Dead Reefs Dream Catcher Interactive, Streko-Graphics, Summer 2007 WALKTHROUGH VERSION 1.3 Arilayna Unearthlydelite@yahoo.com This is an attempt at a **SPOILER FREE** walkthrough. I've tried to mark all the puzzles so you can try to solve them yourself and I've tried to leave out plot, so this is pretty barebones. I do have the solutions for the puzzles, I just mark them in advance. If I feel I have too much of a spoiler, it is clearly marked. I. Controls II. Walkthrough a. Opening Scenes/pier b. Baron's Estate b.1 WARDROBE PUZZLE #1 b.2 PIANO PUZZLE c. Cemetry d. Baron's Estate e. Signal Cliffs f. Madam Sue f.1 WITCH'S HUT RUNE PUZZLE g. Inventer Terril g.1 TIRELL'S PUZZLE h. Cemetry i. Baron's Estate/Town j. New Location: Shore k. Inventor Terril k.1 LIBRARY PUZZLE - The Fall of Darkness l. Madam Sue m. Town n. Cemetry o. Shore o.1 MATCHSTICK PUZZLE p. Cemetry q. Baron's Estate q.1 ROMAN NUMERALS PUZZLE r. New Location: Lighthouse s. Town s.1 CLOCK PUZZLE s.2 PIGEON PUZZLE t. Pier t.1 SHIP PUZZLE u. Inventor Tirell u.1 CLEAR LIQUID PUZZLE v. Thunder Island v.1 FINAL PUZZLE **Please note there are many things that you can do in more than one order so my walkthrough may not be exact to what you have already accomplished** I. CONTROLS The controls in this game can take a little getting used to. There is NO mouse use in this game. Everything in controlled via the keyboard. W, A, S, and D are for movement, while the arrow keys are for other functions of the character. These are unable to be changed at this time. Or, at the very least, there is no option for it. Up Arrow – Speak, you will see a mouth icon for people you can speak to Right Arrow – Use/Interact, you will see a hand icon on things with which you can interact, you will often also get an Eye icon (left arrow) see below. Down Arrow – Inventory, pushing the down arrow will bring up the items in your inventory. Use D and A to shuffle through your inventory Left Arrow – View/Look, you will see an Eye icon whenever your character can take a closer look at something. Other controls of importance: N will bring up your notebook/journal. Use D and A to shuffle through the pages. X allows you to use search mode, which will give you an Eye icon over items in the room that you can interact with, but only if you are standing close enough to the item. Q will bring up your documents, which is your notebook Combining items: To combine two items in your inventory, you must shuffle through your inventory to find the first item and then hit'W'. Shuffle through your inventory to find the second item and hit the up arrow on your keyboard to combine the items. From there, you can hit 'W' again to combine those two items with a third item, or you can hit the right arrow to use the combined items. Note: only items that are supposed to be combined can be combined. Using the Map: Press 'M' to open your map. Use the 'A' and 'D' buttons to shuffle through the destinations on the map. When you have the one you want highlighted in red, press space bar to go to that place. II. WALKTHROUGH *With this walkthough, I will attempt to give hints before giving the answer, and I will also try to not spoil the plot, although given that this IS a walkthrough, there will be some spoilers. Please be advised. A. Your character arrives at the pier, view cutscene, walk up the stairs towards the man in black, Mr. Hooke. View dialogue options. Check your notebook ('N'). This will update any time you hear the scratching sounds or see the pen and paper icon in the top left corner of your screen. After conversing with Mr. Hooke, walk around for a bit. The locals won't talk to you, but you should be able to walk up and examine one of the symbols drawn on the wall. If none of the others works, you can examine the symbol on inn's door. Enter the inn and talk to Shedwick, the innkeeper. The innkeep will direct you to your right where Mr. Hooke is waiting to speak to you. Afterward, speak the innkeep again before leaving. Outside of the inn, go straight off the stairs and turn to your character's left. Walk under the archway into the next loading screen. Walk straight ahead and take the stairs to the left. Keep moving forward until you cross the bridge. You should move through another loading screen to the Baron's estate. B. Baron's Estate Up the front steps and knock twice to get the steward to answer. Once he lets you in, step forward and notice the left wing. Follow the steward up the steps to the landing and examine both paintings. Speak to the steward. Once you are in your room, examine the wardrobe and desk for a cut scene. Afterwards, examine the wardrobe again. B.1 WARDROBE PUZZLE #1 **PUZZLE WARNING** Use you walking stick to uncover a secret. Interact with the secret to produce the puzzle. **PUZZLE HINT** To answer the puzzle, leave your bed room. **PUZZLE ANSWER** The code for the puzzle in the closet corresponds to the family crest that is hanging in the hall outside your room. The correct answer to the puzzle is: Top - Fleurs --- Lion Bottom - Sword --- Cannon Enter passageway, follow the stairs up. Enter hallway with 3 doors. Enter 1st door on the right. Be sure to examine: Bureau (diary entry, open drawer, take key) chest, borded up door, and fireplace. Leave room. The room across the hall doesn't open, so enter the room at the end of the hall, you'll need to use the key you got from the last room (use the down arrow to bring up your inventory, use 'D' to shuffle through your inventory to the key, press the right arrow on your keyboard to use the key on the door). Once you're in the room, examine the chair, music box, collections of stuff on the walls, and the fireplace. B.2 PIANO PUZZLE **PUZZLE HINT** You need to open the door through the fireplace. **PUZZLE ANSWER** In order to open the door, you must go to the piano and play the short snippet from the music box. Using the last three keys on the piano, play them in this order: 2-3-2-1. The passageway will slide open. Take the lamp from the right hand side of the fireplace and use it to enter the passageway. Go down the stairs and at the first fork on the path take the corridor to you character's right (your left). At the second fork, take the path on your character's left. View the scene and grab the key from the pedestal. Back track to the first fork and go straight down the hall you haven't been in before. Go forward across the small bridge. View the scene and use the key you just got to open the gate in front of you. Pass through the gate and use your right arrow to interact and leave. C. Cemetary view the cutscene at the graves straight ahead of you. Walk through the hold in the wall to the cemetary. Pass through the archway to the area with the mausolem and house. View scene. Walk up to the mausolem and examine the door. Turn around and go to the house behind you. Enter and speak to Oliver. Grab keys from the wall and head back to the family tomb. Use keys on timb door. Go back to Oliver's house. Loot the toolbox on the table to your character's left for a crowbar, key, and sharpening stone (looks like a flat rock). Use the single key on the door to the tomb. Combine the sharpening stone with the key ring and use them on the door to the family tomb. Once in the tomb, head downstairs. To your character's right is Patrick's body. View the body (left arrow), interact with the body right arrow), view the body again (left arrow), and interact with the body (right arrow). Cross the floor to find Clarissa's coffin and examine it. Use the crowbar to open the coffin. Leave the tomb. Walk straight ahead of you and speak to the witch. View cutscenes. Walk across graveyard to the wall and follow the walk to your right until you find the v-shaped hole in the wall. Examine the piece of man's clothing that you find there. Go back and talk to the witch again. Leave cemetary through the gate near Oliver's house. View cutscene. D. Baron's Estate Leave your room. Turn to the right. Find the door on the left hand side of the hallway that is not barred or bolted shut and go through. Walk down this hallway to the painting of Clarissa. Turn to the character's right and walk down the stairs. Head to the right and enter the right wing of the house. In the hallway, turn to the left and go through the door at the end of the hall. Speak to the cook, Mervin. Go down the stairs in the corner of the room to the basement. Examine the bottle on the shelf to the character's left. Go back to the kitchen and speak to the cook again. Leave the kitchen. Go straight down the hall to the steward's room and speak to the steward. Leave. Go back up the stairs to the portraits. Turn right. Go down the hallway to the doors opposite each other. Use Patrick's key on the door and enter. Examine the room. Pick up the rope, map of the island, smelly bottle, and leave the room. Back track down stairs to the basement and use the smelly bottle you just picked up while examining the bottle on the shelf. Exit via the garden door ahead and to the left of you after the mini scene and view the footsteps on the ground in front of you. Go back inside and upstairs to the kitchen. Speak to the cook again. Leave kitchen. Go back down the hallway towards the steward's room, but instead of entering the steward's room, enter the room to the right and speak to the laundry woman, Ms. Hemfry. Leave. Go back upstairs to Patrick's room, cross the hall and enter Edward's room. Walk up the stairs and towards the back of the room you will find Edward. Speak to him two times. Go downstairs and poke the fireplace with your walking stick. Leave Edward's rooms. Head back down the hallway but don't leave. Turn left and go through the door at the end of the hall. Speak to Sir Aurthor Wyndham. After dialogue, leave and meet Mr. Hooke outside the front door downstairs. E. Signal Cliffs Turn around and investigate the place you are standing. Move further up the hill and into the wooden pavillion built on the cliff. Look familiar? It should. Examine the boards of the railing on the far side over the cliff. Walk down past the place where you started and follow the path down and around the curve. Head to the edge of the water and continue forward until you are underneath the wooden pavillion. Use your walking stick on the ground in front of you. Walk back up the path and head up the stairs. You should get a map icon in the upper left corner of your screen. You can now use the map to travel. You can exit the cliffs to you left and it will put you at the inn. Enter and speak to Shedwick briefly. Afterwards, use your map to travel to Madam Sue's hut in the swamp. F. Madam Sue Travel to the swamp and walk forward, enter the house, and speak to the witch. Watch scene and turn to the table behind you. F.1 WITCH'S HUT RUNE PUZZLE **PUZZLE HINT** The clues on the paper correspond to the runes that you need to draw **PUZZLE ANSWER** King Frog -- Spider -- Ant Eggs -- Acorn -- 100 year old moss Use 'W' and 'S' to highlight the rune you want and spacebar to draw it on the board. After you're finished speak with Benish again. Leave her hut and travel to Inventor Terril. G. Inventer Tirell Please note: In some places Master Tirell is referred to as "alchemist" and in others, "inventor". It is the same person, either way. Walk forward and examine the machines. Read the challenge left for you by Tirell. G.1 TIRELL'S PUZZLE **PUZZLE HINT** You could probably find a solution to this by doing a search if you need a visual to help you figure it out. **PUZZLE ANSWER** Form an 'A' shape with three lines, or form an 'X' and then use the third line to separate the letters that are still together. Use the resulting message on the capsule in the machine. Take the capsule and use it on the other machine. Walk over draw bridge and enter the inventor's tower. Go up winding stair case on the right. Turn left and go to the door at the end of the hall. Speak to Tirell. Go back downstairs and keep going further down the spiral stairs. Pick up ladle to the left of the door. Interact with aquarium. Pick up needle/thread from next to the bed. Combine needle and thread to make a fishing hook. Pick up jar, pieces of food, and electrodes from table. Combine the electrodes and jar. Get the fly from the spiderweb to the left of the door. Combine the fly with the fishing hook and use it on the aquariu. Leave the tower and use your map to get to the Cemetry. H. Cemetry Head to the family tomb and try the door. Go to Oliver's house. This puzzle cannot be solved right away, you'll need to come back for it. I. Baron's Estate Try Edward's room. Enter the Baron's room again and take the family chronicle. Grab the list of books for publication. Speak to the Steward. Leave the estate and use the map to get to Town. Listen in on the locals. Use your map to get to the Shore. J. New Location on Map: Shore Walk forward and watch scene, look at body. Speak to Hooke, examine body again. Take amulet from body. Use the map to get back to the inventor. K. Inventor Tirrel Speak to the inventor. Head downstairs and take the candle from the barrel in the room with the exit out of the tower. Continue down the stairs to the area with the aquarium. View the machine in the right corner. K.1 LIBRARY PUZZLE - The Fall of Darkness **PUZZLE HINT** Use the initials of the book. **PUZZLE ANSWER** Point at 'T' using 'A' and 'D' keys. Then use the lever. Point and 'F' and use the level again. The machine should get you the book. Please note: if you are using a different language of the game (Italian, German, etc.) the letters that you need will be different. Some of them are listed on the forums. Read the book and leave the inventer's tower. Use the map to get to Madam Sue's hut. L. Madam Sue View Benish Sue. Take the knife and leave the hut. Follow the footprints to your character's left to the forest. Keep following the footprints on the ground. Once you reach the first problem area, find a rock on the ground and combine it with your rope. Continue to follow the footprints until you find the ship. **AT THIS POINT IF YOU HAVE NOT DONE SO RECENTLY, PLEASE SAVE YOUR GAME** It is possible to die here. Step aboard the ship. Interact with the bell and then QUICKLY walk forward to the rope on the left side of the ship and cut it with your knife. Use rope on the man on the deck. Enter the ship. Take the note and demon book from the table and the potion on the barrel. You will need the goat's skull later, so remember where it is. Leave the inside of the ship to interogate the man on deck. Use your map to get back to town. M. Town Knock on Hooke's door, near the bridge to the Baron's Estate with the stag heads out front. Note loose step. Return to inn and talk to innkeeper. N. Cemetry At the grave where you first met the witch, note the vandalism. Take the shroud that you find there. Use the shroud on the scarecrow. Return to the ship you were just at for the goat's skull. It shows up on your map as a new location: Sloop. Get the skull from inside the ship and take note of the man on the deck. Travel back to the cemetry and use the skull on the scarecrow. Use the candle on the scarecrow as well. Take the keys to the cemetry from Oliver's house again. Use the keys on the tomb door. Use fish on Patrick's body. Leave tomb. Use the map to get to the shore. O. Shore Speak to the boy in front of you after examining his bottle. Solve the fish puzzle. O.1 MATCHSTICK PUZZLE **PUZZLE HINT** Search for fish matchstick puzzle online for a visual of the solution **PUZZLE ANSWER** Move the top three sticks symmetrically to the bottom of the fish. Take the fish the boy offers for your help. Return to cemetry. P. Cemetry Enter tomb and use the jar with the fish on Patrick's body. Watch scenes and try to leave. Pick up two pieces of rope from around the body. Combine the pieces of rope and use them on the window. Use the crowbar on Clarissa's coffin. Interact with the window to leave. Use the map to get to the Baron's Estate. Q. Baron's estate Talk to Mr. Belmont, the steward. Talk to Ms. Hemfry. LOOK at Edward's door for a comment about pins. Speak to Ms. Hemfry. Use the pin on Edward's door. Use the pin on the Baron's balcony door. Climb over railing and walk to Edward's balcony. Use your walking stick on the fireplace. Take the diary page from the fireplace. View Edward's painting that he woulnd't let you see upstairs. Leave Edward's rooms via the balcony. Go back to your room in the Baron's estate. Open the wardrobe and use the puzzle to enter the passageway once again. Go up the stairs and into the room at the end of the hall. Use the piano to gain access to the second passage. Use your lamp on the fireplace to enter. Follow the caves to the place where you originally found the key to open the gate (character's right at the first fork and left at the second). Q.1 ROMAN NUMERALS PUZZLE **PUZZLE HINT** The answer to the roman numerals puzzle can be found in Edward's room...it is also copied by your character into his journal. **PUZZLE ANSWER** Spin the disks with the roman numerals so that they show the numbers in this order (top to bottom). Use spacebar to cycle through the numbers and 'S' to move between disks. VIII, II, X, VI Go down the stairs and through the door that just opened. When you are finished there, leave the caves via the well as you did the first time you were there. Speak to the innkeeper, Shedwick. Use your map to get to the new location: Lighthouse. R. Lighthouse Climb the stairs of the lighthouse and speak to the lighthouse keeper, Skipper. Use your map to travel back to the pier area and speak again with the innkeep. Get the keys and enter the cellar. The door is to the character's right in the room where you met with Hooke. You will need to travel to the room furthest in the back. Pick up key on table nearby. Use the keys given to you to open the chest. Leave the inn and travel back to the lighthouse. Go up the stairs of the lighthouse and view the scene. Use the spyglass to look at the cliffs. Turn left a little and zoom in. After the scene shifts, follow the path around the curve. Just after the curve, there is a rope on the ground. **IT IS VERY IMPORTANT THAT YOU SAVE HERE!!** Use the rope. Watch the scene and choose wisely! One of them is guilty and one is not. If you choose the correct party, speak quickly to him, or he will kill you. If you are stuck I will post the correct sequence of events to get you through alive below after a lot of space. If you want to figure it out for yourself, DON'T KEEP READING!! ***************************************************** SPOILER WARNING! SPOILER WARNING! SPOILER WARNING! ***************************************************** Don't keep reading if you don't want to know! I don't want the guilt of ruining plot for people! The guilty party is Hooke. In order to get through this part of the game, you must accuse Hooke, immediatly tell him the gun is empty, and hit the right arrow key to disarm him. When you are hanging from the cliff, you have to hit the right arrow key to pull yourself up, as well. ***************************************************** SPOILER END! SPOILER END! SPOILER END! SPOILER END! ***************************************************** Take the gun from the floor of the cave. The other gun stayed hovered in the air for me, but you don't have to pick it up, so ignore it if that happens. Enter the cave behind the non-guilty character and pick up the page. Leave the cave and speak to the "non-guilty character." Use the map and travel to town. S. Town Straight ahead of you is Hooke's house, so walk there and look at the door. Use the crowbar on the loose step and use the broken step on the ladder to the left of the door. Use the ladder to climb inside. Open the wardrobe and view the cape. Take the note from the cape. View the hankerchief on the table and go downstairs. View the clock and the scuffled floor near the clock. **SAVE HERE. THE PUZZLE DOES NOT RESET!** S.1 CLOCK PUZZLE **PUZZLE HINT** You must set the clock to the time mentioned in the demon book. **PUZZLE ANSWER** You must use the 'A' and 'D' keys to get the clock to read 12:45. Move the clock aside and walk into the area beyond and up the stairs. View the birds towards the back of the room. **SAVE AGAIN!!** S.2 PIGEON PUZZLE **PUZZLE HINT** The paper you retrieved from the cape upstairs gives you the order in which you must click a certain 8 birds. **PUZZLE ANSWER** 2 * * * * * 7 8 * 1 3 * 5 * * 4 * * * * 6 click the birds in numerical order. Do not click any other birds and don't click them in the wrong sequence!! Get the page. Leave the house via the window that you came in. T. Town Return to the inn and speak to the innkeeper. Speak to the fisherman on the docks all the way in the far corner. Speak to Shedwick again, speak to Peet, watch cutscenes. Upper deck Examine the two doors and barrel Walk up the stairs and take the hook from the railing on the right Walk up more stairs and take the rope coiled on the ground to the right. Combine the rope and hook. Turn around and cross the ship all the way at the other side there is a railing on the left side with a crack. Use the grappling hook to get inside. Lower Deck Go to your character's right and pass through the doorway. Walk to the door at the top of the hall, it can be hard to see. Go up the stairs and enter the room. Use the walking stick on the map behind the steering wheel. Use the amulet on the wheel. Turn the wheel until the amulet is pointing at the letter B. T.1 SHIP PUZZLE **PUZZLE HINT** View the back of the wheel for the code you need and use it like you would a safe. **PUZZLE ANSWER** View the letters on the back of the wheel while the amulet is pointing at the letter B. The letters are YRFZ. Return to the front of the wheel. Turn the wheel: couterclockwise to point at Y, press spacebar clockwise to point at R, press spacebar counterclockwise to point at F, press spacebar clockwise to point at Z, press spacebar. Retrieve the runes from the wheel, exit the room, and try to leave through the door you came in. Examine the cannon on the platform to the right of the stairs. The object is to place three cannonballs on the platform with the cannon, and some extra weight. Each cannonball must be placed before you can pick up the next ball. Cannonball #1 is straight ahead of the cannon on the floor. Cannonball #2 is at the bottom of the stairs to your right. Cannonball #3 is on the same floor at the cannon, but across the room on the left side in a chest. Near the chest is a barrel. Use your walking stick on the barrel and pick up the shrapnel/buckshot. Use that on the platform. Return to Peet on the little boat. Once on the docks, use your map to travel to the inventor's tower. U. Inventor Tirell Look at the front of the flying machine in the main room and at the barrier in front of the flying machine. Look at the chalkboard next to Tirell. Take the blue reactant from next to Tirell. Go to the top of the tower and take the empty jar from the table. Return to the room with the machine and grab the empty jar to your character's left as he is coming through the door. It's on the floor. Go to the full jar across the room from the blackboard on the table. Use the two empty jars on the full jar to place them on the table. U.1 CLEAR LIQUID PUZZLE **PUZZLE HINT** You need 4oz. of the clear liquid, so pour the liquid between the three jars until one jar has exactly 4 oz. **PUZZLE ANSWER** Pour 8oz. jar into 5oz. jar pour 5oz. jar into 3oz. jar pour 3oz. jar into 8oz. jar pour 5oz. jar into 3oz. jar pour 8oz. jar into 5oz. jar pour 5oz. jar into 3oz. jar You should have automatically picked up the middle jar with exactly 4oz. of clear liquid in it. Return to the front of the flying machine. Use the jar of liquid on the barrier and use the reactant on the jar. Retreat to the front of the flying machine and use the pistol on the flying machine. Watch cutscene. V. Thunder Island Try to climb the stairs. Head left and look at mine entrance. Head to the right path and use the elavator. Take gears from the wall and use them on the elevator panel (on the side of the elevator). Look at the crack in the floor. Go to the table and get the pick axe, tool kit, and mining shoe. Go to the left side of the elevator and use the pickaxe. Use what you get from that on the floor near the crack and get the nut. Use the nut on the elevator. Go back up and use the tool kit on the flying machine. Climb the stairs that you tried climbing before. **SAVE NOW!** **PUZZLE HINT** Use the book and pages that you've gathered to prepare for and conduct the ritual. This is probably the toughest part of the game. U.1 FINAL PUZZLE ********************************** *****FINAL PUZZLE WARNING!!****** ********************************** If you want to figure it out for yourself, don't read on! **PUZZLE ANSWER** Giving directions here is tough, so look around and familiarize yourself with the layout of the area. Examine the small pillar on the left or in the back to see what runes are associated with which demons. View the glass globe and the stone spikes (there are five). View pedestal where the relic sits and the stone vein in front of it. Use the pick axe on the stone vein. Go to the glass globe and view where all the runes go on the stone spikes. If you want to, you can place all five runes. You will know you have placed it correctly when the runes light up above the pillar in the center. **SAVE NOW BEFORE STARTING THE RITUAL!** You only need to place 3 of the runes to complete the ritual. Place the 3 runes, Acra, Zeph, and Inus on their proper spikes. Acra - to the right of the bottom of the steps in front of the glass globe. Zeph - Across from the glass globe, take the stairs leading down. The bridge should be on your right and the stone spike for Zeph will be in front of you. Inus - Near the pillar that lights up with the runes, the spike is inbetween the two arches that look like something from stonehenge. (They kinda look like squared arches). After the runes are in place, place the relic on the relic pedestal. Once you have control of your character again, move a little forward and slightly left to interact with the stone vein that you moved earlier. Watch the cut scene. ********************************** ****END FINAL PUZZLE WARNING!***** ********************************** ~THE END~ If you have questions, suggestions, or comments, please feel free to email me at: Unearthlydelite@yahoo.com. Please state "Dead Reefs" as your subject. Thanks for giving this a read through! ~Ari