<B>Dark Fall II: Lights Out</B></P>. D! O5 P& p8 q( |! Q5 ~0 R4 E; G9 P
<B>by Jonathan Boakes & XXv Production</B></P>
" y* _' c* A% G; |1 A* g<B>Walkthrough by MaGtRo September 2004</B></P>) A) Q5 r. I7 C3 [3 G! b4 k
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<B>Gameplay</B>: This is a point and click game. During installation, a pause might occur at 24% and 64% installation points. You can skip the introduction using the arrow at the bottom of the screen. The main menu has new game, load, credits and quit. The top part of the game screen shows the activity bar - save, load and quit. The bottom part of the game screen shows the inventory bar. </P>
- P. J1 I9 \) C4 BTo save a game, click on Save and it will automatically open My Documents folder. Make a new folder and label it Dark Fall 2 or any label you want and then open this folder. Enter the label you want to describe the saved game, click save and the saved games are now in the DF2 folder.</P>+ Z$ U9 ]) N- `* H
The game is non-linear. This walkthrough follows one possible sequence of gameplay. </P>
" D+ S7 o6 d! V) L. dYou are Benjamin Parker, a cartographer sent to map the area of the harbor town of Trewarthan.</P>
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: N2 S& w8 K# [% L) Q& ]7 S<B>1912 Trewarthan</B></P> h9 P6 N, Y4 H9 \3 e
Benjamin Parker has a nightmare of drawings, maps, room, storm and lighthouse. A knock is heard. Open the door and no one is there. Look up at the window of the building on the right and click the look cursor. The sky and the lit top floor of the Fisherman Arms are seen. Turn right and look close at the door of Reubans cottage next door. Go back inside the room by going right twice from Reubans' door and enter.</P>5 y1 x; V* I1 W2 O' O: s2 a& T/ B
<B>Parker's room:</B> Look close at the worktable on the left and see the map of Cornwall, 2 hooks and painting tools. Pull back and look up. Check the picture of a man with a viewfinder and a railway map with 2 places with an X mark. Turn right from table and see Parker's map box. Open it and see 2 old maps of Cornwall. Close box. Look at the picture above the bed. Look close on the drawings and the red book of Benjamin Parker on the bed. Read the journal and click on the edge to turn the pages. He was met by Spivey with a cart and pony. Parker was commissioned to come here by Robert Demarion, the local doctor.</P>/ k1 C0 u8 s( P" y. f6 L/ w2 s
<B>Demarion's kitchen and garden:</B> After reading the first 2 day's journal, see 2 bird paintings on the wall and be transported to a recall of journal events. Turn right, forward to sink and turn left. Exit through the door and look close at axe on tree stump. Turn left and look up at tree. Turn left to door and turn right to outhouse. Look inside the outhouse and read the 2 notes in the water. Hmm... Did Demarion try to flush these notes? Back out of shed, look at tub of water on the ground on right side of shed, turn right to see tree trunk and then turn around to view the wheel on the left of shed. </P>. W) p0 u/ R8 |* k' I
Go back inside, check the sink, turn right to the hutch and click on apples. Open the bottom right cabinet and see a stereoviewer. Click on the top hinge to change the angle of the eyepieces. Look through the eyepieces and see the top floor of the Fisherman Arms. Turn right, look close at a rabbit painting and then at the groceries. Read the pasty recipe, cream tea recipe and note by Mrs. Agnew about today's meal. Note the mention of James on the lighthouse.</P>
* l2 m. d' l8 E1 C3 X<B>Pantry:</B> Turn right and forward to the door that cannot be opened. Turn left and click on latch of the pantry. Check the Devonshire Fudge box and read the diary. Note the comments about Fisherman's Arms and Fetch Rock. Note the description of a floppy disk with Hadden Industries. This is 1912 - wow! Take the Hadden Industries floppy disk. Next page describes a tunnel at the base of the lighthouse, a rock fall, pulse sound, song... Look at the pictures of a hole and a ghost at the crates. Pull back from box, look up and then down of center shelf. Click on bottom right of screen to exit the pantry. Click any of bird pictures to get back to the journal.</P>" n: A8 V% R' k" H. T- e2 V! z( O
Read the rest of the journal. Exit the room. </P>
0 V, c4 _, P1 R3 {<B>Harbor: </B> Go forward, look up at the building on the left (Garrett's Pilchards), turn left and see a ladder going up. Turn around and look up again to the windows of the Fisherman's Arms - the one seen on the stereoviewer. Turn left and go forward twice. Turn right and hear a 'Who goes there?' Look up, down at the cart and at the sign. Click on door and talk to Doctor Demarion about a job. Whatever dialogue is selected, it will end up to continuing the adventure. Learn about the lighthouse. Demarion had the lighthouse built in 1890. The ship Ribos passed the lighthouse tonight and reported that the lighthouse is not lit. Oliver Drake, James Woolf and Robert Shaw man the lighthouse.</P>1 e# O% U$ J- K
You should have checked already what is needed to be checked from your room, the town and Demarion's kitchen. Turn left to the dock. Go forward to the boat. If you cannot get on the boat, retrace all the steps, click on all active places and items. Look at all angles of viewing of items in all 3 places - room, harbor and kitchen. </P>
; N2 |: V9 ^+ l! _9 `$ ]+ b4 DEnter the boat. Listen to the Ballad of Flannan Isle on the way to the lighthouse.</P>7 X( B2 H2 n% y8 w6 c8 U
Thanks, Pearl for some of the Easter eggs.</P>$ C# T, k/ M! C* D! v, `
<B>1912 Fetch Rock</B></P>2 A' m/ L( _+ \4 G* d: N
Check the debris in the water, 2 clicks right and left of the boat. Turn around from boat, forward, left and look up to see the unlit lighthouse. Go forward, turn left and look up at the pointed rock (is this the growing rock?). Turn around and climb steps to lighthouse. It is dark here. Go forward to the left of the lighthouse hut. Look up at the weather vane. Look down and see a cord. Turn right and flip the emergency lighting switch to get light inside the hut.</P>6 {$ [6 v y0 ]. w
<B>Lighthouse hut:</B> Enter and look around. See a key on the window sill. Go down the steps.</P>
" {, b x. \5 z; u" H: Y<B>Boiler room:</B> Look close at the gauges of the boiler. Go forward to right side of boiler and then click on the lantern in inventory when you get a tool cursor. Turn left, forward and left to look at 3 levers. Have to know more before we can fiddle with these. </P>; g# b/ s% N9 j% L6 O
Go back to the front of the boiler and turn to face the stairs. Click on the active cursor at bottom left of the stairs. Use lantern and take the drawing. Study the drawing and note the layout of this area. There are 3 ships in front of the boiler and 3 ships drawn on the room across it. The dark room on the right shows steps and cabinets. </P>
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5 W7 ]8 p' C: r9 f0 A$ f<B>Coal room:</B> Enter the room across the boiler. Turn right and click on the blower, the 1912 version of intercom. Hear weird sounds. Look at the paper hidden behind the wood panel of the blower. Note the number of dots beside the different ships. Turn right and look close at dark area at bottom left. Use the lantern and see taps.</P>$ M0 R8 l1 v8 u! K+ C' B- y
Go back out and let's see if we can get the boiler going.</P>
; ^3 v: N' H& j' ?4 m6 L4 A<B>Boiler puzzle: </B> </P>$ W; @6 t, M9 i; q/ k" d; H6 m
<B>Prime the boiler</B> - Based on the layout drawing, there are 3 different ships in front of the boiler. Using the ship-dots drawing, the ships are decoded as from left to right: the ship with 2 dots, ship with 3 dots and the ship with 1 dot. </P>% c! b u2 d, Y% z8 J4 A
Go to the levers back of the boiler. Use your lantern on the tool cursor. Turn left and look at the levers. The levers are noted in positions from left to right as 1, 2 and 3. The ships code of 2 dots, 3 dots and 1 dot is decoded to mean pull down (L - R) middle lever, right lever and then left lever.</P>+ x. C6 R: ~; B
<B>Turn the boiler on</B> - Go back to the coal room and turn left to the taps at the bottom of the wall. Use lantern on tool cursor. Based on the layout picture and the ship-dot picture, the 3 ships from top to bottom are the ones with 2 dots, 3 dots and 1 dot.</P>, c. r$ u% N7 `, q3 i2 } n: w: q5 y
The taps are positioned 1, 2 and 3 from top to bottom. The ships code of 2 dots, 3 dots and 1 dot is decoded to mean press the middle tap, bottom tap and top tap. </P> y( u$ N; g- w
When correctly done, see lights come on throughout the lighthouse.</P><B>Bottom level of lighthouse:</B> Go to the room next to the boiler room and see that there are now lights. Turn right and use lantern to see head boards. Turn left to the cabinet and check the shelves. Climb the stairs and look at the red bottle. Climb further and enter the door with a hole. Look at the chair under the stairs. Climb up to the first level.</P>: |0 h' U1 }. q u
<B>First level:</B> Look at the map of Cornwall, a work box with a hook and a FWW red book. Look at right side and note the filled coffee cup. Read the 1912 log book.</P>* p& ]/ I) \5 C2 u1 g
<B>Crew room: </B> Enter the door on the right. Look around. Note cabinet on the left with cups, work list and stock list. Turn left while facing the supplies cabinet and look close at the FRL crate. Click on the cloth at right to reveal a hidden compartment. See a picture of a grounded ship and paper with DRAKE, stars and numbers on it. Graphics is shown later in the walkthrough. Turn around and look at the uneaten meal. Go to the other side of the kitchen and look around. There is a small store door right of stove. Enter the store door and look out to the table. Go to the door and click on the blower to hear the weird sound again. Exit and look at the 2 pictures on the wall.</P>6 ~ V6 W: }3 d% E) Z# D$ ?
<B>Second level: </B> Continue up the lighthouse. Look close at the ship and the lady in the picture.</P> T' L! v6 ?% l: A) ^+ n: N
<B>Crew's (Woolf and Shaw's) Bedroom: </B> Enter the door on the right. Look at the picture on the left wall. Read the letter of Beatrice to James behind the right picture about Drake possibly losing his mind. Click on the mirror and read James letter to Beatrice. Malakai - remember that name. Check the drawers. The second from the top has a ghostly robed man picture. The second from the bottom drawer has more pictures. The bottom drawer has the poem.</P>
6 k3 s7 O2 t3 q! j: z6 F/ gGo forward and turn left to the table with the violin. Look close at the FRL box and see pictures, one of is of a bottle on a rock. Go to the bookcase under the window and read about the Piskie Little Folk of Duloe.</P>
( F" p7 J3 W) d* P8 ^Look at the bunk bed, pictures and the photography book on the lower bunk. Click on pillow of the lower bunk and read the letter of Beatrice to James. Go to the door and play with the light switch. Use the lantern on the blower at right of door and hear a louder scary sound. Exit and continue up the stairs.</P>. t$ Y4 X/ l$ v% w6 W$ ^6 z; O
<B>Third level:</B> It is dark here. The lamp is broken. See a ladder on the wall and a door on the right. The door has Drake's name instead of a doorknob. Flip the lock lid up and see buttons similar to the drawing found on the trunk in the kitchen.</P>
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7 {! G8 B' |4 u8 V# I) ZNumbering the buttons from left to right - 1 - 4, press 1 2 1 3 2 4 3 4. Door opens.</P>% j' L6 a4 x3 [9 G
<B>Drake's room:</B> Look at the maps on the wall. Turn left and see a ripped out lamp holder. Use the blower and listen. Turn left of door and click on the bed. Open and check the contents of the top 2 drawers under the bed. Read Demarion's 4 letters to Drake concerning the lighthouse and Parker.</P>; R" ^" q1 U/ T/ G6 P3 d
Go to the work table and see an FRL stamp. Read Drake's journal. A mention of a small etching of Fetch Rock with no lighthouse is supposed to be somewhere here. Same dream as Parker described is mentioned - comet. The rest of the entries spoke directly to and about Parker.</P>
. m/ |' ]0 w! P3 W1 D9 m) o. GUse the lantern on the picture on the wall right of the desk. Click on the tower above the cliff on the painting. Press the button and a drawer below the bed is opened. A picture of the lighthouse with a purple 1, green 2, yellow 3 and blue 4 is seen. Another picture of a series of walkways going to under the lighthouse is depicted. Note that the start of the walkway is behind the lighthouse and goes to a cave under the lighthouse.</P>0 W; d' s+ [% e# t, z4 @* p+ B
Read the Bodmin book on the window sill. Look at the 2 pictures of William Drake, 18 and Catherine Drake, 24 on the wall by the window. </P>( @& _2 [) a, z5 j
<B>Closet:</B> Turn left and open the closet left of the window. Look close, use the lantern on the hanging clothes and click to move the clothes aside. Another door is revealed. No data yet to open this door. Back out and turn to face the door.</P>
6 A5 [4 h4 {/ ]( M, M3 V<B>Lamp Room:</B> Exit the room and turn right to the ladder. Climb to the top and turn to see the lighthouse lamp. Pull the 2 levers that don't seem to be working. Pull the triangle handle to sound the foghorn. Look at the lighthouse lamp. </P>
4 m/ ^2 Z" {9 y<B>Walkway to cave:</B> Let's look for the walkway shown on the picture in Drake's locked drawer. Go back down and exit the lighthouse. Go around the hut and click behind the hut left of the wall with the emergency lighting. </P>
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Climb down the ladder, turn around and go forward to the walkway. Partway, you can look up at the lighthouse. Go forward until the crates with a crab insignia. This place looks like the ghost picture seen on the fudge box in Demarion's pantry. Go forward, down the steps and left to the cave. </P>: T, L6 n5 O8 @' b7 s
<B>Cave:</B> Hear 'Over here' guiding you inside the cave. Go forward, pass the crab crates and right to the drums. Go forward to the drums, turn right, go forward and see an entrance that was shown on the other picture in the fudge box journal. Enter and turn right. See colors of a certain pattern flash on the wall. Turn left, go forward once, turn left and see the colors flash on the wall again. Turn right, forward and now the colors flash in front of the entrance. Turn around and go back out.</P> |