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Don't
Go Alone
Walkthrough
There are three sections to this Walk Through.
The first section is for those of you who want to know a little more general information
on stuff youre going to find. There are no answers to specific puzzles here, so you
dont have to feel bad about reading this far. In fact, it might be a good idea even
if youre not stuck, just to get an idea of whats going on.
The second section talks about how to get by the kinds of tricks and traps that occur in
the house. Again, these are not locked to specific areas of the house, but do contain
information on types of puzzles. So if you want to know a little about teleports, but
dont want us to give you the real answer yet, look here. Or you just cant seem
to find a way down to the next level; check out the section on illusionary walls.
The third section gives it all away. Every puzzle is detailed and tied into the maps.
Everything you need to know is here, so nothing can stop you now...except maybe that darn
cockroach who just doesnt want to die!!!!
Section 1: General Stuff
Your Quest: You dont really know this when you start out, but the Master of Evil, a
long dead Lord known simply as The Ancient One, has brought forth many
denziens of the underworld to haunt the mansion, and has possessed your Grandfathers
soul. But, as powerful as he is, he has so far been unable to completely enslave Gramps,
nor bring himself wholly in this world. Therein lies your only hope. As you proceed
through the mansion you will receive aid from your Grandfather--in the form of cryptic
messages and clues. However, as you get
further into the mansion, the Ancient One will also awaken, and eventually
come forth to destroy you. It is up to you to search the mansion, find the way down to him
and destroy him, thus freeing your Grandfathers Soul and ridding the world of a great
evil.
Now some advice from Grandpa...
Examining Items: Its a good idea to look carefully a things you may pick up. To do
this, first have some member of your party cast Irradium, then equip the item by selecting
it from the items menu (under Weapon, Armor or Other as appropriate). You will get some
sort of information about the item.
Effective Fighting: Its a good idea to use all of your characters in the combats, as
their experience is determined by what they do. This becomes important in the later levels
when only specific characters are able to use some items.
Formulas: Make sure you pass your formula books around. This will ensure that all of you
characters know all of the available formulas, plus an added bonus: each character may
recognize different parts of the same formula, and by comparison you may find that you
have all of the pieces of a formula that no single character knows completely.
Tactical Retreats: He who fights and runs away...If things are looking bad, get out of
there. If you lose a combat you will lose an item; possibly even a formula book! If you
run, though, you have only a small chance of losing an item. Besides, if you lose really
bad, you will be teleported up a level in the house and have to go through it again. So
run when you have to.
Finding the Way: This one is pretty much up to you, but there are a few pointers. Search
everywhere; clues and useful item may be hidden anywhere and you may be sorry if you miss
them. Especially important are the golden keys, there is one on each level, starting on
the fourth. You will need five of them to make it into the Level 10 and the final level.
Without them you cant win, so find them. And good luck.
Section 2: Types of Puzzles
Teleports: To begin with, you should know that there are three types of teleports, each
requiring a different approach to conquer. Secondly, not all teleports are bad; in fact
some are necessary.
Illusionary Walls: The mainstay of the Haunted House is the secret passage, and you
cant have those without trick walls and doors.
Puzzles: Note that puzzles are rarely linear, allowing you to choose your own course
through the house. The first three levels stand alone and must simply be passed through;
but beginning on Level 4, the player must collect a gold key from each level in order to
reach the 10th and final level.
Section 3: Everything You Need to Know!!!!!!
Level 1: Intended to be an easy level which introduces you to some of the types of trick
and traps that youll encounter throughout the game.
Tricks and Traps:
1) Locked Door: You must find the key to pass through. The key is hidden behind and
illusionary wall. Two messages will help you find the wall: to the east you feel a
slight breeze and the east wall seems to waver. Note that items
(including keys) may also be won as a spoil of battle.
2) There are three separate paths through this level each with one way corridors:
The Southern route; You will encounter the message theres no going back
now! and find the passage behind you has been sealed
The Western route; Here the southern route meets the western route
The Eastern route; You will encounter the same message as the southern route
3) Three Teleports; follow the path and traversing all teleports:
First Teleport; This teleport moves you far enough that your
auto-map seems to be messed up.
Second Teleport; walk over it
Third Teleport; is behind the door, which will join you with the southern and
eastern routes.
4) A hidden treasure (TOPAZ). The four surrounding walls are illusionary. This treasure is
not necessary, but a nice find if you get it.
5) Illusionary Wall; If you came through the western route, or the southern route, you
will need to find this hidden wall to continue. The eastern route bypasses this.
6) Game of Corners:
First room in the Game of Corners; requires key to open. Contains a
key.
Next room; requires key and holds key.
Final room in the Game of Corners. Requires use of key, holds key.
Exit from Game of Corners; requires key.
7) Teleport; cannot be passed by walking over it, you must use the other teleport
to bypass it.
8) Teleport; will get player to square beyond 7) and allow him to get to the stairs.
9) Exit Level 1 with Stairs
Additional Clues:
Many of the puzzles later in the game require information (or items) gained on upper
levels to complete. Clues for these puzzles may consist of many things, including: parts
of formulas, instructions on when to use formulas, lists of necessary items, locations of
items, cryptic sayings, taunts form the Ancient One, words of wisdom form your
Grandfathers spirit, and a slow unfolding of the true plot, so that you understand
whats really going on in the end (if you get that far).
Level 2: traps include: tougher encounters, many one-way illusionary walls, and the first
special squares (darkness, fear including and concentration draining). There are no places
on this level where a special item is needed for access, and there are some important
treasures here.
Tricks and Traps:
1) A secret passage, you must find this to continue. There is no clue leading to this
other than the fact that special walls all have a red hatch on them (some regular walls do
too, of course).
2) Darkness squares; these pose no real threat, but do somewhat hide the correct
corridor that must be taken to the exit.
3) Fear Room; each square in this room induces fear. Not only that, but the entrance is
one way, and the exit consists only of illusionary walls (the entire east wall is
illusionary).
4) You will find concentration draining squares, preceded by a warning.
5) Illusionary wall, must be found to continue. This is a tough wall to find because the
only clue says you are going the wrong way when you pass it, and is easily
misinterpreted. Players who continue past the message do get a useful mirror.
6) Encounter room; lots of nasties here, and they keep coming back. There is a stair to
level 3 here (if you can get to it).
7) Corridor of one way rooms. An oddity more than a trap, but you must get used to the
idea that things are not always what they seem....
8) Time teleport; a ghost guards some treasures that require persistence to get. If you
defeat him and step into the next square, it teleports you back a square and the ghost is
usually there again. This only happens one time, so if you step forward again, you can get
two treasures.
9) Careful examination will reveal a piece of the Eratos Salve formula.
10) You should find Formula book #2.
11) Here are clues to the formulas; Hypno powder and Messonium.
12) A message This way looks safe leads you into a corridor filled with
encounters if you allow it
13) Take the Stairs down to Level 3
Level 3: is the level of illusionary walls. Most of the walls on this level can be
merely passed through, although all of the important areas are partially surrounded
by real walls. The monsters are tougher, and you start to find some of the better
weapons (like the flame-thrower) here.
Tricks and Traps:
1) Your first clue to what this level is like (and, indeed, the whole house) reads
things are not always as they seem. This is reinforced by the fact that you
cannot leave the small entry corridor until you find the illusionary wall.
2) Typical corridor on this level: they are designed to lead you into trouble and
away from the real treasures, of course, even if a you dont realize that you are
surrounded by illusions at first, eventually you will accidentally walk through a wall or
two and figure it out.
3) Locked door; There are several of these doors on this level, and all may be bypassed by
walking through the walls, but they serve to eat up extra keys you may have received in
combat.
4) Just to keep players on their toes, some of the walls are only illusionary in one
direction, including this section which forms a partial barrier around the exit stairs.
5) Treasury Room: easy to get into, but hard to get out of. Also, several gems are
scattered about. In addition there is a hidden room in the center which must be found to
continue.
6) Hidden treasure room; here lies the Catseye Gem, necessary to open the door
which leads to the exit stairway.
7) Locked door; can only be opened by obtaining the Catseye Gem from the hidden treasure
room. A message only the stone masters may pass clues you in
8) Take the stairs down to Level 4
Level 4: Starting here you will begin searching for gold keys which will be used on Level
9 to open the doors to Level 10. Of course, you may not know this until later, depending
on how thoroughly you search each level. Many other treasures exist on this level, so it
is well worth looking everywhere.
Tricks and Traps:
1) Illusionary wall; once again, the secret way into the level must be found, but this is
a short corridor, so thats pretty easy.
2) Random teleports; this entire intersection consists of teleports which randomly place
you about the level. These can be frustrating, or very helpful, for they can place you in
locations you might not have found otherwise.
3) Hidden room; difficult to get to because of the teleports, it holds some nice
treasures.
4) This corridor has six doors, all of which can be opened with a specific key.
Unfortunately, there is only one such key and it is gone when you use it. Messages outside
the doors tell you that two of the rooms have weapons, two have armor and two seemingly
have formulas; but one formula is actually further down
a corridor behind the door, and can be reached through a back entrance.
5) A locked door that is opened only by a mirror. A clue reflect on how to
enter here is outside the door.
6) Clue; You need all five gold keys to reach the Ancient One
Level 5: From this point on, were going to give more general information to you (we
wouldnt want to give it all away, now would we?) Level 5 is a two-part level: A key
in the first part must be found before the second section may be entered. This level also
adds healing squares to the list of special areas in use. The main challenge of this level
is to get your characters strong enough to survive in the next levels. Thus the healing
squares, and several new weapons, including the Colt revolver. In addition, there are two
items which are necessary for the
completion of the game. The first is the gold key, which is placed in a series of rooms
that are easy to get into, but difficult to get out of, due to their one way doors.
Another clue placed in the level; When open door becomes locked gate, search around
to seal your fate, clues you that this is a good place to look for something special
(the key). The second item needed is the pentagram, a seemingly unimportant item unless it
is examined using the formulas (irradium). If it is, the player learns the formula
Zeus Shield; a formula which will protect
against the Ancient Ones attacks on the tenth level. Lastly, another
message from the Ancient One (I am the Ancient One, master
of all evil) and your Grandfather (Seek the Spirit Weapons).
Note: The Spirit weapons are two extremely powerful weapon (Spirit Sword and Spirit Wand)
which are found on the 8th and 10th levels and are the only weapons that will have much of
a chance in the final battle.
Level 6: is actually a fairly complex and difficult level to explain; for along with the
standard encounters and requisite hidden key (this is the most difficult key to find, as
there are no real clues leading directly to it) there are three other areas of difficulty.
The first would be the long corridors, which cannot be passed through directly. Teleports
guard them and the only way around is to find the back door in one of the
rooms and take the passage around them. If this is accomplished, the player is rewarded
with several treasures which can greatly increase his power. In addition, beyond this
section is a miniature maze, which contains fear and concentration draining squares, but
at the ends of two of the paths are some real treasures, including another formula book.
The third area, is a real tricky one, and very important to complete. Should you find
yourself in these corridors there is
no apparent way out. The walls close behind him, and the only escape is by entering each
of the five rooms to find the four elements of the formula Auric Acid. The
formula allows players to pass through walls for a limited time. The clues are:
+W+ Ct+ F= +Au+ =the oil which
dissolves. To make matters more difficult, this is a very high level formula, an the
players probably will not have enough concentration to create it. Clever players will
remember that there is another formula--Vitallium, from book two--which allows a temporary
increase in maximum concentration for a short time. Therefore, the player must use
Vitallium to raise their concentration, and then use Auric Acid to escape. The reason this
is important to is due is that Auric Acid is absolutely necessary to
complete the tenth level, not to mention that its rather handy before then too.
Having completed this, you need to find the stairs. This is the first level which the
stairs are actually hidden, but another cryptic message Tween
creaking wood and billowing sail; lies a portal that cannot fail is the clue. You
see, (and this is sort of out there) there is an art gallery on this level, and in that
gallery are many pictures, but only three of them are of ships. What can this all mean...
you guessed it! Directly between the ships is an illusionary room and the stairs are in
the room. Your Grandfather says, Seek the dissolving oil as you near the
stairs.
Level 7: Are you still reading? Good, as Level 7 will go quickly. This is a level designed
for those who just want to see some ectoplasm creation melt into ethereal vapor.
Thats right, this is the fighting level. Right off the Ancient One warns
Fools, feel the power of my domain. Right, hes getting ticked and is
sending meanies out to get you. Lots of fear squares, as well as darkness areas and
concentration drainers exist as well as one small area (the light seems brighter here)
where you can get healed. The stairs are actually very near the entrance, but
that way is hidden by and illusionary wall, you will likely be searching for the keys
which will get you into the stair room by the door. Doors which need keys are frequent,
though you should have a supply of them from combat, so these should be easily passable.
If you can survive long enough on this level, it is well worth it. Following the path you
hear an electric hum, as the hum gets louder it leads to an electric whip and atomic
generator! There is a corpse that seems to disappear as you get near it and of course
hidden among the creatures is the gold
key. Even the stairway is cloaked in darkness.
Level 8 & 9: Level 8 is the big maze, and level 9 is tied to it. On level 8 there are
5 stairways to level 9. Three of these lead to enclosed areas on Level 9 which in turn
teleport you to another area where a key is hidden. One of these three keys must be
recovered to get to the fourth stairway. This leads to another enclosed area of Level 9
which contains the gold key for Level 9. At this point, you have to find the last stairway
(the gold key from Level 8 is right behind the stairs) and make one last trip to Level 9.
This will be into a long corridor which, surprisingly,
contains five doors that can only be opened by the gold keys. Clues described in terms of
the Sons of a Lord (the Ancient One?) tell about the multiple
stairs, and now Mr. Ancient is getting more aggressive. Should you open the
last door on Level 9 the Ancient One awakes. Also, on Level 8 you should have
found a clue Only with Zeus shield are you protected from the Ancient
One, and part of the formula Dragons Tooth, a powerful attack
spell. You should have also acquired formula books 1 through 5 (or 6 if youre
thorough) and be prepared for
the bad dudes on Level 10. Of course, both of these levels incorporate all of the kinds of
tricks and traps that have been on the upper levels as well.
Level 10: You made it here, huh? O.K. here goes. Well dispense with the descriptions
of the standard tricks, and concentrate on the new ones. First, there are three rooms
shaped like arrows. At the end of each of these is a clue, like this seesewwenesse
reads a note. One is a note, one is another note and one is
a final note. Another clue tells you to seek the three
thirteens. Each of those clues has thirteen compass directions on it, which
are needed to pass through the final maze. Next, there is a room of pillars. Off one of
the side corridors here are the clues To reach a place, where evil you face, it has
been told, use acid of gold. Right, Auric Acid (Auric..Gold, got it?), the formula
you should have gotten and learned to use earlier. Now you must find where to use it. Your
Grandfather calls, Remember the Acid, four times; once on each side of one of
the pillars in the room. Strangely, its the only red-hatched pillar in the place
also. If you use Auric Acid to pass into the pillar you are teleported into the center of
a maze in the very center of the level. Finding your way to end of the maze, you encounter
another teleport (Note: it is possible to Auric Acid directly into this teleport and avoid
the previous steps) which brings you into the final maze. This maze is made up of single
square rooms that have illusionary walls. Using the three thirteens you
must maneuver through the maze to the final conflict. If you get off the path, you will
find that you cannot get back on (without a little clever formula use) and will eventually
be teleported back into the central maze. Located off the correct path is one of the
spirit weapons, getting lost isnt necessarily bad either. At last you reach a
doorway, and stepping through the door you get Your soul shall be mine.. NOW!!
and the Ancient One appears. Hes tough, and unless you have
Zeuss Shield, a Spirit Weapon and use the formula Messonium to increase
your strength, he will defeat you (did I forget to mention the clue about Messonium...I
think I did. Level 9 has a clue Strength will be needed against the Ancient
One). If you defeat him you Grandfathers soul is freed and the house
destroyed. If not, you are teleported to Level 9 and have to try again, Thats all,
hope you liked it.
Formulas
Formula Concentration
Elements
Copper Halo
1 Cu-Bi-Te-N
Silver Mist
1 Ag-O-Cs
Ocularium
1 Zr-Xe-Tl-Na
Oxyacid
2 F-K-O
Irradium
1 W-O-C
Vallium Dust 3
I-Ga-I
Vitallium
2 Y-I-V
Atomite
5 Th-U-Ir-Cs
Mesonium
11 Rh-Eu-Ti
Analyticum
3 Rn-V-Cn
Hypno Powder 6
S-R-Cl-Ba
Ebbnium
8 Si-Ag-Nd-Au
Kill Flash
10 H-Tl-Na-I
Neomycin
12 Ra-N-Fe-Ar
Demons Breath 12
Ir-He-Ra
Ring of Fire
7 O-Fe-V-B
Arrowroot
7 V-O-H-Ag
Cloud Wall
7 Bi-He-H-O
Eratos Salve 20
Cu-Ba-C-He
Cloak of Darkness 12
C-Ar-Fe-Au
Dragons Tooth 16
Y-Th-Ct-U
Potion of Death 21
U-Ra-Th-Tl
Timebender
13 Ar-R-Rn-Zr
Auric Acid
18 Ct-W-Au-F
Shield of Zeus 12
Ti-U-Nd-Th
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