_____________________________________________________________________ | | | DEMON'S TOMB - THE HINT BOOK | | | | Written by C.E. Forman | |_____________________________________________________________________| THE PROLOGUE ============ Where am I? - Read the game's introduction. - You are in the role of professor Edward Lynton, on a one-man archaeological dig in Devonshire. What's going on? - Read the game's introduction. - Your oil lamp shattered and has started a fire, trapping you in the tomb you discovered. - Perhaps this is a curse of the tomb. - Or maybe it's just a bad stroke of fortune. - Or...perhaps someone INTENDED for you to get trapped. How do I escape from the tomb? - You can't reach the door because of the fire. - You can't climb out the hole in the ceiling. - "There is no escape..." - You can't get out of the tomb. How do I put out the fire? - Whoever built this tomb didn't bother installing a fire extinguisher. - Have you tried to throw the water on the fire? - Have you tried smothering the flames with the sleeping bag? - Have you tried getting rid of the debris to stop the fire's advance? - There is no way to put out the fire. You'll have to find a way to save your research. What do I do with the sleeping bag? - You might try smothering the fire with it... - Unfortunately, that won't work. But there is a way to use the bag to help control the fire. - See the question about the hole in the ceiling. How can I stop the fire from spreading? - A fire requires oxygen to continue burning. - There is a lot of air rushing into the tomb... - ...from the hole in the ceiling! - If you could block the hole, you could stunt the fire's growth. - Try putting something in the hole to keep the air out. - Use the sleeping bag. - Even that doesn't completely stop the fire. But it does slow it down, giving you more time to protect your research. What is the hole in the ceiling for? - It leads to the outside world. - Air is rushing through the hole. - It's feeding the fire. - If you could block the hole, you could slow the fire's progress. - There's only one item large enough to keep the air from coming in. - PUT THE SLEEPING BAG IN THE HOLE. How can I read the inscriptions? - Try READ THE INSCRIPTIONS. - Perhaps your notebook has some information about the inscriptions. - There's no time to read the inscriptions. You have to protect your research from the advancing fire! What is a biro? - Examining the biro may give you a clue. - Have you looked up the word in a dictionary? - Couldn't find it? Read the game's manual again. - It's a ballpoint pen. - This term is derived from a British trademark. How do I open the coffin? - Just type OPEN THE COFFIN. Can I get in the coffin? - Did you try GET IN THE COFFIN? - No, you can't get in the coffin. What should I do with the coffin? - Did you try hiding in it? - Have you examined it? - Read the description of the burial chamber carefully. - The burial chamber is much colder than the other rooms. - So if you put items in the coffin, they will be relatively safe from the fire! How can I keep the notebook safe? - You could try hiding it in the coffin... - ...but it will still catch on fire. - Maybe it would be safe if you put it in the bucket of water. - You'll need to waterproof it, of course. - There's an item that will contain the notebook and keep it from getting wet. - It's the polythene bag. - Put the notebook in the polythene bag, then put the polythene bag in the bucket. - Don't forget to close the bag, or the water will leak in and ruin the notebook. - Of course, you still have to put the bucket in the coffin. Can I keep the ceiling from caving in? - Only if you can find a way to support it. - Have you tried moving the stone pillar? - You'll find the pillar in the secret shrine. - You can push the pillar into the burial chamber. - Can't find the stone pillar, huh? - Can't find the secret shrine either, eh? - By the way, just when did the ceiling collapse? - This is actually just a trick question. Remember the warning in the introduction: Don't let the presence or absence of a question influence your play, and don't assume that long answers are always associated with important questions. How can I protect the items from the fire? - You need to store them in a safe place. - The only place they will be safe is in the coffin. - The notebook is the most flammable object, so it must be treated with special care. See the question about the notebook for more information. - After you put all the items in the coffin, don't forget to close it. Is there a way to save Lynton? - No. No matter what you try, Lynton is doomed. Lynton's only part in this story is to make sure all the important items are kept safe from the approaching fire. What should I do to tell my discoverer about the coffin? - Don't go on until you think you've put all the important items into the coffin. - When you close the coffin, a paragraph of text is displayed, giving you some suggestions. - None of these ideas will work, but the paragraph does provide a subtle hint. - "When someone looks at his remains they must immediately took towards the coffin. He must do something to make his discoverer see the point!" - POINT AT THE COFFIN after you've put all the items in it. What items do I need to save? - You should try to save as many as you can. - To finish the game, you need to save all the items. - The one exception is the sleeping bag, which must be stuffed in the hole to slow the advance of the fire. I can't save some of the items from the fire! What should I do? - When you die, the game gives you a hint about what to do next. - If you don't know how to slow the fire, or what to do with the notebook, or where to put the items, stop here. - Time is of the essence. - You have only 29 moves to get all the items into the coffin. You can't spare a single turn. - You have to avoid continually picking up and dropping objects. This wastes precious time. - Don't read the next hints unless you're completely stuck. - The complete sequence of moves that will allow you to save every item from the fire (except the sleeping bag, of course) is as follows: TAKE THE SLEEPING BAG. NORTH. PUT THE SLEEPING BAG IN THE HOLE. NORTH. TAKE THE BIRO AND THE POLYTHENE BAG. PUT THE NOTEBOOK IN THE BAG. CLOSE THE BAG. SOUTH. PUT THE POLYTHENE BAG AND THE BIRO IN THE BUCKET. DROP THE TORCH. EAST. TAKE THE GOLD PLAQUE. WEST. WEST. DROP THE PLAQUE. EAST. TAKE THE BUCKET AND THE TORCH. WEST. OPEN THE COFFIN. PUT EVERYTHING IN THE COFFIN. TAKE THE PLAQUE. PUT THE PLAQUE IN THE COFFIN. CLOSE THE COFFIN. POINT AT IT. - You may have noticed that took only 28 moves. There's one more thing you need to do... - You'll find out about that later, though. What's the point of this scene? - When you complete the prologue, you will assume the role of Richard, Lynton's son. The only purpose of the prologue is to make sure that Richard gets all the items he needs when he finds the tomb. - You can still play as Richard if you haven't successfully completed the prologue, but you won't get all the items you need to complete the game. In order to finish the entire story, you will eventually have to save every item during the prologue. STARTING OUT (AS RICHARD) ========================= Now where am I? - After completing the prologue, you assume the role of Richard Lynton, Professor Lynton's sixteen-year-old son. What's going on? - Richard has come to find his father and talk to him about his obsession with the tomb. - Little does Richard know that he's in for quite a surprise when he finds the tomb. Who is Sam? - Examine Sam. - Sam is Richard's dog. - Sam may not be too bright, but he'll do some helpful (and occasionally hindering) things for Richard. Sam found a bone! - He's an amazing dog, isn't he? - The bone can be useful for keeping Sam in one place. See the question about controlling Sam for more information. Where is the tomb? - Read the map. - Follow the path south of the car park. You'll find it. How can I continue along the main road? - Richard came here from the east, so he's seen everything that way... - ...and he doesn't want to follow the road very far to the west... - ...so you can only go so far along the main road. - Obviously, the game can not stretch out endlessly in all directions. This limitation is just one of the many natural obstacles that keep Demon's Tomb small enough to fit on a disk. How do I get the glove? - Just TAKE THE GLOVE. - Oh. You slipped and fell down the path. - Maybe you need someone else's help. - Perhaps Sam would get the glove for you. - Type SAM, GET THE GLOVE and Sam will obey. If Sam has the bone, you'll need to take it away from him first, though. What's the purpose of the waterfall? - Nothing. It's just scenery. What should I do about the hunter? - You could tell him where to find some game. - Unless you've seen the rabbit, don't continue. - You could lead the hunter to the rabbit's burrow. - Type HUNTER, FOLLOW ME. Then go to the grassy bank. - By the way, have you offered to let the hunter take Sam for awhile? - You could trade Sam for the hunting knife. - There is no hunter in this game! Stop reading answers to questions you're not stuck on, or you'll spoil the game! Can I get the pole? - Yes. - Just taking it from the bridge won't work. - You need to be a little more forceful. - Kick or hit the pole to knock it loose. How can I get Sam to obey me? - He's not the brightest or most obedient dog in the world. - He will perform simple tasks for you, though. - You can tell Sam to "stay", but he probably won't listen for long. - You can tell him to pick up and carry something for you. - Refer to the question about Sam in the General Questions section if you want more help. THE TOMB, REVISITED =================== How do I enter the mound? - The door to the tomb is closed. - So OPEN IT! How do I keep the door from closing? - There's a hint in the game's prologue. - Before the door slammed shut in the prologue, Lynton had it wedged open with a steel spike. - As Richard, you can find that spike elsewhere in the game. - Its location may not be immediately obvious unless Sam is with you. - Have you noticed Sam acting strange in any of the game's locations? - He seems unusually interested in the small boulder in the clearing. Try moving it. - After you've done this, go back to the mound, OPEN THE DOOR and PUT THE STEEL SPIKE IN THE GROUND. Now the door will stay open. How do I put out the fire? - Have you found the bucket of water yet? - Throw the water on the fire. - Have you found the cloth in the coffin? - Try using it to smother the flames. - Why are you reading these hints? The fire burned out long before Richard got to the tomb! How do I open the coffin? - Just type OPEN THE COFFIN. - If Richard doesn't want to, you'll have to find a way to make him see the point. - Does that ring a bell? - Don't go on until you've successfully done everything in the prologue. (If you need help there, see the Prologue section.) - Have you noticed the outline in the burial chamber (as Richard)? - The outline is what is left of Lynton. If you had Lynton point at the coffin in the prologue, his outline will still be pointing at it when Richard arrives. - Have Richard EXAMINE THE OUTLINE, and then OPEN THE COFFIN. Are the burned notes important? - They crumble to dust if you try to pick them up. - They WERE important before they were destroyed by the fire. - The burned notes are all that remain of Lynton's notebook. - You can't finish the game without the information in the notebook, so you need to replay the prologue again. - This time, treat the notebook with special care so the fire won't damage it. Is the notebook important? - Well, you DID have to treat it with special care in the prologue... - Examine and read the notebook. - The old letter inside may give some useful information. - Have you noticed the blank page in the back? - Notice the impressions on the page? Maybe you could make them readable. - Haven't you ever seen this in a movie? (Or another adventure game?) - You should rub the page with something to make the indentations show up better. - RUB THE PAGE WITH THE CHARCOAL. - Well, that made it a little better. RUB THE PAGE WITH THE CHARCOAL once more, and the entire letter will be visible. What does the blank page mean? - Don't read on until you've made at least some sense out of the indentations. - Rubbing the charcoal on the page twice will make the entire letter readable. - Lynton must have written this letter to Vaulker. Refer to the question about all the letters in the General Questions section for a complete explanation. Is the gold plaque important? - Yes. - But not for quite some time. - The notebook will tell you a little about the gold plaque. How do I get out of the tomb? - From the tomb entrance, just go south. - If the door is closed, why not push it open again? - Oops. Maybe that wasn't such a good idea. - Maybe you should concentrate on keeping that door from closing behind you. Can I get back in once the mound collapses? - Have you tried finding another entrance? - There's that hole in the ceiling of the central chamber... - ...which comes out at the top of the mound... - ...but unfortunately, is too small for you to get through. - No. There's no way back in once the entrance collapses. How can I get all the items out of the tomb? - You'll never be able to carry them all out at once. - Maybe Sam could help. - However, when the mound collapses, you lose the items you're carrying... - ...and Sam can't carry everything... - ..and you need everything from the tomb to successfully complete the game. - Making two trips is unavoidable. You'd better figure out a way to hold that door open. Can I do anything on top of the mound? - No. - Nothing important, anyway. AREAS NEAR THE MOUND ==================== How do I get up the pinnacle? - If you've tried going UP, you'll know that you can't make the climb with your bare hands. - Find something to protect your hands from the sharp rocks. - WEAR THE GLOVE when climbing the pinnacle. Can I get the coin from the crow? - Yes. - Maybe you should offer something to the crow. - Perhaps some food... - The cheese sandwich isn't exactly what the crow wants. - Crows will eat dead animals. - GIVE THE RABBIT TO THE CROW. What does the coin mean? - Examine it carefully. - One side shows a man staring up at a bell shape in the sky. The other side is a series of concentric rings. - Keep it in mind as you look around. Maybe you'll see something that pertains to the markings on it. - The coin is the key to finding the High Priest Thai. See the questions about the bell and the folly, and about stopping the summoning. Is the rabbit important? - You need to catch it to solve one of the game's puzzles. - Can you think of a way to flush it out of its hole? - Maybe flooding the burrow will do the trick. - Fill the bucket with water, then pour the water into the burrow. - If the rabbit got away, it's time to restore. Try again, and this time think of some way to catch the rabbit before it can escape. - Maybe someone with faster reflexes could help. - Make sure Sam is with you when you pour the water down the burrow. - And make sure Sam isn't carrying anything. - You've killed the wabbit, you wascal! Why is Sam so interested in the boulder? - He notices something about it that you don't. - Try examining the boulder more closely. - Try moving it. I'm lost in the maze of oaks. - This is a very simple maze, with only four locations. - Each location has just one exit (except for the path leading into the maze.) - The paths loop around from one room to the next, in sequence, leading you around in circles. - If you keep going long enough, you'll wind up back at the entrance. - By the way, there's nothing you can do in the maze of oaks. It exists only as a deterrent to make you waste time. Where can I find a pole? - You've probably seen one before. - Search the areas around the car park. - There's a pole attached to the wooden bridge. How do I enter the lake? - Go east from the Marsh. - You can't swim in the lake, but you could take the boat. - You also need to find a pole to steer the boat. - Once you have a pole, just get in the punt and go east. What is a punt? - Look it up in a dictionary. - It's a boat with a flat bottom and square ends. - It's also a special kind of kick in football. - But you knew that, didn't you? How do I get upstream? - Maybe you're carrying too much. - Don't drop your stuff in the stream, or it'll get washed away. Drop your items on solid ground. - If you're still having trouble getting items upstream, give them to Sam to carry. How do I reach the islands? - To get to the rocky island, go north from the southern part of the lake. - To get to the grassy island, go south from the north end of the lake. What does the ring of stones mean? - Examine the stones. - They must be connected to the legend, don't you think? - So they probably have something to do with the monolith on the grassy island. - Have you read the magic word on the monolith? - Have you ever tried saying this word? - If you say the word while standing on the rocky island, you'll get a message from the High Priest Thai. What does the monolith mean? - Have you read the word that's carved on it? - What could that mean? - It's a magic word. Try saying it. - Type SAY "KWAH". - Something happened on the rocky island when you said it. - Go to the rocky island and try saying it there. What does the limestone slab mean? - Examine it. - Does the symbol on it look familiar? - It's the same symbol that appears on the stone tablet. - The slab and the tablet must be connected somehow. - Try putting the stone tablet on the slab. - Fooled you again, huh? The stone tablet and limestone slab don't even exist! If you keep reading hints to puzzles you're not stuck on, you're going to seriously decrease your enjoyment of the game. THE BEACH ========= I keep falling down the hill near the beach! - Don't attempt to walk down if Sam is with you. - See the question about how to control Sam. Who is Vaulker? - Read the letters and the notebook. - Vaulker is (or was) obviously a colleague of Lynton. The two of them seem to have been researching the mound and its legends together. What does his note mean? - If you haven't found the notebook (as Richard), stop here. - Do you know what the notebook means? If not, see the question about the writings in the General Questions section. - The note Vaulker is holding contains translations of the relevant passages of the chapter of the Revelations of Klaadra that Vaulker was missing from his copy of the book. What happened to Vaulker? - Examine Vaulker. - Once you've been to Culcombe Manor, things will begin to make more sense. - Vaulker was at Culcombe Manor earlier, translating a chapter from the book in the study. - Have you ever read the parchment that's on the desk in the study? If so, remember what happened? - See the question about the parchment. How can I continue along the beach? - At first, only a section of the shore is exposed. - Wait for the tide to go out. - Reading the newsletter may help. - Around 11:15, low tide will occur, and you'll be able to go further along the beach. How do I get past the mutant sand crabs? - Have you tried hitting them with the stick or the pole? - You can't fight them off by yourself. - Have Sam with you when you encounter the crabs. - Wait a minute! There are no mutant sand crabs in this game! - If every question in this book were relevant to the game, the questions themselves would give far too much away. Trick questions such as these should encourage you to ignore hints which are not of immediate use. What do I use for light in the cave? - Looking back at the prologue may shine some light on the matter. - Lynton had a torch in the prologue. You can use it as a light source. - It's batteries are dead, huh? Well, they were working in the prologue. - You'll have to figure out a way to preserve the torch until Richard can use it. - Remember that you have 29 moves in the prologue, and saving all the objects only takes up 28? - You have one "free" move in the prologue. You should use it to turn off the torch. - You have to turn it off at the right time, though. If you turn it off too late, the batteries will either be dead, or won't last long enough to get Richard through the cave. - And if you turn it off before you slow the fire, the fire will spread too quickly, and you can't save all the objects. - Replay the prologue, and this time turn the torch off immediately after you stuff the sleeping bag in the hole. Then save the items in the usual manner. When Richard gets the torch, it will last just long enough to get him through the cave. How do I get out of the cave? - You could just go out the same way you came in... - ...but there's another exit. - See the next question. I keep getting lost in the cave! - Be sure to save your game before you enter the cave. - The cave is a maze. To get through it, you'll probably need to make a map. - Try every possible direction, and take notes on where each passage leads. - Try dropping objects in rooms to individualize them and make the cave's geography more clear. - If you want a little more time before the torch expires, follow these instructions: Replay the prologue, and have Lynton turn off the torch immediately. Don't worry about the other items. Just put the torch in the coffin and point at it. When Richard obtains the torch, it will have a little more power. - You'll probably have to save and restore several times, because the torch still doesn't last long. Keep trying, though. You'll get it. What's the point of the cave? - Once you get through the cave, its purpose will be more clear. - The cave is the only way to get into Culcombe Manor. This cave part is impossible! Help!! - Don't read these hints unless you're completely stuck. - These hints deal with the cave maze itself. If you need help getting a light source, refer to the appropriate question. - The cave maze is not nearly as complex as it first seems. - Dropping something in a room named "Cavern" will simplify things tremendously. - After dropping an object in the Cavern, try moving in different directions. - There is only one room named "Cavern", and all the passages but one lead back into that same room. This creates an illusion that there are many rooms. - If you can't find the right direction, remember that you can go up or down as well as in the four cardinal directions. - The correct passage is up. - Now you're in the Steep Passage. From here you could go back down, or north, or up again. - Down or north will just take you back to the Cavern, so go up again. - Climb up the stone steps, and you're done! - You can't make any wrong turns, or your light won't last long enough to see you through the cave maze. - If you're still stuck, these instructions, which assume that you are carrying the torch and standing at the Beach just outside the cave, and that you turned off the torch at the right time during the prologue, will get you through: SOUTH. TURN ON THE TORCH. SOUTH. WEST. UP. UP. UP. Can I get back through the cave? - Once again, you'll need a light source. - But your torch is out, and there are no other light sources in the game. - So you can't go back through the cave. - There is another way back to the other areas of the game. You only need to pass through the cave once. - Aren't you glad? THE CHURCH ========== Are the gravestones important? - Read them. - The only readable stone says that the previous owner of Culcombe Manor died about a year ago. - This provides a bit of a clue, but it is not essential to the adventure. How do I get in the church? - The door is locked, so you need the key. - Once you find the key, the rest should be obvious. - The key is in the Lounge in Culcombe Manor. What do the stones in the vestry mean? - Some of them seem to have been removed. - The stones are probably too heavy to be carried very far. - Since you haven't seen evidence of the stones near the church, you might conclude that the church has another exit. - Look very closely at the door. - Have you ever tried closing it once it's been opened? - Closing the door reveals a mysterious gateway. Have you entered it? - Try it. You can't be afraid to try things in this game. - Entering the gateway transports you to an area northeast of Culcombe Manor. Someone has evidently removed the stones from the vestry, and taken them through the gateway into this area. How do I climb up into the bell tower? - The ladder will never support you. - Maybe the rope would. Try climbing up the rope. - You need to do something to the rope first. - More specifically, you need to find a way to brace your feet against the rope so you can climb it. - Remember climbing the rope in gym class? - Tie a knot in the rope before climbing it. What do I do in the bell tower? - There really isn't much here besides the bell itself. - Have you tried ringing the bell? - Pulling on the rope, or hitting the bell with the hammer, doesn't seem to accomplish much. - Maybe you need a better ringer. - Examine the bell carefully. - The bell is made out of the same material as the folly and the statue. - Maybe there's a ringer made out of the same material somewhere. - If there were, it'd have to be hidden in a place where it wouldn't be disturbed for a long time. - The churchkeeper would probably have had access to the ringer. - Look for the ringer where you found the key to the church. - Search Culcombe Manor again. - Have you noticed anything different about one of the rooms? - The paneling in the lounge is far older than that in the study or hallway. - Try knocking on the paneling in all three rooms. - One of the panels in the lounge is loose. Open it. How do I get down from the bell tower? - The same way you got up. - CLIMB DOWN THE ROPE. How do I catch the church mouse? - Try setting a trap for it. - You need the bucket, the stick, the pole, and some bait. - The cheese sandwich would make good bait. - Proper construction of the trap is vital. - Lean the bucket against the wall... - ...then put the stick under it to keep it from falling too early... - ...then put the pole next to the stick. - Don't forget to put the sandwich under the bucket. - Now wait awhile, and when the mouse starts eating the sandwich, use the pole to knock the stick away, which will cause the bucket to fall, trapping the mouse inside. - That was a great trick, wasn't it? - I'm not referring to the mousetrap. I'm referring to this question. There is no church mouse! What's so special about the church? - Several things, actually. - You'll find information about the history of the church inside Culcombe Manor. - You could investigate the disappearance of the stones in the vestry. - The bell is important later in the game. - The door is also significant. See if you can figure out why. Where did that circle of stones come from? - Don't go on until you've actually seen the circle of stones. - What did you do that make the circle appear? - Stepping through the gateway in the church will transport you to the stone circle. - This is obviously where the stones from the vestry were taken. CULCOMBE MANOR ============== What does the newsletter mean? - Read it. - You'll find a copy of the articles in your Demon's Tomb package. - The first article tells about a mysterious death. Have you seen anyone else who died in a similar manner? - See the questions about Vaulker. - The second article gives you a hint about the tides on the beach. How do I get by the gates? - Have you tried climbing them? - You can't get past the gates until you figure out how to open them. See the next question. How do I open the gates? - The gates are not chained or locked. They are held shut by "powerful forces." - These forces prevent anyone outside from coming in. - The gates can be opened only from inside. - To get inside the gates the first time, you must pass through the cave. - Then simply OPEN THE GATES. - Once the gates are open, don't close them again from the outside, or you'll really be stuck. How do I get into the house? - If you've tried all the doors, you probably know they're locked. - Read the room descriptions carefully. - There's a window somewhere that isn't boarded up. - It's in the Shrubbery. OPEN THE WINDOW and go inside. What's in the garage? - Nothing much, really. - It's just another way to keep Sam occupied if you've lost the bone. How do I get past that pesky duck? - EXAMINE THE DUCK. - The duck looks hungry. Have you seen anything that you could feed to it? - Lynton left you something you could use. - GIVE THE CHEESE SANDWICH TO THE DUCK. Now the duck won't bother you for the remainder of the game. How do I open the chest? - There's no key for it. - You may try being a bit more forceful. - HIT THE CLASP WITH THE HAMMER. Is the pond significant? - No. Is there anything important about the folly? - Yes. - Have you noticed anything similar to the folly elsewhere? - The bell and the rod are made out of the same material as the folly. - So is the statue. - The statue appears to be a miniature rendering of the bell and folly. - The bell and the folly must therefore be connected somehow. - See the question about finding Thai. Who is the hooded figure? - If you encountered the hooded figure, I hope you have a recent saved game. - What does the figure say before he kills you? - Something about a summoning... - Reading all the writings may make it clear. - The hooded figure is obviously Tzen, and he is obviously preparing to bring the demon Darsuggotha into the world. How do I keep the hooded figure from killing me? - Making him aware of your presence is instant death. - Don't open the oak door in the hallway, and don't go north from the Patio or south from the Narrow Footpath. - Also, you may want to find a way to keep Sam occupied while you look around. Sam has a tendency to make noise, which will also reveal your presence. What does the book in the study mean? - Have you read it? - It's a copy of The Revelations of Klaadra. - This is the text that Lynton and Vaulker were studying. - If you've read Vaulker's note, you should know that Vaulker must have come to Culcombe Manor to translate the chapter that was missing from his own copy of the book. What does the parchment mean? - Have you read it? - Wait a few turns. You'll find out. Yipes! Where did those evil hounds come from?? - They show up a few turns after you carry out a particular action. - Think back a few turns. Did you do anything that produced a reference to the hounds? - Reading the parchment in the study will, after several turns, summon the evil hounds, who in turn will kill you. - As you've probably guessed, this is how Vaulker met his demise. Vaulker was in the study, translating his chapter from the book, and he must have read the parchment. - Reading the parchment is the only way to make the evil hounds appear and kill you. - So, don't read the parchment! How do I open the desk? - The game won't let you unless you realize that it is indeed possible to open it. - Sit in the chair, and you'll notice a hole in the desk. - LOOK IN THE HOLE. - It's not just an ordinary knothole. It's a hidden drawer in the desk! - There's a mechanism at the far end of the drawer. Maybe you could spring it with the right object. - Examine the hole and think about its size. One of the objects in the game would fit in the hole just right. - The biro. PUT THE BIRO IN THE HOLE. What happened to the objects that fell out of the desk? - Don't read further unless you've opened the desk. - The papers must have fallen somewhere where they're not immediately visible. - Maybe they're under the desk. Look there. - Or maybe looking under the chair would be more productive. Can I go north from the hallway? - Yes. - But I wouldn't, unless you've got an overwhelming urge to die. GENERAL QUESTIONS ================= How can I control Sam? - Sam will do simple things for Richard throughout the game. - Some commands Sam understands are sit, stay, fetch, and drop. - Fetch and drop tell Sam to pick up or put down an item, respectively. You can also give Sam an item to carry for you. - Sam can only carry one item at a time. If you give him an item when he already has one, he'll drop the first and take the second. - Though Sam is helpful, there are several places in the game where he can get you into trouble. For example, if you let him follow you down to the beach, you will trip over him. - Telling Sam to "stay" will keep him occupied only for a short time. There are two ways to keep Sam in one place indefinitely. - The first way is to give him the bone. - The second way is to lead him into the garage at Culcombe Manor. - To get Sam to follow you again, simply take the bone or speak to him. He'll get the message. What happened to the objects I dropped? - The seagulls don't like the way you're littering the forest. - So they'll fly off with any paper object that you drop on the ground in an outdoor location. - You'll find the objects you drop in the litter bin north of the car park. What is the goal of the game? - Explore around a little. You'll get some clues. - Once you've found the notebook and all the letters, you can piece the story together. If you need help with this, see the next question. - The goal of the game is to prevent Tzen from summoning the demon Darsuggotha into the world. What do all the writings mean? - These hints reveal the meaning behind the notebook, and the letters Lynton and Vaulker sent. This will give away a large portion of the game's story, so read it only if you're completely stuck. - Most of the notebook is a translation of Vaulker's copy of the Revelations of Klaadra, a book which contains the legend of the mound Lynton was excavating. - The legend concerns two brothers, Thai and Tzen. Tzen became a servant to the evil demon Darsuggotha, and was preparing to summon him into the world, but Thai prevented it. Tzen faked his death and went into a deep sleep until the time was right once again to summon Darsuggotha. - As Vaulker's note states, Thai also remained to keep watch over Tzen, but Tzen has risen again. Thai is unaware of it, according to the inscriptions on the gold plaque. - The letters Lynton and Vaulker wrote to each other help piece the story together. The news article (in your game package) tells about a coming equinox, accompanied by a triple trine alignment of the planets (which is revealed in the letters). That means that the time will once again be right for Tzen to summon Darsuggotha. - The tomb that Lynton is (or was) excavating is the place where Tzen has been waiting all these years. However, since the coffin is already empty, Tzen has already risen and is preparing for the summoning once again. (Thai also has a tomb somewhere, as Vaulker's translation of the missing chapter suggests, but you will have to find it on your own.) - Actually, Tzen has been awake for quite some time. Vaulker's most recent letter speaks of a foreign man known as Mr. Tyson who resides at Culcombe Manor. Since Tzen has been asleep for thousands of years, he would speak a different language and probably appear foreign; and, if given the proper accent, "Tzen" can sound a lot like "Tyson." This should be enough information to tell you that the Mr. Tyson to whom Vaulker refers is Tzen. - However, the grubby letter in Culcombe Manor's mailbox says that a Lord Lewis once resided there. Lord Lewis apparently took Tzen in, thinking him to be an innocent foreigner, and, when he had gained Tzen's trust, made him the heir to the manor. The truth is, Tzen killed Lord Lewis so he could use the house to prepare for the summoning. - Tzen is also responsible for trapping Lynton in the tomb, and placing the parchment in Culcombe Manor's study where Vaulker could find it. - In his letter (the one you rubbed the charcoal on to make the impressions visible), Lynton told Vaulker to find out where the stone circle was, so Lynton and Vaulker could stop the summoning. Vaulker also came to Exmoor to visit Culcombe Manor, where he could translate a chapter from the Revelations of Klaadra (the book in the study). Vaulker had a copy of this book, but it was missing the last chapter. Mr. Tyson (Tzen) told Vaulker that he would have to wait until the 15th to visit the manor and translate the chapter, as Tzen was preparing for the summoning of Darsuggotha. - Unfortunately, after Vaulker translated the chapter, he evidently stopped to study the parchment, and was killed by the evil hounds. (See the question about the parchment.) Due to the exceptionally low tides (described in the newsletter), Vaulker's body turned up on the beach near Culcombe Manor, after he evidently got knocked off the cliff when attacked by the evil hounds... - And Lynton was burned to death when the fire started in the tomb... - So Richard is now the only one who can stop Tzen from summoning the demon Darsuggotha. Who is Thai? - Read the notebook. - Thai is the High Priest from the legend. He once prevented the summoning of Darsuggotha, but he is unable to do anything about it this time. - Richard can get a message from Thai if he does the right thing. See the questions pertaining to the islands in the lake. - Thai also has a tomb hidden somewhere nearby. See the next question for hints on how to find it. Where is Thai? - Lynton thought he had a tomb somewhere nearby. - There are clues all over the game. - To find Thai's tomb, you need to learn about the bell, the folly, the statue, the rod, and the coin. See the appropriate questions. - Thai's tomb is beneath the folly. The bell is the key to opening it. - You need to ring the bell with the rod to make it work. - Ringing the bell once isn't enough. - Look at the coin again. Notice the 13 concentric rings? - You must RING THE BELL exactly 13 times. Too many or too few, and the tomb won't open. - Once you've rung the bell, go back to the folly (if you're pressed for time, you may need to take the gateway to the stone circle). - Of course, Richard won't enter the tomb unless he has a good reason to. - If you've had Richard READ THE NOTEBOOK, he'll understand what he has to do. Who is Tzen? - Read the notebook. - Tzen is Thai's brother. A slave of the evil Darsuggotha, Tzen is trying to summon him into this world. - Tzen is the hooded figure in Culcombe Manor. Who is Darsuggotha? - Read the notebook. - Darsuggotha is the demon whom Tzen worships. If Tzen summons Darsuggotha, the world will be doomed. The hooded figure shows up at 18:00 and kills me! - Exactly. - It's a time limit. You'll have to stop the summoning before then. How do I stop the summoning? - You can't do anything directly. - You'll need someone else's help. - Only Thai can stop the summoning. Don't read on until you've seen him in person (not his message on the island). - Thai is unaware that Tzen has risen. You have to let him know. - Thai doesn't speak English, so you'll have to find some other way to tell him about Tzen. - You need to show Thai a message, in the ancient language, saying that Tzen is preparing for the summoning once again. - There is one item in the game that contains such a message. - Think back. Remember Lynton's notes about the inscriptions? - The gold plaque. SHOW THE GOLD PLAQUE TO THAI. - Once he knows, he'll do the rest. FOR YOUR AMUSEMENT ================== (This is a list of things for you to try when you think you've seen everything in Demon's Tomb. However, you shouldn't read anything in this section until you've won the game, because the suggestions below and/or the results of trying them may inadvertently give away the answers to some of the puzzles in the game.) Have you ever tried... - running during the prologue? - getting in the sleeping bag during the prologue? - moving in an invalid direction during the prologue? - examining, opening, smashing, rubbing, kissing, smelling, kicking, or eating Sam? - killing Sam (while holding him)? - pouring water on Sam? - putting something on Sam? - telling Sam to take the pole before you've knocked it loose from the bridge? - telling Sam to fetch when there's nothing around? - telling Sam to drop when he isn't carrying anything? - putting Sam in the coffin or the rabbit burrow? - climbing the gates? - getting in the coffin? - typing HELP or SCORE? - opening the door in the church after closing it? - touching Thai, or throwing things at him? - smelling Thai? - to THINK ABOUT the following things (as Lynton)?: archway, biro, broken lamp, burial chamber, coffin, debris, fire, gold plaque, hole, inscriptions, Richard, Sam, sandwich, smoke, stone door. - to THINK ABOUT the following things (as Richard)?: biro, bone, book, coffin, compartment, desk, Exmoor, gates, gold coin, gold plaque, grubby letter, Lord Lewis, Lynton, mound, Mr. Tyson, notebook, outline, parchment, pictures, rabbit, rusty ladder, Sam, sandwich, seagull, steel spike, Thai (after you've seen him), Tzen, Vaulker.