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1998-02-06
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Walkthrough
[Adrienne in reception hall]
Here you will find a complete, highly abbreviated, no nonsense
walkthrough for Phantasmagoria that incorporates only those moves
absolutely essential for completing the game successfully. Alternative
methods of resolution for certain gameplay situations with multiple
solutions are not discussed. By carefully following these brief
instructions, you will miss out on many plot enhancing scenes and events,
but, for those gamers who are pressed for time, this is the way to go. An
assumption that you are somewhat familiar with the names of all the
rooms, locations, and characters has been made. Novice players may want
to read the Gameplay page should anything mentioned here seem unfamiliar.
If your Web browser supports such a capability, you will hear a MIDI file
playing in the background that is identical to one of the tunes from the
player piano in the main reception hall of the Carnovasch mansion.
Download the background MIDI music (in ZIP format).
--------------------------------------
[Letter opener]
[Realtor's office]
Chapter One
Exit kitchen. Enter reception hall. Try to open huge ornate
blue-green doors. Exit house via front doors. Click on nearby BMW
to drive to town (Nipawomsett). Enter realtor's office. Talk to
realtor. Get key from filing cabinet. Return to house. Go to
hallway off reception hall. Use key on locked doors at end of
hallway. Enter library. Go to desk. Pick up and carefully examine
black figurine in pop-up window which will reveal it to be a
letter opener. Examine fireplace twice. Use letter opener on
fireplace. Enter chapel. Remove Bible from wooden box on altar.
Open box.
[General store]
Chapter Two
Open bedroom dresser drawers. Get five dollar bill. Go to town.
Enter General Store. Talk to clerk. Give five dollar bill to
clerk. Return to house. Enter carriage house/barn located near
parked car. Examine cooking implements near barn fireplace. Give
drain cleaner to Don. Knock on door to darkroom on second floor
of mansion.
[Tower room]
Chapter Three
Enter house. Go to dining room. Pick up fireplace poker. Enter
kitchen. Get matches from drawers. Open door to kitchen pantry.
Turn on light. Examine rug. Use fireplace poker on trapdoor. Try
to go downstairs. Use matches on Adrienne. Get hammer from
cellar. Go to carriage house. Climb ladder. Use pitchfork then
bare hands on pulley to rescue Harriet. Use hammer on nail in
hayloft hole. Look at locked door on third floor. Insert nail in
keyhole. Use fireplace poker to bring fallen key to your side of
door. Use fallen key on door. Enter tower room. Look out window.
Pick up and examine book. Go to town. Enter General Store. Go to
back of store. Get soup bone by clicking on bottom of barrel.
Walk along path leading away from town in carpark. Give soup bone
to dog before opening gate. Knock on door. Give book to
housekeeper. Talk to Malcolm. Return to house.
[Telescope]
Chapter Four
If you began the game at this chapter, look out tower room
window. Talk to Harriet in reception hall. Exit house via back
door. Talk to Cyrus. Enter house via back door. Return to back
garden and talk to Cyrus again. Follow Cyrus to washed out path
(tip: you need to cross the garden bridge and pass the entryway
to the crypt). Cross new tree trunk bridge. Pick up lenspiece
from path. Examine telescope. Use lenspiece on telescope and look
through it to discover new room next to tower room. Return to
house. Go to tower room landing. Use hammer on wooden wall. Enter
new room (attic). Go to reception hall.
[Secret passage]
Chapter Five
Go to reception hall. Attend seance in carriage house. Go to
conservatory on third floor opposite Adrienne and Don's bedroom.
Examine dragon lantern. Investigate dragon lantern projection on
wall. Enter secret passages. Use lifts to descend two floors.
Enter chapel. Find opposite secret door in chapel. Find secret
entrance to theatre from passages. Exit theatre via main doors.
[Photo of Carno and Malcolm]
Chapter Six
Go to theatre. Enter makeup room. Get picture of Carno and
Malcolm from wardrobe. Go to town. Give picture to Malcolm's
housekeeper. Talk to Malcolm. Return to house. Talk to phone man
in reception hall.
[Finding of snowman]
Chapter Seven
Go to nursery on third floor. Pick up glass shard. Go to
theatre's makeup room. Examine Don's jacket and get snowman
Christmas ornament. Go to chapel. Enter secret passage to crypt.
Pick up rosary beads from Marie's sarcophagus. Enter darkroom.
Use nearby drain cleaner on Don. Quickly grab spellbook from
table. Give snowman to Don. Pull blade release lever (Note: you
must kill Don if you want to win the game). Run to secret
passages via panel discovered in chapter five. Flee down stone
side passage. Click on water pipe as close to left hand side of
screen as possible. Bar summoning chamber door. Place spellbook
on altar. Find talisman on Carno's nearby corpse. Place talisman
on spellbook. Use glass shard on Adrienne to provide blood. Place
rosary beads on spellbook and breathe a huge sigh of relief!
[Large red dot]
Now that you know what you have to do, play Phantasmagoria again a few
times, slowly exploring its various environments and interacting with all
encountered characters. Remember, the contents and events of each game
location may change between and even within the individual chapters. If
you require further assistance, click on the "Official Hintkeeper"
component of the user interface, or, even better, read the other pages of
this review. Seekers of thrilling action should check out the Losing
Scenarios section, while those who prefer a longer exposition of the
storyline are directed to the Plot Synopsis. As a last resort, please
visit the Cheats and Easter Eggs and Strategy Guides pages.
[Blue marble line]
[Phantasmagoria button]
Contents
Title - Introduction - Gameplay - Plot Synopsis - Sound and Visual Effects
- Main Characters - Censorship Issues - Miscellanea
< Phantasmagoria 2 Overview Website >
[ Frames view | Comments? | Exit frames ]
[Phantasmagoria button] ⌐ Anthony Larme 1998 [Phantasmagoria button]
(larme@bit.net.au)
http://www.ozemail.com.au/~larme/phwalk.html