The image flashed through his closed eyelids. A vase of flowers that had already bloomed, smashed against the checkered marble floor of the balcony. “Everything will be fine if we end it early.”Ī sound of shattered glass. Had it been him pronouncing those words, pleading in a soft voice threatened to break into a cry of helplessness because of the lump in his throat? He remembered a feeling of urgency and need, a growing uneasiness creeping up his back, but it all felt distant, drowned by the feelings of cold stiffness of his drenched clothes and the hard cobblestone on which he lay. “No one will know as long as it’s handled properly.” He felt his uniform soaked and heavy on his skin. You can't die (excepting key events) and getting attacked or losing your light will put you back into My Room.The words echoed faintly inside the young man’s mind but they were muzzled by the sound of the falling rain around him, over him. You do not have to follow this guide to the letter, some steps can be skipped. The names of the rooms are based on the maps. If you don't want to read this whole guide, there is an index at the bottom. Well, the beginning is pretty self-explanatory, but here: The Index has maps, puzzles, and ending tags. Chocolate Candy x1 (automatically used) Go through the door underneath the stairs and talk to the demon. Use the matches and candy as you like, there will be lots more later. There are limits to using the candy/matches and the game will let you know by playing a piano sound. Open the door on the right with the 1F Right Corridor Key. (It will attack you, so exit to the Hall) Note the pot of acid and the Witch's puzzle on the wall. Re-enter the Right Corridor and push the key out of the keyhole with the metal wire. Note the two paintings on the wall as well as the empty spot. Who do you give the apple to? Well.if you think about it, cats eat mice, so. The first door talks about a "sparkling exterior" and "internal beauty". Take the Golden Key and dunk it in the acid pot (Kitchen). There is a note on the wall beside with clues on how to open it. This corresponds with the Note in your inventory.Ī=Red, B=Blue, C=Yellow, K=Black :: 1=Purple, 2=Green, 3=Orange, 4=BlackĬombine the two to get Blue+Yellow, Blue+Black, Red+Black, Red+Blue #FAUSTS ALPTRAUM WALKTHROUGH HOW TO# The key reads "French doors in the bedroom" so go up to the 2F Left Corridor where you came from before. Open the French doors (they look like windows) with the Small Key. Go onto the balcony to go left or right and enter the rooms. Note the shape on the 2F Map on the Left Room and how the floor squeaks when you walk over it. There's a safety deposit box, but you don't have any clues yet. Unlock the door and head to the 3 Pig Room Room. You'll find a doll on top of a safety deposit box. Unlock the door and head to the 2F Right Corridor since there's nothing else to do.Įxamine the first door twice to talk to the people inside. Looks like you'll need some fancy clothing. Go to the Sitting Room where the handless clock is. Turn the hour hand to 4 and head back up. Go past the Gallery to Marguerite's Room. Open the Red Dresser with the Wooden Handle Key. Pick up the Paper Fragment and read the Diary on the floor. You can talk to the people behind the door again, but it seems you'll still need to get something pretty. Since we had the clues for the safety deposit box, let's go to the * Room. The safety deposit box tells you to start with the most expensive.Įxamine the Bookmark: Eyes(1,500), Tooth(1,000), Blood(300), Heart (110,000)Įxamine the Paper Fragment and find the corresponding numbers for each of the body parts. The numbers 1-4 are sequential for each row. Order it by price from greatest to least. Let's go to the Kitchen where the door to the pond is. The door is still locked, but look! Something's different. Examine the broken plates to get a Plate Fragment. Head to the 3 Pig's Room where the doll is. Insert the Fish Eye and cut a mouth with the Plate Fragment. Head to the Living Room where the two paintings are.īring this to the door on the 2F Corridor. The 3 piglets run, each hiding in different rooms. The rooms the piglets are hiding in will generally have music playing. The pigs are hiding in Marguerite's Room, the Kitchen, and the Wine Cellar. Since you have the axe, you'll be able to open up the creaky floorboards in the * Room. Walk around until you find the creaky spot. Move the empty bookshelf right next to the bookshelf (to the right of the room) with the ladder.Įxamine the shiny thing on the bookshelf. Welp, looks like the key's too high for you now. Note that golems are created by writing Emeth on it's forehead and to destroy Go to the Waiting Room to open the Data Room.įill the empty spot on the bookshelf with the Old Diary You'll need Siebl to get itįollow the Memos to progress to the next room.
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