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 you’re going to find. There are no answers to specific puzzles here, so you don’t have to feel bad about reading this far. In fact, it might be a good idea even if you’re not stuck, just to get an idea of what’s 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 don’t want us to give you the real answer yet, look here. Or you just can’t 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 doesn’t want to die!!!!


Section 1: General Stuff

Your Quest: You don’t 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 Grandfather’s 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: It’s 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: It’s 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 can’t 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 can’t 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 you’ll 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 “there’s 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 what’s 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 Erato’s 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 don’t 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 that’s 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, we’re going to give more general information to you (we wouldn’t 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 One’s’ 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 it’s 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. That’s right, this is the fighting level. Right off the ‘Ancient One’ warns “Fools, feel the power of my domain”. Right, he’s 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 ‘Dragon’s Tooth’, a powerful attack spell. You should have also acquired formula books 1 through 5 (or 6 if you’re 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. We’ll 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 thirteen’s’. 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, it’s 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 thirteen’s’ 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 isn’t 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. He’s tough, and unless you have ‘Zeus’s 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 Grandfather’s soul is freed and the house destroyed. If not, you are teleported to Level 9 and have to try again, That’s 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
Demon’s 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
Erato’s Salve            20             Cu-Ba-C-He
Cloak of Darkness            12             C-Ar-Fe-Au
Dragon’s 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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