Amnesia The Dark Descent Puzzle Guide

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VIII. Cellar Archives

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First Section

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You are now in the Cellar Archives. As soon as you enter this room, quickly

run forward. You'll notice that suddenly the environment changes and water

fills up the room! This is not a good sign, but don't panic!

First, I'll describe the place so you'll have a general idea of what the

first section looks like. From where you begin, the hall goes straight

forward with some boxes around. There is also a room to the right which

is the first place that you should quickly go to because it has a lever

inside that opens a door at the very end. There are also books in this room

that you can throw in the water to distract the monster.

Anyway back outside, the hall continues going to the right, still with 

some boxes that you can jump on to be safe from the monster. Midway there

are shelves with books that you can grab and throw to distract the monster.

The hall then continues going to the left where there is a gate at the

very end which you can only open by pulling the lever in the room near the

start.

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First Section Solution:

After the hall has been filled with water, quickly run and go into the

room to your right and immediately jump on one of the boxes! The reason for

this is that there is an invisible water monster chasing us! Your only

safe place is anywhere out of the water!

Look around the room, at the far wall is a lever, and nearby are books on

the shelves. There's only a few books that you can actually grab. Turn off

your lantern and jump on the boxes to make your way to the lever. Before

we pull the lever, it's best to know where we can grab a book from so we

won't waste time. The gate that the lever opens is only open for a limited

time, this is why we need to do everything very quick and precise!

When you're ready, pull the lever and quickly grab your book. Jump on

the boxes and make your way to the box nearest to the door. The water

monster will be following. We need to get out of the room without being

killed. Throw the book to the faraway corner of the room and wait until

the monster is near the book, then quickly get out of the room, turn right,

jump on the boxes and make your way forward to the far away box!

Now the hall turns to the right. Continue jumping from box to box. There's

a bookshelf on the left wall but there's no book there. Jump to the box

near the right wall with another bookshelf. There are some books there 

that you can grab.

By now the water monster will be on your trail and you'll see water 

splashing from where you came from. Throw a book there as far as you can

to distract the monster. Once it's going after the book and it's not

near you anymore, quickly continue jumping forward.

The hall now turns to the left. Continue jumping and you'll see an elevated

platform that you can land and run on. At the end of this hall is the open

gate. Quickly go through the gate!!!

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Second Section

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As soon as you go through the gate from the first section, quickly turn

left and jump on the box! There's another water monster in this room! For

now you're safe and you can relax a bit to calm your nerves.

It's time to describe the room again. This is just one big room with a

gate to the left in the middle part of the wall. There aren't much boxes

you can jump on, and the central area is full of water.

To the left of the gate is a valve that you have to turn counter-clockwise

to open it. This is probably going to be the toughest part of this room.

On the boxes, you'll see some dismembered human limbs, and some torsos as

well. These things can be used as bait for the water monster. What happens

is when you throw these things, the water monster will chase them and 

then EAT them! When the water monster is eating them, that's your only 

chance to get in the water without being chased. 

The water monster spends around 10 seconds eating a limb or torso. You know

that he is already eating when you hear it munching on them.

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Second Section Solution 1:

(The Portable Floor Solution)

You're now on some boxes to the left from where you entered the second

section. Grab the bottle of oil nearby. You'll also notice three floating

smaller boxes. Our idea is to make a "portable" floor. 

First, carefully land on one of the floating boxes. Next, grab another

box and put it in front of you. We are building the portable floor towards

the gate at the left side of the second section! Don't worry about the

water monster yet, it can't hurt you if you're not in the water!

Don't forget to always grab the box that is behind you as we make our

portable floor towards the gate. If you need a clearer example of how

our plan works, please take the example below:

We have: Box1, Box2, Box3

1. Land on Box1.

2. Walk on Box2.

3. Grab Box1 and put it in front of Box3.

We now have: Box2, Box3, Box1

Just repeat that process until we reach the gate and its valve.

Once you have reached the gate and the valve, start turning the valve

counter-clockwise until the gate is fully open.

Before we proceed, we need to distract the monster because in the next

part, we don't need to be too careful. We just need to rush!

Near the gate is another box with some dismembered limbs and torso. Grab

one of them, and then throw them away as far back into the room as you can.

Wait for the monster to start eating it (listen to the sound it makes), 

then quickly run and proceed through the gate, open the door at the end,

then shut it behind you!

We're not done yet! We're in a small room. Quickly jump on the box to the

left and check the shelf for a Hollow Needle. Jump on the boxes and make

your way to the door in the front. Open your inventory and choose the

Hollow Needle and use it on the door.

The door is now finally unlocked, go through it to get to the Archive

Tunnels!

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Second Section Solution 2:

Unlike our Portable Floor solution, this one is a lot riskier and I really

don't recommend it, but it still somehow works so I included it here.

Again, from the starting place from where you entered the second section,

jump on the box to the left and grab the bottle of oil. You'll have some

limbs you can use to bait the water monster.

Look to the far left and you'll find the gate with the valve and some

boxes near the gate. Grab a limb and throw it to a far away corner of the

room. Wait for the water monster to eat it. Quickly run towards the boxes

near the gate and jump on them. The water monster will probably be done 

eating its meal.

This is the risky part. You only have around three limbs that you can use

as a bait, that means only three chances for you to open the gate in a way

that you can simply crouch, go through the gate, and then make a run for

it!

First, grab a limb and throw it far away. Wait for the monster to start

eating and then get into the water and quickly turn the valve counter

clockwise as fast as you can. If you hear the monster suddenly chasing, 

stop what you're doing and jump back on the box!

Next, throw another limb far away and simply repeat the procedure. By the

third limb you should have opened the gate high enough for you to be able

to crouch and enter. Quickly run to the door and shut it behind you!

We're not done yet! We're in a small room. Quickly jump on the box to the

left and check the shelf for a Hollow Needle. Jump on the boxes and make

your way to the door in the front. Open your inventory and choose the

Hollow Needle and use it on the door.

The door is now finally unlocked, go through it to get to the Archive

Tunnels!

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Archive Tunnels

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No time to stop! That water monster is still after us! Quickly run forward

and open the door, then shut it behind you! Continue running! Open the

door again and shut it behind you!

Turn left and run! There's a door midway to the left, go inside and shut it

down! Run and jump over the obstacles!

Go through the door, turn left and run! Jump over the obstacles again and

then go through another door! Don't forget to close it!

Turn left and continue running and you'll eventually reach the Back Hall

door. Go through it!

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IX. Back Hall

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Congratulations! You just got through one of the most nerve wracking 

gameplay moments in history ever! You are now in the Back Hall, safe from

the horrible water monster!

The Back Hall is a beautiful place that actually looks like a part of a

castle. An interesting fountain adorns the center of this place, featuring

a creature with a human baby's head spitting out water, having the body

of what seems like a centipede. Feminine legs are also part of the fountain

but it is missing its other half.

As you make your way up the stairs and to the center of the area, the door

to your left blows open. Don't worry about it yet. It just leads to the

Machine Room and the Elevator. The problem is, the Elevator is not working

and the Machine Room is inaccessible. We'll need a few parts to make the

Elevator work.

The area has four doors. While still facing the fountain, to our left is

the Elevator area. To the right is a door that leads down to the Storage.

Behind us is another level of the area, reachable by stairs. We have the

Guest Room and the Study.

Now from the fountain, look behind us. There's an area with chairs near the

stairs. Go there and you'll find a chest. Open it to get a bottle of oil

and two tinderboxes.

The first room that we'll visit is the Guest Room. Use the stairs on the

left to get up to the next level. The first door on our left is the Guest

Room.

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X. The Machine Room Key

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Guest Room

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What a mess! As soon as you enter, Daniel gets a flashback. It seems that

his journal went missing. There's a table in front of you with a note

so pick it up and read it.

The note just tells the story about Abdullah who survived what seemed like

a very horrible massacre. As they checked on Professor Herbert's camp, they

found nobody left.

Don't forget to check the table's drawers, there's a Laudanum inside. The

second shelf to the right of the table has a bottle of oil that you can

take. Don't bother with the nearby door, it's shut tight so we'll need

to find something to open it. There's another room so go inside.

It's a bedroom! Check the table and grab the tinderbox at the bottom

and the crowbar on top. There's also a note on the smaller table so 

read it.

In the note, it tells about how Professor Herbert was able to rescue

Daniel from being trapped for an hour. Daniel can't believe that he was

trapped for an hour because he knew that he was already suffocating within

minutes. It also tells that Professor Herbert got another orb, which leaves

Daniel wondering about the orb pieces that he has.

After reading, there's another tinderbox above the fireplace in the 

bedroom. Grab it.

Go back to main Guest Room and now we can attempt to open the door that

we couldn't before. Open your inventory and use the Crowbar. Put it on

the door and you'll see it get attached there. Grab the crowbar and move

your mouse around until the door breaks open.

Enter the room and Daniel thinks about a key. Take note of the open 

cabinet to your right! Now in front of you are drawers with a note on

top. As soon as you read the note, a monster breaks into the Guest

Room! Fortunately for you, there's a cabinet in your current room! Quickly

hide inside it and wait for the monster to leave. You'll know that he's

gone when you hear the door open and shut.

Now we have to find a key! Get out of the cabinet and look at the painting

in the room. Take the painting off the wall and a key in a bottle will be

revealed. Grab the bottle and throw it so it would break and release the

key. Take the key, it's the key to the Machine Room.

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XI. Elevator Parts Hunting

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Exit the Guest Room once you have the Machine Room Key. 

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Back Hall

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Yuck! There's a torso in front of the Guest Room! That monster must have

been eating it before it tried to hunt us. Anyway, let's move into the

next room to our left called the Study.

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Study

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Move forward and you'll see an open room to the right. Enter it. Look to

the left and you'll find a tinderbox on the shelf. Continue on and you'll

find a chest near the window. Open it for another tinderbox.

Get out of the room and move in to the room in front of you. There's a

note near the window on top of a table. Read it.

It's a note from a certain Agrippa, a teacher. He stole an orb and got

chased by a monster. He tried to get away and somehow, he was teleported

miles away from where he was. Whatever that was chasing him finally got

to him and took back the orb.

Get out of the room and continue on your way down the hall. You'll get to

an area where there are windows. The first window is weak, and it has

an oil bottle for you to take. Don't worry about the weak window for now.

Continue on and enter the room to your right.

It's a room where animals were killed! Turn to your right and go to the

table. A flashback occurs. In the flashback, you hear Alexander cutting

up animals.

Walk around the table at the center of the room, there's a note near the

decapitated dog's head and the candle. Read it. We find out that the 

experiment is being done so that Alexander could harvest something from

the brain of humans and animals. In order to produce this, the victims must

be under fear and pain.

Go to the next room. Turn right and check the note on the table. It's just

about Alexander's frustration of not being able to get what he needs 

because nobody else has tried what he's doing. Anyway, open the drawers

on the other table to get a tinderbox and a cute surprise.

Get out of the room and back into the hall. Continue on and you'll

find that the boulders are blocking your path. Now it's time to break

the weak window!

To break the weak window, just find something to throw at it, like a 

decapitated dog's head.

***ALTERNATE SOLUTION*****************************************************

Instead of throwing something to the window, just keep clicking on it and

it will break, just like the crack on the wall we dealt with earlier in 

the game.

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Don't forget to take the bottle of oil before you go through the window!

Carefully land on the perch. There's a tinderbox on it so grab it as well.

Jump from perch to perch until you reach another open window that you can

go through.

Inside the room, there's another weird canister that glows. Touch it to

read what it has.

The author feels disappointed at a person named Agrippa, the guy who

earlier stole an orb. The author speaks about having lived for centuries

and feeling disappointed because he has done so much for Agrippa, yet

it was not him who entered the gate.

Go into the next room and you'll find an oil barrel to replenish your

lantern's supply. On the table is a note and a rod. Grab the note. 

The note tells us about a certain setting to make the Elevator work. It's

8 up and 8 down. We should also look for the rods needed to make it work.

Fortunately, one is already on the table so take it. It's the Flow Cycle

Rod. It seems that we need two more rods.

Go into the next room and you'll find a chest on the left corner near

the painting. Open it for two tinderboxes.

Now it's time to exit the Study and back into the Back Hall. Get out 

of the room and then go through the window, then carefully jump back from

the first window you went through. Make your way down the hall and go 

through the Back Hall door.

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Back Hall

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As soon as you get out of the Study, turn right and go down the stairs.

Go to the fountain and you'll get another flashback. It's about Daniel 

being forced to use a parasol, who feels quite embarrassed about the

situation.

Turn right while facing the fountain and go through the door. We're headed

down to the Storage room.

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Storage

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Go down the stairs. As soon as you reach the open area, Daniel will write

something in his journal. It's about the Storage being too dark that it

is not natural. Feel free to light some torches.

From where Daniel started writing in the journal, you'll see a table

in front of you. There are areas you can visit. To the left is a door, 

in front of you (behind the table) is another hall, then there's also 

one more hall to the right.

Before we go anywhere, get the tinderbox on the table at the middle of 

this place.

Now let's go through the door to the left. Go to the right side of the

room and check the shelf, there's a tinderbox. Now go to the left side

of the room and in the middle shelf, you can find two tinderboxes. On

the shelf in the corner is a Drill Part. Suddenly you'll hear a monster

wandering outside! Don't worry yet.

Exit the room and go into the hall directly in front of us, not the one

to our left. Go down the stairs. As soon as you reach the ground, turn

right and move along. You'll find a door, enter it.

In the room, you'll find a table with a note on top and a tinderbox at

the bottom. Read the note. We learn that Agrippa, who is Alexander's 

teacher, has prepared an explosive. The chemicals needed are in two large

vats, which are actually outside of this room. He also states that you have

to be careful of handling them because they're unstable.

Don't forget to grab the tinderbox after reading and get out of the room.

Keep moving while hugging the right wall until you reach the next room with

a slightly open door.

Enter the room and check the shelf on the left. There's a tinderbox. The

shelf on the other side of the room has another tinderbox. In the corner

of the room is a chest, open it to get a bottle of oil, a tinderbox, and

Laudanum.

Exit the room and keep hugging the right side and you'll find another door.

Enter it and you'll find a tinderbox sitting on top of the box to your

right, and another tinderbox directly in front of you. Grab them both.

Behind the tinderbox that you just took and some boxes is another drill

part. Take it. Exit the room and keep hugging the right wall until you

reach another door.

Inside the room, the shelf on the right has two tinderboxes for you to 

take. The first tinderbox can be grabbed normally. The second tinderbox is

placed on top of the shelf! To get it, just jump on the nearby table and

then jump again while aiming at the tinderbox. The moment you see your

cursor become a hand, click it and you'll be able to take the tinderbox.

Now check the other shelf and you'll find another Drill Part, the final 

one that we need.

Open your inventory and then drag one Drill Part on top of another. This

will automatically assemble the completed part! Congratulations, you now

have a Hand Drill!

Exit the room and look at the giant vat to your right. It's the upright

vat that reads "Primary". Open your inventory and choose your Hand Drill.

Use the Hand Drill on the vat and it will start leaking! 

Next, open your inventory and choose the Chemistry Pot! Use it on the vat

and you'll fill it with the chemical. Take the Partially Filled Pot and

we'll get the next chemical from the other vat in the room.

While still facing the giant vat that we just got the chemical from, turn

around. Behind that vat is another upright vat that we can drill. It's 

called "Secondary". Drill it just like before, then use the pot to get

the chemical.

Congratulations, we now have the Explosive! Another growl will be heard

but it's nothing to be scared of. Now let's head up the stairs to where

we originally came from.

Upon reaching the top, let's head down the hall to our right, the last 

unvisited area of this place. As we enter the hall, we get a flashback of

a woman crying and just wants to be left alone. Continue down the hall.

You'll find a room to your right but you can't open it so just don't 

bother with it. Go down the stairs. Near the candle on the ground is a 

tinderbox.

Open your inventory and choose the Explosive. Use it on the boulders

blocking your way. You will automatically place it just below the rocks.

Grab a box or something else and go back up the stairs. Aim for the

Explosive and hit it with whatever you got. It will explode and the path

will be opened!

Continue on your path into the next area. You'll be in a room with a shelf

in front of you. There's a tinderbox there so take it. To your left near

the doorway to the next area is a bunch of barrels in a corner. Move the

barrels and you'll find a chest. Open the chest to get two tinderboxes and

a Laudanum.

Move on into the next area. You'll get another flashback and hear the girl

being harassed. Continue on and you'll be in a long room. There's a 

slightly open door to your right. Enter it.

The room is full of dead pigs, or whatever they were. To the right is a

shelf with a tinderbox. In the corner are barrels. Move the barrels and 

you'll find a bottle of oil. Exit the room.

As you exit the room, turn right and move on. Check the shelf on the right

for a tinderbox. Move forward. You'll see another room to your right. DO

NOT OPEN THIS ROOM!!! THERE IS A MONSTER IN HERE!!!

Continue moving forward. The hall in front of us leads to the Machine Parts

area. We don't need to go there yet, we still have some stuff to collect.

Move around the table instead of going into the Machine Parts hall and 

check the crates on the right side. Move them and you'll find a bottle of

oil. Look to the left where the long table is and you'll find another 

tinderbox.

Continue moving forward and check the right side, you'll find one more

tinderbox. Now we're ready to move on into the Machine Parts area!

Turn around and go to the Machine Parts hall. You'll get another flashback

of the girl, this time she's being cut and tortured. Continue on and you

will reach another area. Suddenly, the room will shake and there will be

fire in the middle. Nothing to worry about. There's a room to your right,

open the door and enter.

Move in and you'll find the last two Elevator Rods that we need on the

shelf, as well as a note. Read the note. It just talks about the first Rod

that we got from the study earlier. Take the last two Rods, the Trinity

Steam and the Four Phase Amplitude Rods. 

YIKES! Suddenly you'll hear a monster get mad. Anyway, continue on in the

room and turn right. Behind the box is a tinderbox for you.

It's time to make our way back to the Back Hall, but be careful, a monster

is after us! Just a reminder, the moment we see a monster, we have to 

quickly run back to the room where we got last two rods and hide!

First, exit the room where we got the last two Rods from. Turn OUT your

lantern! We don't want to be seen by whatever monster it is. Slowly make

your way forward from where the fire is and look in the hallway. Proceed

cautiously. On the part where the stairs are going down, you might see

a monster! At this point, quickly run back to the Machine Parts room and

hide for a while!

After a minute or two, slowly open the door to take a peek outside the 

Machine Parts room. If the coast is clear, then get out and proceed

slowly once more. You might see the monster again and it might chase you!

Run back to the Machine Parts room then and hide in the corner! It might

even break down the door!

Check again if it's gone, then get out of the room. It might show up

again so just keep running back to the Machine Room and hiding in the 

corner, even if your door has already been broken down.

After around two or three times encountering it, you might be safe for

a while. Head down the stairs coming from the Machine Parts hall and you'll

notice that the other door I warned you not to open because it has a 

monster is now open! Go inside.

The shelf has two tinderboxes. To get the other tinderbox that's on the

a higher level, grab a box and jump on it to reach the tinderbox. On the

other corner of the room is another tinderbox resting with some sacks.

Get out of the room, make sure you your lantern it out just in case. Our

new hiding room would be the next room to our left after we exit the 

one we are in. This is going to be the room with pigs hanging, so get that

room ready and remember where it is. 

Anyway, continue on our way back up. Head up the stairs, just be careful.

If you encounter the monster again, simply run to the pig room and hide

with the dead pigs.

Another potential area where you will meet the monster is the place where

you blew up the boulders. You might see the monster just near the stairs

going up. If that happens, hide with the pigs in the pig room!

After your encounter with the monster near the stairs and you know he's

gone, just make a run for it! From where you are going out, the hall to the

Back Hall is straight ahead behind the table! RUN!!!

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XII. Fixing The Elevator

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Back Hall

---------

Good job! You just got through another extremely scary situation! That

Storage area is one place where a lot of people either quit because of

fear or just stopped playing for a while. 

Look around you. The castle is really transforming into something more

sinister. The beautiful Back Hall is becoming another red organic matter

world. It's time to fix that Elevator and continue on in the game.

After exiting the Storage, just run straight and open the door on the 

other side. This leads to the Elevator and Machine Room. As you enter, 

you'll get a flashback. It's Daniel talking with Alexander about the

wonders of the elevator.

To the left is the Machine Room and in front is the still non-functional

Elevator. Let's head left. Use the Machine Room Key on the Machine Room's

door. Enter it.

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Machine Room

------------

To your left are stairs going down, and front is an open room. Move forward

and go inside the room first. As you enter, to your left is a table with

a note on it. Read it.

In the note, Daniel states that he snuck into Professor Herbert's office

and stole some references to the matter of the orb. He also learned that

the geologist he talked to previously just died.

In the corner of the room are some boxes. There's a tinderbox on top of

one box, while another tinderbox is hidden behind the pipes.

On the wall is a machine with levers. They have roman numerals written at

the top and bottom. Remember the clue that we got from one of the notes?

It says "8 up, 8 down". Let us solve the riddle of the Pressure machine.

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Pressure Machine Solution:

At the top, here are the roman numerals: III, III, V, I, II, IV

At the bottom, the roman numerals are:   I, V, VI, V, II, II

The clue states that we need to have "8 up, 8 down".

This is no problem, we simply find the numbers that add to 8 together

so that there would be an 8 total above and below.

The answer is:

For the Top Part, Raise These Levers: III, III, no, no, II, no

For the Bottom Part, Lower These Levers: no, no, VI, no, no, II

Good job! Now the flow is even and stable!

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After solving the Pressure Machine problem, get out of the room and let's

make our way downstairs. On the floor below, you'll find a room to the

left. Enter it.

On the right corner of the room is a chest. Open it to get two tinderboxes.

On the left side of the room is a table with a note. Read it. It just tells

about how Daniel was sent a letter by Alexander offering protection.

Anyway, on the wall at the center is another machine, and beside it is

a box with a note on top. Read the note. It's just another memo about where

the Rods were stored. Nothing important as we have all we need now.

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Flow Machine Solution:

Get in front of the Flow Machine. You'll see three different shapes above

where you can insert the rods. Insert the following rods under these

shapes:

Circle - Flow Cycle Rod

Triangle - Trinity Steam Rod

Square - Four Phase Amplitude Rod

The logic is easy. Cycle refers to the shape of circle. Trinity is formed

by three of something, and a triangle is formed by connecting three points.

Four Phase is the last and relates closely to the four points or sides that

a square has.

Good job, another puzzle solved!

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Now, before we exit, take the orange gear that sits on top of the box to 

the right of the Flow Machine. We're going to need this for another puzzle

on the floor below. Just carry the gear, go outside, then turn left, and

throw it downstairs. Grab the nearby gear resting on a pipe just outside

the Flow Machine room and throw it downstairs as well.

Go down the stairs and we'll solve the next puzzle to get this Elevator

running! Take the two gears you just threw and then throw them into the

next room.

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Power Room Solution:

As soon as you enter the room with the big machine, turn left. You'll see

a barrel and a box. Behind them is another orange gear hiding. Grab it and

put it in the middle of the room with the two other gears you got.

Now that we're done with that, look at the table with the candle. There's

a note there, read it. It just speaks about Daniel's increasing fear. The

people he talked to about the orb were all killed, and he knows that 

whatever it is, it wants him dead next. His only hope is Alexander.

Enter the next room. It has a lot of coal in there. Check the shelf on 

the right to get a tinderbox. In the corner of the room is a barrel of 

oil. Go ahead and replenish your supply.

On the ground, you'll find some balls of coal. Grab three balls of coal and

take it to the room with the large machine. Near the wall is a burner

with a lever. Open the hatch and put in the three balls of coal. It will

say that it is now full of coal. Close the hatch and pull the lever.

Next, on the other wall is a machine where it's missing the wheels. Well

you have the three orange wheels with you, so just grab the wheels and

put them close to where they'll fit and they'll be attached automatically.

To the left from where you put the wheels on the machine is a lever, pull

it. Good job! The Elevator is back in business!

***************************************************************************

Now make your way back up. The whole place will start to turn into red

organic matter! Just keep running and then get out of the Machine Room!

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Back Hall

---------

We're now back in the Back Hall. No point sticking around! Everything's

turning bad, so just head straight for the Elevator to our left! Enter it

and then pull the lever!

Unfortunately the elevator crashes. 

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XIII. Prison Exploration

************************

After getting up, move forward and you'll have another flashback. Alexander

tells you that this is the prison where he keeps the criminals in. Move

forward towards the door. It's blocked by debris. Move the rocks and the

wood away so that you can open the door.

Go through the door and move forward. Something loud and frightening will

happen so quickly run back to your starting room and hide in a corner for

a while. After a while, continue on and go back into the prison hall. 

You'll really be forced to light some torches or use your lantern here 

since it's extremely dark. Anyway, just move forward and then take a 

left. The sign above says "Area Cellas 1" Or "Cell Area 1".

You'll find three ways to go: right, straight up the stairs, or to the

left. Go left first. Move on and you'll find two doors. The one on the 

right is broken. Enter it.

Inside this room with the broken door, there's a hammer under a bed, take

it. Go back outside and enter the room in front of you. You'll find a 

bottle of oil in the corner. Now for the important part, remember this

room! This is going to be our hiding place if we encounter a monster all

of a sudden, so make the usual preparations for turning this room into

our hiding place.

Exit our designated hiding room and turn left. Move towards the door and

suddenly there will be a loud banging sound! Quickly hide in our room and

wait for a while. It may be nothing, it may be a monster, it's better to

be safe anyway.

Once you're ready, get out of our hiding place and go back to the place

where we can choose to either go up the stairs or into another hallway.

Don't go up yet, choose the other hallway, which we can access by turning

right a little and then we'll see that hallway.

Continue on this hallway, just remember where our hiding place is. At the

end of the hall is another blocked path, there's a tinderbox here so take

it. In the open room to the right is one more tinderbox for the taking.

Now get out of the room and head back into the hall. This time we are going

to go upstairs! Be ready for a monster encounter! First, head straight

back to where we came from, turn right, then we'll see the stairs going up.

To the left is the hall leading to our hiding room, remember that.

Move up the stairs, suddenly a monster walks into view!!! Quickly run to 

our hiding place and hide for a while in the dark. Once you think you're

safe, get out of our hiding place and go back to the stairs and move up.

Once you're up there, you have two choices, you can go forward, or you

can turn right and take that hall. For now let's move forward. The chair

in front of us has a bottle of oil we can take.

Move forward and we'll have a door to our front, and a door to our left.

To the right is another hallway. Take the door to our left and enter it.

A flashback occurs. It's about some guy asking a girl where somebody went.

It seems that Daniel's involved and they're looking for a little girl who

escaped.

Anyway, look at the ground and you'll find a Chipper. Go into your 

inventory and combine the Hammer and the Chipper! Now it's time to get 

out of this room. 

Move forward and use the Hammer and Chipper on the door to the left. Go

inside. There is an oil barrel inside that you can use to refill your

lantern.

Go back outside and turn left and continue on. The wind will suddenly

blow out all of the lights! No worries. You'll find another room to your

left. Go inside. You'll hear a monster growl so turn off your lantern.

In the corner of this room you'll find a bottle of oil and a tinderbox.

Wait for a while, there's a monster outside! Just hide in the dark 

corner for a while.

After a minute of hiding or so, go back outside and then turn left. 

There's a door here. Go inside. 

Another flashback occurs. It's about a little girl from the flashback 

earlier who doesn't want to escape without her mom. We also find out that 

there's a hole in the floor. Push the bed aside and you'll see the hole.

Use the Hammer and Chipper to make the hole bigger then drop down.

**************************************

XIV. Prison Northern Block Exploration

**************************************

---------------------

Prison Northern Block

---------------------

You're in a tunnel. Keep moving forward. You'll reach a fork in the 

tunnel. The left path is blocked, so choose the path to your right. You'll

find that the exit is blocked by rocks. Grab and throw the little rocks

away and push the bigger one outside. Get out and you'll be in the main

hallway.

You have two choices, go left or go right. Choose left for now. The sign

on the wall says it leads to the Storage. Keep moving. Go up the stairs

and move along. You'll find that ahead of you is blocked by rocks, and

to your left is very dark. Move forward and you'll hear a growl. Turn out

your lantern and hide near the rocks. It could be a monster, or maybe just

sound. Anyway when you're comfortable again, go into that dark hallway.

The sign above says "Cell Area 3". Move on. You'll reach another hall 

where you can go left or right. The sign on the wall points to the right

and says "Storage". Choose to go right into the storage. The hall will

turn left, and then you'll have two choices. Go straight or go right.

Choose to go right and a flashback occurs. You'll also notice that there's

an open door. Go inside that room quickly and turn out your lantern! A

monster will be bursting through the door in front of our room! Just 

hide in a corner and wait for the monster to do his own wandering.

After a minute or two, it should be safe again. In the room where you are

currently hiding, check the table. There's a tinderbox and a note. Grab

the tinderbox then read the note. 

The note just states how guilty Daniel feels because everybody he has

approached about the orb has died. Anyway, let's designate this room as

our hiding place for this part of the game. 

Get out of this room then enter the room in front of us.

***WARNING*****************************************************************

If the room in front of us still has its door intact, then the monster is

still there! In order to make the monster go away, just nudge at the door

to get its attention, then run back to our hiding place and hide. You'll

hear it destroy its door and then it'll wander around. 

***************************************************************************

Inside the room where the monster was, is a wreck. There's another room

inside so go in. There's a bottle of oil inside so take it. On the far

left corner of the little room is a tinderbox. It's hard to see because

it's fallen and near a cloth.

Anyway get out of that room where the monster was and turn right. Move

on and then turn right again and continue. You'll have two options, move

forward or turn right. To the right is just a door with a strong padlock.

We can't open it with anything so don't bother going right for now. Just

go forward and move on.

You'll have two ways to go again, forward or to the right. Choose to go to

the right and move forward. You'll find two doors to your left and to your

right. Enter the door to your right. A flashback occurs. It's just about

a guy who's now regretting what he's done in prison. Under the table is

a tinderbox.

Get out of the room and go inside the room in front of you. Yikes! There's

a dead guy slumped over! He's naked too! Anyway, go check the floor and

you'll find a bottle of oil. Grab the tinderbox under the dead guy too.

Get out of the room and turn left then move on straight into the room at

the end of the hall. There's a note on the ground, read it. It just talks

about Daniel's meeting with Alexander.

When you're done reading, face the hall and move forward again. You might

hear a monster growl but don't worry, there doesn't seem to be anything

around.

You'll have two choices again, turn left or turn right. Choose to go right.

Move along the hall and there's two ways you can go. Forward to the 

Storage or right to the Kitchen. Turn right and move on. You're back

to where there are boulders blocking the path to the left, and you can

only go right. Go right and move on.

Go down the stairs and you might encounter a monster! Turn back and then

go right to the Storage. Go back to the room where we hid in when there

was another monster in the other room and it broke through the door. Let's

wait here for a minute or two.

Get out of the room that we're hiding in. Now that the Kitchen monster is

gone, we can find something that we need. From our hiding place, turn 

right and move forward.

We have two options, turn left or right. Turn right and head down the 

stairs. You'll find a room. Enter it.

Inside this room, to your left you'll find a chest. Open it and get one

bottle of oil and two tinderboxes. The shelf on the right also has two

tinderboxes for you. In the middle shelf is big Glass Jar. Take the

Glass Jar.

Get out of the room and go up the stairs. Careful, there might be a 

monster. If there's a monster, just go back down and hide in the room 

until it's gone.

When you reach the top of the stairs, turn left and move on. Turn left

again. Follow the hall and then choose to turn left. You're back to the

area with rocks on the left.

Turn right and continue forward. Continue down the stairs and move on.

We're now back to the starting area where there is a hole we crawled out

from. Move forward.

We have two choices, forward or turn right. To the right, we still can't

open the gate and the door won't budge, so don't bother. Move forward 

and we're going to the Kitchen. Move up the stairs and open the door.

We're now inside the kitchen. Look at the table on the right and there's

a note. Read it.

The note speaks about Daniel being advised by Alexander on what really is

going on with the orb and the shadow. Alexander tells him that the shadow

is very slow as it hunts Daniel down, but it kills everything and anyone

who's been in contact with him. Daniel suggests about throwing it away,

but Alexander tells him that he would still be part of the orb and the

shadow will still hunt him.

After reading the note, check the fireplace to the left of the room, you

can take the bottle of oil there. As you approach the center of the room,

you will hear a loud growl! A monster is coming! 

Quickly run to where the boiling green thing is at the far end of the room

and turn left. There are pigs hanging from chains again! Quickly crouch

and hide in the corner where the pigs are hanging. The monster eventually

breaks down the door to the kitchen. Just let around a minute or two pass

by as soon as the monster is inside.

Once the monster is gone, you can leave your corner and go to the boiling

green stuff in the drum. Open your inventory and choose the Glass Jar. 

Use the Glass Jar on the boiling green stuff in the drum. Now, you have

a Glass Jar of Acid! We'll be able to weaken the locks and finally leave

this place!

Before leaving the kitchen, check the shelf near the boiling green stuff.

There's a Laudanum here. Make your way back and check the other shelf

in the middle of the room that you haven't seen yet. There are two

tinderboxes here.

Get out of the kitchen and move down the stairs. Move forward. Now we

have two choices, forward or turn left. Move forward. Turn right and

move up the stairs.

Turn right and continue on. We're back to where the rocks are blocking

the way. Turn left and continue. Turn right and continue to the 

storage.

We now have two choices again, forward or right. Continue forward. As

we move along, we meet two choices again, forward or right. Turn right

and continue up to the end of the hall where there is a gate. Pick up 

the tinderbox on the ground near the gate.

Open your inventory and use the Glass Jar of Acid on the gate. After the

locks are weakened, use the Hammer and Chipper on the gate. As soon as the

lock breaks, a monster will spot you! Quickly open the gate, close it, 

then enter the door to the Cistern!

***********************

XV. Cistern Exploration

***********************

Good job on getting out of the Prison! That's another area where a lot of

people have given up on due to fear, but since you got out of it, you can

feel quite accomplished!

As soon as you enter the Cistern, you'll have a flashback of Daniel talking

to Alexander about how the sewers are being used as a means of transport.

Alexander also talks about how there are sometimes poisonous fungi at

times, but there's also a vaccine. 

When the flashback is over, it's time to explore the place. In front of us

is a structure supporting a bridge above us. There are two more bridges

hanging in the air. Move forward and when you're near the center, look

to the right. There's a pipe spewing out oil. It's an "Oil Drainage".

Open your inventory and use the Glass Jar on it. It will be placed on 

the ground and you can pick it up and have a Glass Jar of Oil

Continue into the hall where the "Oil Drainage" pipe is and go down the

stairs. Walk into the water and you'll find out that you can't continue.

You have to drain the water somehow.

Go back into the main Cistern room. Move around the structure at the 

center and you'll find a lever and a ladder. Pull the lever. It will need

to be greased first since it's stuck. Open your inventory and use the 

Glass Jar of Oil on it. After it's been oiled up, pull the lever again.

The pipe is blocking the ladder from fully going down.

Now we will make the ladder destroy the pipe! Instead of pulling down on

the lever, pull up. This will make the ladder go higher. When it's high

up there, pull down on the lever. It's working! The pipe is bending! Try

it one more time! Good job, now the ladder is working!

Click on the ladder to get on it and move up to climb. Once you're at 

the top, move forward. Don't go through the door yet. To the door's left

and right are two levers. Pull them both. The one on the right will bring

the bridge down, while the one on the left is not working.

Anyway, we won't be going into the Control Room yet. Turn around and move

forward. We're gonna cross the bridge on the left. Enter the door to the

Cistern.

-------

Cistern

-------

Oh no, there's a lot of water! We can almost expect a water monster around

here somewhere. Fortunately there's a lot of platforms for us to walk on

so this should be no problem. 

From where we are, move forward to cross the bridge and just continue

moving on this platform. You'll get another flashback of Daniel talking

to Alexander about the water and its other uses. 

Look to your right and you'll notice some red stuff floating in the water.

It leads to the stairs to the other platform. Quickly jump into the water 

and then climb the stairs to the right. This leads to three boxes. A

tinderbox is on top of a box so grab it. 

Turn around and then climb the other stairs up where the red stuff

leads. Continue moving on this platform and you'll need to jump from

one broken part of the platform to another. One of the easiest ways to

do this is to hold the Run key, move forward, then jump. You'll jump

while running and you'll almost always land perfectly on top of the other

platform.

There's a bridge to your left but we don't need to cross it yet. Move

forward until you reach the far wall and jump on the broken parts of

the platform again to reach the valve in the corner.

Yikes! There is a water monster below us! Don't worry about it for now.

Jump again and you'll finally reach the valve. Before you turn the valve,

read the note first. It's just Daniel talking about how great Alexander

was because he's really smart and he knows what he's doing.

After reading the note, turn the valve. This will redirect the sewer

water. Suddenly a strong wind blows, taking out all of the lights! Make

your way back to where the bridge is by jumping from platform to platform.

Be careful not to fall into the water because there's a water monster

waiting for us!

When you reach the bridge, cross it. You'll find a chest on the platform

so open it to get a bottle of oil and a tinderbox. Head back and cross

the bridge again. Turn right and then jump from platform to platform. You

will be back to where there are stairs to your left going down. 

In front of you is a large area of water. Beyond are stairs going up.

From the platform, run and jump forward, and continue running until you 

are able to climb the stairs! You will get hurt a bit, but at least the

water monster won't get you.

Continue moving along the platform and cross the bridge. After crossing

it, to the left you'll find a raised bridge. Go near it and check it out.

It says it's attached to a rusty chain! Simple solution, we have to hit

the chain with something hard! Find a rock nearby and throw it at the

rusty chain holding the bridge up. The rock is actually just where the

bridge is. There are some more rocks on the platform if you miss.

When the bridge is in position, cross it. Continue moving on the platform.

Jump from platform to platform again. You'll reach an area full of rocks.

No problem. Just carefully step on the rocks to reach the other platform.

After walking on the rocks, you're not on the platform again. This time, 

there's a wooden plank that you can cross to the next platform, so cross

it.

On this platform, there's a note on top of a box to the right. Read it.

It's Daniel again talking about how one of Alexander's rituals went

wrong. Those red organic matter appeared and Alexander had to cancel what

they were doing.

Anyway, turn the valve and be done with it. Cross the wooden plank, 

navigate your way through the rocks, then jump from platform to platform.

Move on and cross the bridge. Move forward and make it to the edge. If you

check to the left behind the wall, there's another platform that we can

get to. We can't reach its stairs without having to go into the water 

though. Since there is a water monster hunting us, grab a rock and throw

it as far away as possible in the opposite direction. When the monster is

distracted, jump into the water and run to the left area where the stairs

are.

Now that you're on this platform, be careful of the steam blowing through

the pipes as they'll hurt you! Wait for the steam to stop, then move

forward. Do this one by one for each pipe blowing steam just to be safe.

After passing through those three steam blowing pipes, you'll find a valve

to turn them off. Turn it to remove the steam blowing danger.

Continue moving along the platform. Cross the bridge and continue on. There

is a note on the box, read it. It's just about Daniel wondering about

what else the orb could do aside from stopping the shadow. 

After reading it, look at the wall to the right of the box. There's the

last valve you need to turn so do it. Another strong gust of wind blows

out all of the lights! Anyway we have no business here anymore so it's

time to head back out. Cross the bridge and just move along the platform.

There are no more steam pipes to worry about so just move forward.

Go down the stairs. Wow, the stairs in front of us to the exit is far! 

Well, we have no other choice! Just quickly jump into the water and run

as fast as you can until you reach the stairs!

Whew, problem solved! Now just follow the platform back to the main

Cistern!

Once you're out, cross the bridge and you'll be back on the platform. We

are now going to go inside the Control Room, so turn right, head straight

and go through the door to the Control Room.

*************************

XVI. Cistern Control Room

*************************

------------

Control Room

------------

As soon as you move forward, you'll have another flashback. It's just about

Daniel asking Professor Herbert how they found the site and why the guy

who had the map wasn't with them. Professor Herbert seemingly didn't want

to scare Daniel and told him that plans just didn't go well.

Anyway move forward and you'll find one door to your left, one door to 

your right, and a door at the front with a valve to its right. First 

thing's first. The door can only be opened when you turn the valve, but

it closes on its own after a while. So that we don't waste our time, just

get two nearby boxes. Open the door so that it will be raised as high as

possible, then stack two boxes on top of each other directly under the

door. This will stop the door from going down and closing. All you have 

to do is crouch to go in, but before we go through that door, let's visit

the other rooms nearby.

Let's go to the room to our right. It's a room with a control panel with

valves and chains with weights attached to them. There's also a pipe on

the ground. Move forward and go to the corner with the boxes. There's a 

tinderbox there.

Grab the pipe on the floor and exit the room. Just drop the pipe in the 

main room, we'll need it later on. From the room where we just came from,

enter the room directly in front of us. 

We're now in a similar room to the last, except that the weights and

chains have not been positioned just like in the last room, and the control

panel with valves can be adjusted. To the left of the room is a lit candle

with a tinderbox. 

***************************************************************************

Chain and Weights Solution:

On the control panel are three valves representing the three chains and

weights. Our objective is to make the chains and weights be raised in the

same way just like in the other room.

From left to right, we'll start adjusting the valves.

Important thing to take note of is that the valves have orange handles

located on its top, bottom, right, and left sections. We turn the valves

by always grabbing the Top orange part. 

The solution here relies on listening to a clicking sound, which signals

that we have turned the valve and it's already in the right position. We

will be doing Valves 1, 3, and then 2 respectively.

Valve 1:

Grab the Top orange part and turn it three times so that the Top part 

ends up on the Left part.

Valve 3:

Grab the Top orange part and turn it two times so that the Top part

ends up on the Bottom part.

Valve 2:

Grab the Top orange part and turn it around three times. Since we already

got Valve 1 and Valve 3 at the right position, Valve 2 will just snap

into place automatically when we turn it.

Congratulations! We just got through one of the least appreciated puzzles

in the game!

***************************************************************************

Now that we're done with this Chain and Weights puzzle, from the control

panel, turn around. There is another pipe that we can grab from the ground.

Take it and exit the room.

We now have two pipes. Grab one of them and then put them in the room 

accessed by a door with a valve. Since we already put boxes under the

door, all we have to worry about is grabbing the pipes and transporting 

them to the other side.

Now that we're on the other side, notice how the room is very messy! 

Lots of rocks and stuff. There are three rooms that we can visit, one to

the left, one to the right, and another one directly in front of us.

Let's get rid of the two pipes we're carrying around first. We can use 

these two pipes in the room directly in front of us, so take them there

and enter the room.

On the right wall are pipes already attached, while on the left wall are

holes where you can attach pipes. Take your two pipes there and attach 

them. When you're done exit the room. 

We still have two rooms to visit. From the room we just exited, let's

go in the room to our left.

Wow it's a big machine room! Go down the stairs and turn right, look

behind the stairs and you'll find a bottle of oil. The control panel

can't be adjusted so leave it be. To the left of the room is a table

with a tinderbox and a note. Read the note.

It's just about some guy who thinks his machine is not efficiently made

because it's too huge. Anyway, grab the pipe on the ground, we're going

back to the pipe room where we can attach the pipe. Exit the room you are

in now. To the right is the pipe room, so go there and attach the pipe.

We're now done with the pipes, even if there's still one more place for

a pipe to be put. No need to worry. Exit the pipe room and now we'll go

into the last room we haven't visited yet. Upon exiting the pipe room, it's

on our right side. Go there and enter the room.

It's another big machine room! As soon as you go in, Alexander speaks to

you, seemingly by telepathy, asking what you're doing. Don't mind him.

Proceed down the stairs.

To your right is a table with an important tool, while to your left is

the control panel for the giant machine. Check the table first and grab

the Wooden Crank.

Now, let's check the control panel, we're gonna solve this machine puzzle!

***************************************************************************

Big Machine Solution:

Look at the control panel. There are four levers that we can pull down.

First Lever: Pull Down

Fourth Lever: Pull Down

After pulling these two down, the giant thing in the middle of the room

will be fully inserted to whatever it is.

***************************************************************************

Now we can exit the Control Room! Just get out of the room where we just

solved the Big Machine puzzle, turn right, head forward, crouch to get

through the door, then continue forward to reach the door to the main 

Cistern.

-------

Cistern

-------

As soon as you exit the Control room, look to your right and pull the

lever. The other bridge on the right side will finally start to lower

down. Unfortunately it will get stuck midway! Something's jamming it.

***************************************************************************

Jammed Bridge Solution 1:

Since something is jamming the bridge, we'll need to hit it with something

hard to unjam it. Go to the end of the platform and climb down the stairs.

Find a rock or something on the ground, and throw it up back to the higher

platform. Climb the ladder and find the rock that you just threw. Now grab

the rock and aim for the circular thing where the chains are attached on

the bridge. This should cause it to unjam and the bridge will finally be

lowered.

***************************************************************************

***************************************************************************

Jammed Bridge Solution 2:

This solution will get you really hurt and is NOT recommended. Still, if

you're the pretty adventurous type, go ahead and try this solution. Just

be warned that you'll get really hurt!

Notice that the bridge on the left is fully working, while the one on the

right is jammed? Pull the lever of the working bridge up, then run to the

still lowered bridge on the left. You'll have a few seconds to make it 

there.

As you get on the bridge, it will start going up! Wait for it to stop and

you'll notice that you're on a higher place than the jammed bridge! Now

run and jump onto the jammed bridge! Your weight will cause the bridge to

unjam, at the expense of your health!

***************************************************************************

Now that the bridge is unjammed, it's time to cross it and go through the

door and into the Morgue!

****************************

XVII. Morgue and The Vaccine

****************************

You're probably thinking about how creepy the Morgue is already, and

rightfully so! Anyway, as soon as you enter the Morgue area, you'll have

another flashback. It's about Alexander who tells Daniel that the shadow

has stopped for a little while, and they're on their way to the Morgue.

Daniel asks if there are more dead people there, and Alexander compliments

Daniel that he did well.

Anyway, move forward from where you are. You'll have two choices, forward

or turn right. Choose to go forward and continue on. You'll reach an open

room full of skeletons. A flashback occurs. It's just somebody panicking

after discovering lots of dead people.

There's a shelf on the left with important stuff, but don't worry about

it for now. Move forward in the room and go around the fallen shelf. You

will have another flashback. Somebody's trapped in the room, wishing that

he'd die in his sleep. 

After the flashback, go look under the fallen shelf. Just hop on top of 

the fallen shelf and you'll see a tinderbox. Grab it. Now go to the still

standing shelf and get the Laudanum and the Copper Tube.

Get out of the room and move forward. Now we're back near the start. This

time, choose to go left.

Yikes! There's a dead body on the table! Anyway, no need to panic yet. Go

near the table with the dead body and you'll have another flashback. It's

just Alexander noticing wondering if Daniel has changed his mind.

Touch the dead guy. You'll find out that he's still warm and he's just

stiff from rigor mortis. Go check the shelf in the corner of the room for

a tinderbox. There's also a note on the other shelf, so read it.

It's just about a plague that spread among the people when the sewers was

opened due to some fungi. It also speaks about a vaccine being developed.

After reading, go check the table with the candle, there's a note there.

Read it.

The note just states that the vaccine was a success, and there's no more

worry about passing the sewers. After you're done reading, check the 

drawers of the table. You'll find a tinderbox and a Laudanum. There is

also one of those "memory canisters" that we've been seeing all throughout

the castle. Touch it.

The memory canister, which belongs to Alexander (how he made those we have

no idea), talks about how he saw evil in Daniel. Daniel is also tainted

by the shadow, so he wouldn't be able to pass through whatever gate he

was talking about. He also mentions that he might have to do to Daniel what

Agrippa did to him, which is cruel.

After reading that, open the door to the right of the table with the

memory canister. It's a room full of dead people in the middle of low

water. Let us assign this room as our hiding room, because later on, we'll

need to hide here! Prepare this already. The corners of this room are 

dark enough to hide well, so you wouldn't have to worry if the time comes.

Exit the room full of dead people in the water. To our right is the last

unopened door. Open it and enter the room.

This room is the actual morgue where the dead bodies are being kept or

incinerated. Nothing is in here, and it's a horrible hiding place because

of the bright light at the center of the room. Exit this room and go

back to where the dead body is on the table. We are now going to get

the vaccine from the dead guy!

**************************************************************************

Getting The Vaccine Solution:

Stand in front of the dead body on the table. Open your inventory and

choose the Hand Drill. Use it on the dead guy and you will drill a hole 

in his head! Next, choose the Copper Tube from your inventory and use

it on the guy. You just stuck the tube into the hole in his head! Finally,

choose the Hollow Needle from your inventory and use it on him. Oh my

lord, now you need to inject yourself with his blood. How? Touch him and

you'll ram yourself into the needle, giving you his blood! 

Congratulations, you have now been vaccinated! But don't celebrate yet!!!

There's an incoming monster!!!

***************************************************************************

As soon as you're done being vaccinated, go near the exit door, but do NOT

open it! A monster will suddenly start breaking it down!

Quickly run into our designated hiding place, the room with lots of dead 

people in the water! Hide in the corner before the monster breaks down the 

door!!! Wait a minute or two until the monster is gone.

When everything is back to normal, exit your hiding place, turn left, 

exit the room, continue moving through the hall, turn left and go back

into the Cistern.

-------

Cistern

-------

Move forward and cross the bridge. When you're on the platform, turn

right and climb down the stairs. Turn left and head to the hall where

it was once filled with water. Go down the stairs and let's enter the

Sewer.

************************

XVIII. Sewer Exploration

************************

-----

Sewer

-----

Move forward and open the door. Climb down the stairs. Move forward and

you'll hear a monster growl! Climb back up the stairs before it sees you.

Wait a minute or two and it should be gone.

Climb down again when you think it's gone and move forward. When you reach

the open room, there's a giant motor thing spinning in front of us, and

we can go left or right. Behind the giant motor is another area that we

have to access.

First, let's turn right and grab some supplies. Walk down the path to the

right. You can go forward or right. Just keep moving forward, to the right

has nothing.

As you are following the path, you'll see a pipe to your right. Look inside

and you'll find a tinderbox.

Continue following the path and you can turn left or straight. There is

nothing on the left, so head straight. There's a pipe about to be broken

here. Grab the pipe and move your mouse around until it finally breaks and

falls into the water. Grab the Pipe and it'll be in your inventory.

Now it's time to go back into the open room. Go back the way you came from,

it's not too far. If you still need directions, from where you got the

pipe, just turn around and follow the path, never taking left or right, 

just keep going straight.

When you're back into the open room, it's time to go into the other path,

which is in front of us. As we reach the center, another flashback occurs

of a man who doesn't want to be taken away.

Keep moving forward into the new area. You'll have three choices, forward,

left, or right. Choose to go right and move on. There will be two rooms

to your left and right. The room on the left has lots of rocks, while

the room in the right has a broken ladder. Let's designate the room on

the left with rocks as our hiding place just in case.

Anyway continue moving forward. Straight ahead is a blocked path, while

to the left is the room that controls the motor spinning. Go into the

room to your left.

Inside the room is an oil barrel, so be sure to fill up your lantern. To

the right are two control panels with one lever each. We are going to 

make the motor spin slowly so that we can jam it with the broken pipe.

***************************************************************************

Spinning Motor Solution:

There are two control panels with a lever. Below each lever is a drawing

of a gear, from small, medium, to large. The solution here is based on

how loud the machine is spinning. The louder the sound is, the faster the

motor spins. We need the sound to become the lowest so that the motor will

spin slowly.

Stand on the control panel to the left which has the roman numeral I. Set

the lever to the smallest gear.

Stand on the control panel to the right which has the roman numeral II. Set

the lever to the largest gear. 

You'll notice that now, the sound is a lot quieter! Congratulations! 

***************************************************************************

Exit the room and move forward.

YIKES! A monster will growl even before you could reach the bottom of the

stairs! Run back into the motor control room and hide behind the pipes

at the far back of the room. Wait for a minute or two until it's gone!

Go back out and move forward. Turn right and continue forward. Turn left

and move forward until you get back to the room with the spinning motor.

When in the place with the spinning motor, go near it, but DO NOT touch it

or you'll get hurt! Open your inventory and choose the Pipe. Use it on the

spinning motor and it'll get jammed!

Crouch and move forward under the motor and into the new room. There's 

nothing of interest here, so continue moving forward.

Be on ALERT! In front of us is a blocked path, and to our right are stairs

going up into another room! Quickly run up the stairs and go into the room

and hide! A monster will break the blocked path and hunt us! Just run 

forward inside the room and hide at the far end where the rocks are. 

Is it a flashback or telepathy? Somebody talks to you and tells you to 

quickly turn around because the shadow is chasing you. Anyway just 

continue hiding near the rocks. Wait a minute or two until the monster is 

gone.

When it's pretty safe again, turn around and move out of the place with

rocks. Notice that the entire room is full of red organic matter. In 

the room are chopped up parts of a monster! 

Near the entrance to the tiny area with rocks where you hid, to the right

is a Laudanum, take it.

Now we have to escape from the sewers!

**************************

XIX. Escape From The Sewer

**************************

When you're ready, exit the room we just hid in. Crouch and move down

the stairs. YIKES! The monster might just start breaking in through the

blocked path if it somehow didn't happen earlier! Quickly run back into

the room and hide in the corner at the far end with the rocks. The monster

will break down the door to your room and search, if you're hiding near

the rocks, you should be fine. Wait a minute or two.

When the coast is clear get out of the room and go down the stairs. Crouch

while in the water and we have two choices, turn left or right. Turn left

and move forward. The path has been broken, so just continue on while

still crouched.

Continue moving along the path and you'll find a room with where you can

go left or straight. Before we continue on, I'll describe the entire room

so you have an idea of what we're dealing with.

The room is square shaped. Right now, we are coming from the corner where

we can go left or straight. If we take the left path, when we reach the 

end, a monster is guarding at the middle when we turn right. This is bad.

If we head straight, we will eventually turn left, then move forward, then

turn left (we just moved around the square), and the monster is still 

there.

In front of the monster is the escape path that we have to take. In other

words, we'll need to distract the monster with something so that he'll 

go somewhere else.

From where we currently are, we have a choice of going left or straight.

Choose to go left while still crouching. Pay attention to the wall to

our right. We need to find a rock.

Midway our path we'll see a big rock, and there are smaller rocks above

it. Grab one rock, be careful not to drop it! After you have a rock make 

your way back to the corner from where we came from.

Take the other path where we have to go straight from our corner entrance.

Before we continue on this path to go around the square room, THROW the

rock to the path on the left side! This will distract the monster and

call it there! At this point, make a run for it and go through the path

that the monster was guarding!

Head up the stairs and follow the path, open the door and shut it behind

you then continue running! Open another door and shut it, then finally 

climb the ladder to the top!

********************

XX. Nave Exploration

********************

Nice job! That ugly monster was horrible! Anyway we're now in what is 

called the Nave. We just exited through a well. Look around the well and

find the rope. Near the rope is a tinderbox, grab it.

In front of the rope is a slightly open door. Go inside and you'll find

that rocks are blocking the way. There's a tinderbox near the rocks so 

take it as well. Exit the room.

Stick to the right and move forward. There's a door with red markings

near it. We're not going in there yet. Skip it and move to the next door.

Go inside and move forward. You'll find a room with two levers. To

the left is a tinderbox so grab it. There's also an oil barrel so go ahead

and refill your supply. To the right is a table with a note. Read the

note.

The note is part of Daniel's diary. Daniel speaks about how people had

to die just to save himself. It was the only way with Alexander's ritual.

Don't bother with the two levers yet, they can't be operated just yet.

Exit the room. Turn left and we'll go through the door that we skipped

earlier.

Enter and move forward. Open the door and you'll find that you're in a

place with a very long stairway spiraling down. Make your way to the bottom

of this place.

At the bottom, there's a door to our right, and an area to the left with

lots of barrels and boxes. Go to the left. Just below the first torch on

the wall is a tinderbox. Continue along this area and near the end, one

of the boxes will have two tinderboxes on top. When you're done grabbing

the supplies, go back and go near the door.

A flashback occurs. It's about Agrippa wondering if Alexander's method will

leave him paralyzed. Alexander just tells him that his life will be safe,

Agrippa couldn't do anything.

Go through the door. To the right is the Laboratory. We can't go in it

right now since it's boarded up, but remember this place because we'll

need to go there later.

Turn left and continue forward. Open the door and go down the stairs.

Don't be scared of the monster chained up near the wall. Go near it but

not too near because there are spikes that can hurt you.

As you get near the chained up monster, it will ask you to help it by

pulling the switch nearby. While still looking at the monster, look to

your right and pull the switch.

The monster will thank you, for pulling the switch. I have no idea what the

switch did though. The monster will introduce himself as Agrippa! Hey, 

he's the master of Alexander! Anyway, he'll learn that you're Daniel and

he tells you not to worry about Alexander because he doesn't have an orb.

After you seemingly tell him (maybe via telepathy?) that Alexander has one,

he starts to worry. Agrippa tells you that Alexander took his orb a long

time ago but broke it by accident. He informs you that you will need the

six broken pieces of the orb if you wish to stop Alexander. The pieces of

orbs are the torture are and the Choir.

Agrippa continues to ask you a favor that if you find anything about a 

Mr. Weyer, bring it to him because the information might include something

about a tonic that will help you take him to fight Alexander.

Agrippa will continue to be a talkative guy while you're in the area. If

you listen to him long enough, we find out that Johann Weyer is another

of Agrippa's students. Weyer was able to find a way to use the orb to

take him "beyond the stars", probably to another dimension or reality.

Agrippa was too scared to join Weyer before, but he's regretting it now.

Agrippa also tells us that Alexander also wants to go to wherever it is

that Weyer went. This is the reason why Agrippa's being kept hostage by

Alexander all these years. Alexander's hoping that Weyer will show up

to take Agrippa, and he wants Weyer to take him as well and not be left

behind.

When you're done listening to the story, turn left and you'll find a table.

There's a bottle of oil on it, take it. Jump on the table where the bottle

of oil was. Look up. There's a trap door on the ceiling. Open it. Jump

up and you'll notice that only one gear is working. We need to make the

other gears work. To make reaching the gears easier, grab some boxes from

nearby and pile them up on the table so you can jump on them and reach

the non-working gears. Touch the gears.

Nice, the gears are now working properly! Now get down from there and

head back up the stairs and through the door. Move forward and go through

the door to your right. Climb the spiral stairs all the way up. Go through

the door and then exit the room.

You're now back to the room with the well where you came from. Let's go

back to the room with levers. It's the room to our right, enter it. Pull

up the two levers. We're going to go back down to where Agrippa is.

Exit the room and enter the room to our left. Continue forward and go 

through the door. As soon as you're back to the spiral stairs area, 

Alexander will talk to you telepathically. He tells you that you've gone 

too far and he'll really have to stop you this time.

Make your way down the spiral stairs and go through the door. Turn left

and move forward. Go through the door and go down the stairs. As you reach

the bottom, Agrippa compliments you for a job well done. Turn right and

move forward. We have three choices, go left, go forward, or go right.

Go left. Follow the hall and you'll find an open door. Don't go inside 

just yet. All it has is a well with a water monster at the bottom. It's

safe. Just remember this room because we'll need to go here again later.

Continue moving forward. And we'll reach the door to the Transcept. Enter

it.

**************************************************************

XXI. Collecting The Orb Pieces and Agrippa's Tonic Ingredients

**************************************************************

---------

Transcept

---------

In front of us is a giant room with spiral stairs in the middle. There are

also three doors. One to the left, middle, and right. Let's go to the

spiral stairs first. As you move forward, you'll get another flashback of

a poor man being tortured by Alexander.

Climb the spiral stairs. Enter the room, wow it's beautiful! To your left

is a tinderbox on a table. The shelf in front has a bottle of oil. On

the table is a piece of string, grab it. Open your inventory and combine

it with your Glass Jar. You now have a Glass Jar On A String.

Check the drawers of the table. You'll find a note so read it. It's just

a note detailing how to effectively torture someone. There's a memory

canister here as well so touch it. It's just about Alexander saying that

his name's already been tarnished and everybody thinks he's dangerous,

and sooner or later, they will kill him.

When you're done, exit the room and climb the stairs down. As soon as you

reach the ground, head straight into the room in front of you and enter it.

Continue on and enter the room at the end. It's a torture room.

To the left is a tinderbox. To the right is a cabinet, open it. Good job,

this is your first piece of the orb! Grab it. Go ahead and touch the

torture device in the middle of the room for a memory. Look on the wall.

There's a crank you can turn. Turn it for a surprise!

Exit the room and go back to the main Transcept area. As soon as you get

out, go to the room on the left and enter it. Continue on.

A flashback occurs. A man is being set on "The Cradle" and pleads that

the bad thing he did was an accident. Daniel feels horrible but Alexander

convinces him that they are dealing with criminals and monsters. 

Go inside the torture room and another flashback occurs. It's just the 

man suddenly saying he's innocent and not to continue with the torture.

To your left is a chair with a tinderbox, grab it. To the right is a bunch

of sacks. Move the sacks to reveal another orb piece, take it. Touch the

torture device in the middle for another flashback.

Exit the room and go back to the main Transcept. Now it's time to go into

the last room we haven't visited. It's the room to our left, so go and 

enter it.

Move in and don't worry about the crying. Enter the torture room.

The bucket to our left has a tinderbox inside. Get it. There is another

piece of orb near the ropes, so take it. Touch the red thing in the middle

of the room. It's a torture device used to punish a rapist.

Look on the ground under the red mist thing. There's a grate, open it.

There is blood but you can't reach it normally. Open your inventory and

choose your Glass Jar On A String and use it on the blood. Good job, you

now have a Glass Jar of Blood!

Get out of the room and into the main Transcept. Let's exit the Transcept

by going to the door on the left from where we exited, which is very far 

from us. Go through this door into the Nave.

----

Nave

----

Just continue moving forward until we get back to the room where Agrippa 

is. Agrippa will suddenly talk to us and compliment us for a job well 

done. He tells us to go into the choir this time and find the other pieces.

Move forward directly in front of us to the next hall. There will be a

door to our left. Let's go inside first. The shelf on the left has a 

tinderbox. On the table is a note, read it.

The note speaks of Alexander admitting to holding Agrippa hostage. It also

seems that Alexander is not from the human world, because he was banished

from wherever it was a long time ago, and the only way he could go back 

home is if he releases Agrippa to Weyer. He doesn't trust Weyer that much

because he might just trick him and he'll still be stuck on earth.

Check the table for one more tinderbox. There's also a memory canister so

touch it. It's just Alexander speaking about how he has seen people grow

old and die, while he remains alive. A shelf in the corner has a Laudanum,

grab it.

Exit the room and turn left, it's time to enter the Choir.

--------------

Choir Entrance

--------------

Move forward. There are two doors, to your left and right. Open the door

to your right and enter it. It seems like a ritual room. The table on the

left has a tinderbox, grab it. Touch the torture table in the middle of 

the room. Exit the room.

Enter the room directly in front of you. There's a note on the torture

table, read it. You'll suddenly have a very vivid flashback. A prisoner

is going to be in front of you, and you'll have a dagger nearby. Grab

the dagger. The prisoner will try his hardest to escape, but he can't.

Magic lines will be drawn on his chest. Touch this.

The ritual will be over and the door will open. Exit the room. You'll be

transported back to reality. Exit the room and turn left. Head down the

stairs and go through the door.

---------------

Choir Main Hall

---------------

Try not to use your lantern! There are big monsters here who will get you

if they see your light! Crouch low, this is how we will be travelling 

around this place. 

As soon as you enter the room, you will automatically look left. Crouch and

move to the left. Just keep hugging the wall going left. Alexander will

suddenly tell us via telepathy that it is our fault that all these 

happened. If Daniel only accepted his punishment, nobody else would have

had to die. 

Anyway continue hugging the wall to the left while crouched, keep moving.

You will reach a door at the end, enter it.

This is the room with the upright sarcophagus. Before going near the

sarcophagus, go to the right and you'll find an area with a Laudanum. Turn

around and head straight to the other area at the other end. There's a 

tinderbox here.

Go back to the center of the room and approach the sarcophagus. It will

open, but it's nothing to worry about. Don't touch it or you'll get hurt.

There is another area to the left of the sarcophagus. Go there and pick

up another piece of orb.

It's time to exit the sarcophagus room.

Once back outside, go back into crouching position and just move forward.

After a while, you will find a bridge to your left. DO NOT CROSS IT. 

There is a nearby monster on the other side, and we want to avoid all 

monsters at all cost. Keep moving forward.

You will eventually reach the edge, and your only option is to turn right.

Turn right and move forward. There's a bridge to your left, cross it.

After successfully crossing the bridge, continue moving forward. The rocks

in front of you has a bottle of oil and a tinderbox, grab them.

Move to the wall and turn left. Now we'll move forward while hugging the

room to our right. Just keep moving along the wall to our right and we'll

eventually find a path going to the right, take it.

Continue on this path and we'll be able to choose between left or right.

Choose to go right. We'll reach another room. Enter it. A flashback occurs

where Daniel talks to Alexander about the victims of the torture device

called The Wheel.

Move on and enter the torture room. There's a giant wheel inside. On the

corner of the room is an orb piece, grab it. Touch the wheel. It describes

about what happened to one victim. 

Exit the torture wheel room back to the main Choir Hall. Keep crouching

and move along the right wall. You'll reach the end where there's a 

collapsed pillar but no bridge. Fortunately, the collapsed pillar reaches

the other side. There's a tinderbox just under the connecting collapsed

pillar so don't forget to take it.

Jump on one part of the collapsed pillar. The easiest way to do this is

to jump on the first broken piece of the pillar that you find by facing

the area where it got broken. This will let you get on top of it. After

you successfully got on top of this, jump on the connecting collapsed 

pillar and cross to the other side.

Keep crouching and hugging the right wall and move along. You'll reach

another area where you can turn right. Turn right and keep hugging the

right wall, and move towards the door ahead.

Before you enter, look at the right nearby the door. There's a bunch of

mushrooms. Touch the largest one. It says that it can be broken open.

Use your Hammer and Chipper on it. The mushroom breaks open and now 

you can grab the Poison Gland.

Now it's time to go through the door. Continue to move in and enter the

main room. On the upper right corner you can find the last piece of orb.

Take it. Touch the torture device in the middle of the room.

Below that Brass Bull, you can light it up. If you have a tinderbox to 

spare, go ahead and light it. You'll have another surprise! When you're

done, exit the Brass Bull room. It's time to get out of the Choir!

As soon as you exit the Brass Bull room, crouch and keep moving along the

wall to the right. You'll have reach a part where you choose to go straight

or right. Go straight and you'll reach the end. At this point, turn left

and move along the edge to your right. You'll eventually reach a bridge, 

so cross this and just continue moving slowly forward. You'll finally

reach the door to the Choir Entrance.

--------------

Choir Entrance

--------------

Just go up the stairs and head straight. Go through the door to get back

to the Nave.

----

Nave

----

Continue moving forward until we're back to the room where Agrippa is. As

soon as we reach this room, Agrippa will compliment us again! What a nice

guy! Anyway, we still haven't found the last ingredient for his tonic. He

requests us to make the tonic first before we put the orb back together

in order to face Alexander.

There is only one place we haven't gone to, and it's to our right, the

dark place. Go through this door. To our immediate left is a tinderbox

on the shelf. Hug the left wall and continue moving. Open the door but

there's nothing in here. Continue moving and there's another door to our

left. Nothing in here so just continue moving. Don't go up the stairs yet.

As we move to the center of the area, there's a door to our  left, we don't

need to go there yet. Just move forward, then hug the wall to your left 

again. Don't go up the stairs.

There's another door, open it but there's nothing inside. Continue on and

you'll find another door to your left. Open it and go inside. Finally, we

find a tinderbox inside! Grab it.

Now it's time to go up the stairs. Go up the nearest stairs (it's on our

right). Now that we're on a higher level, there's a torch burning near

us, and there's a door. Enter the door. Yikes! Oh, just a gust of wind,

nothing to worry about.

Get out of the room and continue moving forward. There's another door to

our right. Open it. There's a tinderbox inside so grab it. Exit the room

and continue on. Two more rooms in front of us on the other side.

Open the door of the nearest room and enter. You'll get a flashback about

some guy who doesn't like his situation as a prisoner. Exit the room and

move on. Open the last door to our right, nothing in here.

Continue moving forward and look at the table. There's a piece of Meat,

grab it. Go down the stairs. Let's go back to the room where Agrippa is.

In this room, we can go left or right. Remember the room with the well that

holds a water monster under it? We're going back there! From where we are

just as we got in the area where Agrippa is, turn right and move on.

Enter the room to our right and go near the well. Open your inventory and

choose the Meat. Use the Meat on the rope that's just dangling above 

the well. Nice! The water monster would like to eat this one.

Look at the wood behind us for the crank and turn it all the way until the

water monster is able to eat the meat. After a few seconds, the meat would

have been devoured. That monster would've left it's saliva on the bones,

so turn the crank again to raise the rope.

You'll see that only the bone remains! Grab it and you'll have the Remains.

Good job, now we have all the ingredients to Agrippa's tonic. Let's get

out of this room and return to the room where Agrippa is.

At this point, we can go forward or turn left. Turn left to go back to the

holding cell area where we found the Meat. Open the door and continue 

forward. You'll reach the door to the Chancel. Enter it.

-------

Chancel

-------

Move up the stairs and continue on. Open the door and enter the room. Wow,

bright bluegreen lights and... YIKES!!! A bunch of monsters! It's an

ambush!!!

Don't worry, this is actually part of the storyline. We're supposed to be

ambushed by monsters at this part. After getting knocked out, we got thrown

into a cell. I guess those monsters have some sort of intelligence after 

all.

**************************

XXII. Escape From The Cell

**************************

----

Cell

----

As we regain consciousness, Alexander speaks to us telepathically again.

He tells us that he was worried that we almost got him. He also tells us 

that Daniel and him are alike. They just both want to survive from the

shadow, and they can do whatever it takes to make sure of this.

*************************************************************************

Cell Escape Solution 1:

Quickly look at the corner to your right. There's an oil bottle, grab it.

Check the bars on the right side. There's a broken bar. Grab it and move

your mouse to break it. The iron bar falls near you. Grab it and the Iron

Bar will be in your inventory.

Look to the wall to your right. There's a bare wooden bed. Pull it and

put it in front of the hole you just made through the bars. Now jump 

towards the hole and crouch while you're still in the air. This will allow

you to fit through the hole, congratulations! For some odd reason, the

wall breaks down in your room! Just when you could've used a bigger hole!

Oh well.

**************************************************************************

**************************************************************************

Cell Escape Solution 2:

(Credit to Shay)

As you regain consciousness, look at the iron bars in front of you. One 

of them will be broken. Grab it and move your mouse around to make it 

fall. Take the Iron Bar.

Turn left and move to the left corner of the wall. Look at the middle area

of the wall until your cursor becomes a hand. If you click it, it will say

this area of the wall is loose but it can't be removed by hand. Open 

your inventory and use the Iron Bar on that loose area of the wall.

The Iron Bar will be stuck to the wall. Grab it and move the mouse to the

right. The loose area will break and the Iron Bar will be back on the

ground, as well as some bricks. Take your Iron Bar.

Look through the hole in the wall that you just made. There's a piece of

wood that you can grab. Grab it and move forward to push it. A bigger

part of the wall will collapse. Push the bricks that are blocking your

way and you're now in the next cell! Exit!

***************************************************************************

**************************************************************************

Main Escape Solution 1:

Now that you're outside of your cell, turn left and move forward. There's

a cell to your left but it doesn't have anything so don't bother. Continue

moving while hugging the left side and you'll find another cell. Enter it.

There's a bottle of oil behind the overturned bed. Pull the bed and grab

the bottle of oil. There's also a note on the floor, read it. The note

was written by a prisoner who has lost hope. He also talks about a guard

who dropped a key in one of the pipes nearby.

Exit the room and continue moving along the left side. There's a broken

cell. Enter it and everything will turn black. Don't worry about this.

When the lights come back on, there's a dead naked guy on the bed near

you. Continue inside, there's one tinderbox on the right corner, and

another one near the rocks on the left. 

Get out of that cell and continue moving. Enter the last cell on our left.

There's a tinderbox behind the fallen chair. There's also a Laudanum under

the bare wooden bed. Grab the Wooden Bucket and exit the room.

Go to the well in the middle of the area. Turn the crank to raise the rope.

Choose your Wooden Bucket from the inventory and use it on the rope. Turn

the crank again to lower the bucket. After reaching the bottom, turn the

crank again to raise the bucket. Now grab your Bucket of Water.

While facing the crank, turn right. Near the torch is a broken pipe. Use

the Bucket of Water on the pipe and the key will be washed down. Grab the

Rusty Key.

**************************************************************************

**************************************************************************

Main Escape Solution 2:

There is another way to get out of this place after you get out of your

cell without having to use the bucket of water. Remember the Iron Bar that

you got when you broke your cell?

Just like before, go ahead and visit all the other cells and grab the 

supplies and read the notes. Now, instead of using the bucket to get

water, just go to the broken pipes in the corner of the room where there

is a small table. Open your inventory and use your Iron Bar on the broken

pipe. It will be able to push the key out of the pipe. Grab the Rusty Key.

***************************************************************************

Go to the door and use the Rusty Key on it. Open the door, and as soon

as you open it, START RUNNING DON'T LOOK BACK! Open the door and shut it

behind you. Keep running and another door will be blocked by debris! 

Don't panic. Just pull the rocks away and the wood. Open the door and

shut it. That simple. 

Continue running and shutting doors behind you. When you get to the part

where you have to choose between running left or right, choose to run to

the left!

***WARNING*****************************************************************

This might be a random event. On my first playthrough, I remember that when

I had to choose between left or right, I chose to run left. The left path

was blocked and the path with the lit torch was open. This could be one of

those random situations.

***************************************************************************

Keep running and you'll reach an area with water. Don't panic because there

is almost no way that you'll fail now. The only hard part of this escape

were those rocks and the wood that you had to move to get through the door.

Aside from that, everything is just a straight run.

Run up the stairs and open the door. You'll be back in the Nave.

*****************************

XXIII. Making Agrippa's Tonic

*****************************

----

Nave

----

Congratulations! You've just gone through another thrilling chase! Now

it's time to make Agrippa's Tonic. Move forward. There's a note on the

left and a tinderbox. Grab it and read the note.

Daniel will faint and remember about the people he actually caused to 

suffer. In this vivid flashback, go ahead and keep moving forward to the

houses.

After regaining consciousness, move forward and go through the door. 

The castle is becoming more filled with the red organic matter. Continue

on and go through another door.

We're now back to the area where we crawled out of a well. There's a 

tinderbox on top of the well, grab it. Move forward. The door to our 

left is blocked by rocks. Continue forward and open the door. There's a 

lot of red organic matter on the ground. Run and then jump forward, then

quickly crouch to pass under the wood. Go through the door.

We're now back to the spiral stairs. Keep moving to reach the bottom.

Remove the barrel blocking the door and go through. Be careful of the

red organic stuff.

After entering, look to the right. Remember the Laboratory? Now it's open!

Go inside the Laboratory. The shelf on left side has a tinderbox, grab it.

***************************************************************************

Mixing Agrippa's Tonic Solution:

Inside the Laboratory are three scientific tools. One on the left, one

in the middle, and one on the right. Go to the device on the right. Open

your inventory and use the Glass Jar of Blood on it. Turn the valve. When

it's done being heated, grab the jar to have the Incomplete Tonic.

Next, go to the device in the middle. It has a lever, and the square part

of the device can be opened. Open this. Open your inventory and put the

Remains inside this square thing. Close the square thing. Open your 

inventory and use the Incomplete Tonic on the square thing. Now pull the

lever. Grab the Incomplete Tonic afterwards.

For the last part, let's go to the device on the left. Open your inventory

and choose the Incomplete Tonic. Use it on the device. Next, open your

inventory and choose the Poison Gland and use it on the device. Now turn

the crank on top of the device until it squishes the Poison Gland. 

Congratulations! You have finally made Agrippa's Weyer's Tonic! Grab it!

***************************************************************************

Exit the room and continue forward. Go through the door and down the 

stairs so that we can see Agrippa again. He will tell you that the 

Laboratory might be accessible now. Of course we've been there already.

Wait a bit and he'll tell you that you can feed him the tonic and you can

decapitate him afterwards so you could take his still living head with

you to fight Alexander.

Open your inventory, choose Weyer's Tonic, and use it on Agrippa. Now

turn left and move through the new hole because we'll need to find the 

saw to cut off Agrippa's head. In the new room, go to the shelf and grab

the Bone Saw.

Exit the room through the hole and go to Agrippa. Use the Bone Saw on him!

After cutting, pick his head up from the ground.

Turn right and head straight. Go through the door, we're going back to

the Chancel where we got ambushed the first time. Go through the door to

get into the Chancel.

************************

XXIV. Assembling The Orb

************************

-------

Chancel

-------

Go up the stairs. Crouch and turn off your lantern. Go through the door.

We're now finally in the Chancel. There are bluegreen flames lighting up

the area. This was the part where we got ambushed.

Move forward and you'll notice that there are three interconnected bridges.

The one to the right has been broken already, although it was accessible

during an earlier part of the game. It was an optional extra trip.

In front of us, we have bridges that lead to doors to the left and to the

front. The door to the left leads to some machine parts while the front 

door leads to the magically blocked path.

From where we are, cross the bridge and reach the center. We need to go

to the room to the left, so turn left and move forward. You might suddenly

see a monster shambling towards you coming from the room. At this point, 

run back to where we started and go through the door and down the stairs.

Wait a minute or two and then go back up.

When it's safe, cross the bridge again up to the middle, turn left and

move towards the door. Enter the room. 

In the room, there's a shelf in front of you that has a tinderbox and

a Bucket of Tar. Grab them. On the table is a note, read it.

The note is part of Daniel's diary. Daniel contemplates about how he has

killed lots of people in an attempt to save his own life. He feels like

he's become a very horrible man and he feels guilty.

After reading, grab a rock in the room and go downstairs. It's a room with

machinery, in the middle are gears. The corner in the far right is a good

hiding place in case of a monster attack. Throw the rock into the gears

to make the machine stop. Be sure you're a little bit far away since some

debris might hit and hurt you. After this, go back up the stairs and open

the door. If there's a monster here, close the door and run back down to

the machine room and hide in the corner where it is safe.

Anyway, if you don't encounter a monster, just cross the bridge back to

the middle part and turn left. We are now going to the room with the 

magical barrier. Move forward and enter the room.

Inside the room, in front of us is the weakened magical barrier, but it's

still there. If you try to touch it, you'll get hurt. Look to the left

side of the room. There's an orb receptacle.

Open your inventory and use the Bucket of Tar on the receptacle. Now, 

put all six pieces of the orb in the receptacle. Watch as the orb absorbs

the power of the magic barrier!

Run through the passage and enter the door to the Inner Sanctum!

********************

XV. Facing Alexander

********************

-------------

Inner Sanctum

-------------

Continue running down the stairs! As soon as you reach the ground, pull

down the lever on the pillar to your left! You'll notice that the entrance

on the left side will open so go through it.

You'll finally reach a room. In front of you is a table with a note, to

the left is a weird circle on the ground, and to the right is an altar.

Read the note on the table.

This is another one of Daniel's pages of the diary. In it, Daniel expresses

his anger towards Alexander because he was used by him and turned into a

murderer. Daniel couldn't take this anymore so he really wants revenge.

Turn to the right and touch the pointy altar thing. It'll prick you

and the lights will die. 

Turn around and go to wall with the weird circle. The two candles beside

it will die. Stand near the center of the circle, then light up both

candles again. Be fast about it because the candles will be blown out

in a matter of moments if you don't do this.

Exit the room and head straight to the next room right in front of you.

To the left is another altar, and to the right is another weird circle.

Touch the altar to let it prick you, then stand on the weird circle and

the two candles will die again. Light them up fast.

The entire area will start to be filled with the red organic matter. Exit

the room and look to the right. Suddenly, the big door is now open! Go

through it and enter the door into the Orb Chamber!

-----------

Orb Chamber

-----------

The Orb Chamber is a medium sized circular room. Around it are three

pylons that channel magic, while in the center is a portal. At the far 

end of the Chamber is the old and naked Alexander, floating in the air as 

he is protected by blue magical flames.

Now is the time for you to decide which endings you'd like to see. There

are three endings, just follow the specific steps below to see the ending

that you like.

***************************************************************************

Getting The Normal Ending:

As soon as you enter this room, grab the pylon in front of you that is

channeling magic. Move around to find the direction where you can push it.

If you are facing front, just grab this pylon and move left. It will be

pushed to the left and fall over. You'll suddenly move slower, but this

is ok.

Next, go to the pylon on the left. For the sake of reference, use the same

view from where you pushed the first pylon over. In this case, if you're

facing the pylon on the left, it should be shooting out magic going to the

right. Grab it and push it forward to make it fall.

Go to the last remaining pylon to the right. Face it. It should be shooting

magic to the left. Grab it and push it to the front.

Watch as poor Alexander's plans are crushed and he gets annihilated!

Congratulations, you have just finished one of the most horrifying games

in gaming history!

***************************************************************************

***************************************************************************

Getting The Bad Ending:

Now that you're inside the Orb Chamber, simply do nothing. That's it. Let

Alexander do his thing. After a few minutes, he will succeed in going 

through the portal, leaving you to die.

Congratulations, although this ending sucks, you have just finished one of

the most horrifying games in gaming history!

***************************************************************************

***************************************************************************

Getting The Good Ending:

Go to the middle of the room where the pylons are channeling their magic

to the center. This is the spot where the portal is going to open up. We

need to wait for the portal to be fully open. You'll know that it is fully

open when it becomes big and blue. At this point, open your inventory and

use Agrippa's head on it. 

Watch as Alexander's plans are foiled and he gets annihilated!

Congratulations, you have just finished one of the most horrifying games

in gaming history with the best possible ending!

***************************************************************************

***************************************************************************

                               Part 3

***************************************************************************

******

Extras

******

***************************************************************************

Extra Ending:

At the part where you get ambushed by the monsters in the Chancel, you'll

be trapped in a cell and Alexander will talk to you via telepathy. While

in the cell, pull the bare wooden bed and push it near the broken iron bar.

Jump on top of the bed, crouch, and don't do anything. Wait around 6 to

7 minutes and you'll start hearing the voices of the previously tortured

prisoners. You'll eventually die and Alexander will thank you for your

death.

***************************************************************************

***************************************************************************

Extra Room in The Chancel:

When you get to the part where you first meet Agrippa in the Nave, instead

of looking for the orbs right away, go to the Chancel. You'll get a 

flashback. Just be careful because a monster might be wandering around.

When it's safe, go back into the main Chancel room.

In front of you will be four interconnected bridges. The three lead to

rooms. The left room is an equipment room, the middle room has the path

that is blocked by a magic barrier, while the room on the right contains

some extra supplies and looks like it has an altar.

Later in the game, you will not be able to access the room in the right

because the bridge would have been destroyed by the dying castle.

**************************************************************************

**************************************************************************

Extra Content:

Go to Program Files\Amnesia - The Dark Descent\redist folder.

Find super_secret.rar. This file can be opened by programs such as WinRAR,

WinZIP, or 7Zip.

Try to extract it. It will ask for a password.

Copy and paste this password: lke271tyr299odn314

The password is actually assembled. Each part of them, lke271, tyr299, and

odn314 are given at the end of the credits when you finish a game. You

get one of these depending on the type of ending you get.

* If you downloaded your game from Steam and you don't see the file called

super_secret.rar in the redist folder, they say you just have to restart

steam and Amnesia will be updated with the file.

The super_secret.rar file contains concept art, designs, documents, and

videos involved in the game's development.

***************************************************************************

******

Thanks

******

Thanks to Shay for providing another solution to the "Cell Escape" part of

the game.

 

***************************************************************************

                               Part 4

***************************************************************************

----------------------

Copyright Information:

----------------------

I wrote this guide so that people can use it for FREE. You can post this

FAQ in any website as long as people can access it for FREE. 

                      Copyright 2009 - 9999 Adenosine</p>

Leon Hurley
Managing editor for guides

I'm GamesRadar's Managing Editor for guides, which means I run GamesRadar's guides and tips content. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.