staircase on the left side of this hall. [Mansion - Jupiter's Test] OK, take note of what the placard reads. We need to go check out the room to the LEFT now, so lets do so. Down the stairs, use your key to open the door. [Mansion - Room of Truth] Examine everything closely. I'll give you the solution as well soon, however doesn't hurt to understand what I'm talking about. Well, OK, DO NOT EXAMINE DANIELLA! (She gets about a bit sharpish!) Doing so will make her chase you with a new weapon - a red-hot pointy poker. I believe this does more damage than the glass shard. OK, examined everything? Good. Back to... [Mansion - Jupiter's Test] OK, we now take the right-hand staircase and open the door down there. Use the key. Yes, it's mirror image, which should be the biggest clue to solve this puzzle... [Mansion - Room of Deception] OK, first and foremost, DO NOT TOUCH ANYTHING YET! Just glance around the room and drink it in. OK, figured out what to do yet? First and foremost, DON'T open the closet. Daniella is hiding in there (HOW IN THE !?&$ DOES SHE DO THAT?!?!). Basically, you check the items in this room and are given the opportunity to examine them further. There are six items here - three are true reflections, three are the same. Closely examine the wrong item and the door locks shut, and by trying to leave (which you eventually must) you're treated to a grizzly little death scene. Hmm. Not nice. The three items you should examine are: 1) The chessboard, is a true reflection. 2) The wax models. 3) The hourglass by the side of the burning fire. Each time you examine the right item, you get a little scene where something moves. The red doors, usually blocked by walls, are now accessible, and a patch of water we haven't yet been to is now crossable. Leave this room now, and return to the Serpents Walkway. [Mansion - Serpents Walkway] Remember the door leading to the Merry-Go-Half-Round? Go there. [Mansion - Merry-go-Half-Round] The whole thing has rotated a bit. Take the other door. [Mansion - Torture Chamber] *HIDING SPOT* will really creep you out. It's in the Iron Maiden, the metal thing with spikes. Hit the lever to lower the spikes, then you can hide in here. A big thanks to everyone who pointed out that YES, Fiona can die in here - a bit gruesome perhaps, but required if you want a complete movies list eventually... ick. Anyway. Shiny item ahoy! There's a corpse in a chair - you can examine it and try and take the item, but it's no good. The thing is possessed and will resist. So, we need to exorcise it. Ooh look behind it, coloured floor panels and four flames to extinguish! The combination requires both Fiona and Hewie standing on coloured panels. In this order: Red and Blue, Red and Yellow, Green and Blue, Green and Yellow. Watch as the corpse is well and truly exorcised and take the VENUS KEY from it. We'll use this later. First, we explore a bit more. Return back to the Red Light Passage. [Mansion - Red Light Passage] Take the branched path back to the Merry-Go-Half-Round. [Mansion - Merry-Go-Half-Round] Take the other door. [Mansion - Fenced Off Room] We're now behind the fence. A vase is just asking to be kicked here. Hewie is growling... Daniella is here. But she isn't armed. This is one of those occasions you DO want to speak to her. And I still don't get how she does these acts of teleportation. That is rather unsettling. Anyway, seems the master of the house asked her to give you an item - Hebel's Perfume. Yeah, Daniella creeps me out too, so lets get out of here sharpish. Back to the mummy hallway. [Mansion - I Want My Mummy Passage] The red door, previously blocked, is now open. Go through it. [Mansion - Connective Passage] This passage branches off to the right - and takes you back to the Luminescent Lamp Hall. Goody. Less running around. Anyway, ignore that for now and press straight ahead, and open the door here. [Mansion - Chimera Room] This is the room we could see from the Mammoth Head Room. There's an item in the Chimera which we want. Cool beans. Now, there's one more door that we can open now... whatever you do, don't go to the Shaft with Mirror... we sorta lowered the platform... return all the way back to the Fury of the Serpents. [Mansion - Fury of the Serpents] We can open that door now! Do so, Daniella may have finally snapped back to stalking you now... [Mansion - Mandragora Garden Room] Thanks go to Frank Kortland for e-mailing me about the *HIDING SPOT* in this garden, located in the lower-left corner of the screeen, just south of the purple Mandragora bed. She may come back, but it's certainly a BIG help and saves on using any panic reducing items. Also, more thanks to Hima from Thailand for pointing out that while you can hide, while you have the Mandragora in your grasp here, that there is a very real danger that it will give away your position. Anyway, moving on. Ooh, that's creepy. For those interested in such things, that is a Mandragora (no need to call it a plant) - a sort of mythical root vegetable that sleeps underground, and has an unnatural scream when removed from the comfort of its resting spot. Castlevania players will of course already know this - it's been in plenty of the recent games. It's a plant, as far as I know a mandragora is otherwise immobile and can't do much at all. Also worth noting here, for those interested, this is NOT the first time Capcom have borrowed something from Castlevania. Clock Tower 3 fans will remember the statue which cries tears of blood - also a nice feature in several Castlevania titles. Ho-hum. Not that I am implying anything of course, just worthy of a mention I think. Anyway, let us move on, shall we? OK. Remember that perfume that Daniella gave us? Use it on Hewie, and he'll guide you to the correct place to pull out a Mandragora (The white one, although feel free to take another and use it in place of the white one later... again, this is required for a complete movies list, so feel free to do so if you really want to) - it will scare the bejeezus out of poor Fiona and attract Daniella to boot. Not a good combination. Hide or run, take your pick! Note that the mandragora sometimes will scream, which gives away Fiona's hiding position... [Mansion - Serpents Walkway] Stop, turn to the right and run forwards, pick up the item shining brightly and open the door. [Mansion - Shaft Bottom] This is the walkway from the earlier shaft which we lowered. We can cross the water whereas we couldn't beforehand. So do so. [Mansion - Graveyard] This is most CERTAINLY a graveyard. Creepy place to keep your skeletons. Anyway, our main focus of attention is the big and proud mausoleum-monument directly north of Fiona. Check the black door for a fright - cool, eh? It wants something. Maybe it would like that mandragora we picked for it? Listen to the crunches and the screams... animal or vegetable, that isn't a very nice way to go. Anyway, that arm is no longer blocking the way... like it or not, we're going in! [Mansion - The Crypt] By far and away the most entertaining puzzle, purely down to it's blatant simplicity. There's a golem, like the one we moved in the refinery. It moves forwards when commanded by a keyplate, but engrave a series of letters on the plate and it will turn Left (L) or Right (R). There are four ways the golem can go and get results: RRR (3 Rights) - The golem will extinuish the flames, revealing an item. (Magists Medallion) RRRR (4 Rights) - More flames extinguished and leads into the garden. Not much here bar an item and a good shock moment if you can stomach to examine the oven burning... *shudders* RRL (Right twice and a Left) - This is your way onwards. But before that... RRLRR (You get the drill) - Takes you down underground, out the other side and into a Great Library. [Mansion - Great Library] *CLOCK SAVE* to your left as you enter. This is a neat little puzzle too. Your aim is to find three books here and put them back in their place. They aren't too hard to find, two are in the open and one is concealed under a trolley of books, which you push out of the way. Examine the books, three authors. This bit requires no help because it is so straight-forward: put the right book back in its rightful place, and the bookcases slide to reveal a path! Cool! Climb the ladder to the side of one of the bookcases, and follow the path. Open door. [Mansion - Projection Room] You got a film reel earlier. Grab the shiny item and use the reel on the conveniently placed projector - basically, Fiona has been filmed. Hmm. But the last bit is MOST interesting... remember those symbols. Or well, I will remember them for later use. Cutscene time, where we learn what Daniella's motives are. Fiona has the essence of life - it makes her complete, human, whole. Daniella does not have Azoth, and as such is not complete, whole, or indeed, human - just a walking, talking and psychotically deranged doll. Get out of this room. [Mansion - Great Library] No time to save! RUN! Back to the crypt - a place so creepy that Daniella dare not follow! (She obviously has more than a few braincells, I wouldn't go into the crypt! Heck no!) [Mansion - The Crypt] OK, down to that last place we haven't explored yet... whew. That was a heck of a side-track, but interesting, no? [Mansion - The Impossible Stairs] Ignore the chanting freak. Up the stairs, order Hewie to go and get the shiny item, and out the door. [Mansion - Red Window Hallway] OK, back to normality (Silence those giggling at that intentionally cheesy comment.) Three other ways out here, two darkened doorways and a door right up the top, beside the red window. Let's check the door first... [Mansion - Examination Room] *RECOVERY POINT* at the sink in the far corner of the room. Err... this is just going BEYOND wrong! Take the item, use the recovery point if you need it, and take note of the cabinet. It would provide a useful hiding spot... but the thing seems to be locked. Damn. Anyway, time to leave. [Mansion - Red Window Hallway] OK, walk south a bit and take the path right, and through the door. [Mansion - Machine Room] This machine seems important, has a description if you examine it - back to that at a later point. For now, we're just passing through. [Mansion - Dark Row] *CLOCK SAVE* is a bit far down the hall here, but since the hall is nigh featureless, it sticks out a bit. OK, carry on through the cells, save at the clock (would be good to save now), and onward down the stairs.
| « Previous Page | Next Page » |
