Walkthrough for "Gathered in Darkness" Comp version; chapters 1-3. PROLOGUE: You wake up to discover you are not alone in your bedroom. The intruder flees east and you should follow him. He escapes and leaves you trapped on the third floor. You start to feel sick and weak so return to your bedroom and sleep. (Type sleep, or rest while in your room). Going to sleep ends the prologue. CHAPTER 1: You wake up in the morning and notice that a strange note has been left from the night before. You will not be able to leave the room until you read the note so go ahead and check it out. Oh no…you have been poisoned and will die soon unless you find an antidote. Now that the note you found has been read you can leave the room at will. To the west is your bathroom where you can find a Flex Coupling under the sink (though you will not need it until chapter four). South is your closet but it is locked and you have left you key in your dinner jacket which has been misplaced. That just leaves east as the only direction you can go right now. After going east you will find yourself in the foyer. From here go south into the office and examine the desk. You will find a radio and, if you open the drawer, a memo with some creepy information in it. The filing cabinet in the room contains a newspaper clipping on the purchase of the island. If you try to use the computer you will notice that you can not do so until you have an employee login in number. Take the radio and return north to the foyer. By going east from the foyer you will enter a hallway. If you go north from here you will encounter beautiful Brenda (but she will not play an important role until later in the game). Going south will take you to the bedroom of Kitty Donovan who, not surprisingly, is missing. You have now found your dinner jacket, however, and if you search the pockets you will locate the missing key to your closet. Kitty’s bed can be moved around to find a secret floor safe that can not be opened until later. If you search her dresser you will find her diary. Now that you have the closet key return to your room and use the key to unlock the door. (type use key, or unlock door to do this). Inside the closet you will find a flashlight. If you try to use this flashlight you will see that there are no batteries inside. Hmmm…maybe you could take the batteries out of the radio and put them into the flashlight. Type open radio or take batteries out of radio and then use batteries or put batteries into flashlight. Now the flashlight works. Go east, through the foyer into the hall and then east again to the night desk. From the night desk you can go south to locked bedrooms, behind the desk where you can read an entry on Billy’s laptop, or north into Billy’s room. Go north. Inside Billy’s room you will notice that it is to dark to see anything. Now would be a good time to turn on the flashlight and search. You will find the mutilated and dead body of Billy, but you will also find the key you need to open the gate into in the foyer and escape the third floor. Return to the foyer and use the key to open the gate. Go down to end the chapter. CHAPTER 2: You will find yourself in the central hub on the second floor. From here you can read the directory to see where the different directions will take you. Going in most directions will trigger a cut scene where you see two robed figures discussing a problem with one of their group members and information about a hidden lab. It seems you will need to find a pass code and bypass a music lock of some kind. If you go northeast from the central hub you will find yourself in the server room. There is a main terminal in here that is used to generate employee login numbers. You will not be able to do this without a supervisors code, however. Go east and you will be in a maintenance area. Take the pliers, they will come in handy during chapter five, and read the note that was left for the maintenance man. Now you have a supervisors code. Return west to the server room and use the main terminal to create an employee login number for yourself. Now you can return to the third floor office and use the computer. Go back to the central hub, and then go up to the foyer. Go south to return to the office and then use the computer. Select “Generate Lab Passcode” from the menu and you will have a code good to enter the lab for the next 24 hours. All the other selections will give you more information (except for making the computer self destruct which will kill you). Leave the office and return downstairs to the central hub. If you go southeast you will enter the museum. Take some time to examine the exhibits in each of the three rooms to learn a great deal about the island and the strange happenings that are going on. If you go north from the first room you will find yourself in the curators office. Examine the shelves in here and you will discover a torn half of sheet music. (Incidentally, the brain and the jar offer quite a bit of amusement if you take the time to manipulate them in different ways. I recommend trying to eat the brain). In his desk drawer is the key to the dim hall which is the northwest door off of the central hub. (The one the two figures entered and locked behind them during the cut scene at the near the chapters beginning). We are not quite ready to go there yet though. Return to the central hub and go downstairs to the first floor. Be careful here as there are two sleeping beasts that will kill you dead if you try to do anything but go west or up. Go west into the dinning room and examine the bowl on the table. You will find a piece of rotten fruit which you should take but DO NOT EAT IT or you will die. Go west again and you will be in the kitchen and if you go south you will be in the pantry Examine the tray in here to find a cheese grader which you should take. Go back to the dinning room and now go south into the alcove. Do not go south from this room or the corpse will wake up and kill you. Next to the body is a wallet. If you open the wallet you will find a note giving some clues as to the poor saps fate, you will also find a chain key. It is best to leave the corpse alone for now (though you will be back to take care of him in chapter 4). Going east will take you into the breakfast room. Examine the stack of music in here and you will find the right half to Contrapunctus I. You can now use one of the halves of music, drag it onto the other half, or type combine music. Now, with the complete piano score, you have what you need to bypass the music lock. On the table is a bowl with some nice, tasty golden apples inside. Take one of these, (there is no harm in eating it, and if you do there will always be another one in the bowl to grab). Return to the central hub by going northwest, east, and up. Now is the time to use the dim hall key you found in the curators desk. This key unlocks the passage to the northwest. Going northwest takes you into the dim hallway. Unfortunately the doors to the library and the north are locked and you can only go south, to the music room. Inside the music room you will find a harp, (though it will not be used until chapter 8). With the complete piano score to Contrapunctus you will be able to play the piano. Doing so opens a small compartment in the wall that reveals a keypad. This is the place where you need to input the lab passcode that you generated on the computer in the third floor office. Once this has happened the couch in the floor flips up into the wall and reveals a stairway downwards. Going down ends the chapter. CHAPTER 3. You have finally accessed the secret lab area. Take the hallway east and then go north into the meeting room. In here you can use the projector to watch a small clip about some of the research going on in the lab. Return south to the hall and then go south again to enter Dr. Blackard’s office. The filebook on his desk will give you information on FALON-6 and a clue about how to harvest skin for the beast. Inside the desk is a mould that you will not need until chapter 5. Return north to the hallway and then go east to enter the lab proper. The door to the south is locked but you can look through the window to get an idea about your current goal. If you go east again you will end up in the penthouse which turns out to be Dr. Skinn’s private little hangout. Thankfully he is not here. You can access his computer and get lots of information as well unlock the door to the containment room. DO NOT ENTER THE CONTAINMENT ROOM WHILE FALON-6 IS ALIVE. Examine the shelves by the steel plate and you will trigger another cut scene with our two favorite robed cultists. You need to find this Heath character…take the keys to the tower and leave the room by going west. Backtrack all the way to the central hub and then take the southwest door. You will find yourself in the bright hall. Use the tower keys to unlock the door to the south and then enter the tower. Inside the tower make sure you go under the stairs and grab the surgical tubing (you will need it in chapter 4). For an extra bit of story go south and then west. Once you are ready go upstairs into the cell block. Examine the desk and then flip the switch to unlock the doors to the cells. Then go east to enter the stone corridor. Whatever you do in here DO NOT GO NORTH. Enter the southern cell and take the empty waste bucket, then go back north to the stone corridor and enter the door to the east. Talk to Heath, make sure you exhaust all dialogue options available. From this point you have two choices open to you and your decision will make a large impact on the rest of the game. You can either kill or save Heath…. (if you want to save heath skip the next section, if you want to kill him…read on) IF YOU WANT TO KILL HEATH: This is really simple, just give him the Rotten Apple. (NOTE: do not use the rotten apple or you will eat it yourself and that is not going to end well for you). You will back out of the cell and thirty seconds later or so you will get a message alerting you that the deed has been done. Go back into his cell and you will find him dead on the floor. From everything you have learned, you need skin to feed to FALON-6 and Heath is the correct blood type. Now you just need to collect that skin…but how. The filebook in Dr. Blackard’s office has the clue for this one. Use the cheese grader on heath’s corpse to harvest his skin. Use the empty bucket from the empty cell to carry the skin shavings around in. Now you just need some Nassic to doctor the shaved skin with before you feed it to Falon-6. Skip the next section and pick up reading at the “Finding Nassic” part. IF YOU WANT TO SAVE HEATH: You must do two things to save Heath. You must free him from the chain and find him something to eat so he will have enough strength to go with you and retrieve the skin samples that he has hidden away. It does not matter what order you do those in. Feed him the golden apple to satisfy his hunger and use the chain key you found in the wallet by the corpse in the alcove to free him from the chain. Once both have been done he will exit with you from his cell. Oh-no. Heath opens the cell to the north looking for his belongings and releases a little demon that rips out his throat and kills him. Looks like he will not be giving you his hidden skin samples after all. At least he is of the correct blood type. Use the cheese grader to harvest his skin and the empty bucket from the empty cell to carry the shavings around in. Now you just need some NASSIC. FINDING NASSIC: Backtrack out of the tower back into the bright hall. The door to the west is where you want to go but it is locked by a keypad lock. Not to fear, if you spoke to Heath about Nassic than you have the proper code. If you killed him off before you could find that out than you are totally out of luck (just kidding, you can also get the code from Dr. Skinn’s computer in the penthouse). Enter the code and go into the room. Inside the black trunk you will find a syringe filled with Nassic. Combine this with the bucket of skin and you are ready for FALON-6. Return to Lab A-1. Place the bucket on the sliding tray and then press the button. Falon-6 will eat the deadly meal and be reduced to a puddle. If you have not already unlocked the door to the containment room by using the computer in the penthouse, do so now. (just go east from here). Once the door is unlocked you can go south and enter the containment room. This will end the chapter. WHAT NOW? Well, Dr. Jones did elude to a cure before his unfortunate demise. There are also bigger and more dangerous things afoot here on Domou Island. And whatever happened to Kitty? Do not fret…the entire game is complete and will be uploaded to the archive the day the If Comp 2007 is over.. Return, have your questions answered, save yourself…and the world. Until then…. Dr. Froth