The Filmmaker (2016) Walkthrough
by CBSection31
This is a walkthrough for the text adventure, The Filmmaker,
which is a remake of the 2010 point and click adventure by Unimatrix
Productions.
Please note that this walkthrough
will get you through the game and tell you how to unlock all the achievements,
but it will not give you a perfect
score. You will have to figure that
out on your own!
Six months ago...
Watch a gruesome murder.
Act I: Lights, Camera, Action
Get to know our protagonist, Brianna. She seems like a nice young woman.
Theater
Exterior
Once the game begins, talk to
Gerard. Reply however you want. After he leaves, view the tutorial or
not--your choice. Either way, make sure
to take a look at your inventory and journal, just to get a feel for the
interface. It's not hard to use. Don't forget to read the journal entries!
Examine the fire hydrant and look
at all the posters. You'll be getting
very acquainted with these movies.
Head north.
Theater
Entrance
Before opening the doors, read the
sign and examine the ticket booth. Then
try the doors.
Head northwest into the theater.
Lobby
Talk to the weird filmmaker. Respond however you'd like. Give him the ticket from your inventory. He tasks you with finding five prism
shards. Oookay...
Before doing anything else, read
the update in Brianna's journal. After
that, look at the box and examine the east door. It's locked.
Lots of places to go now! If you get lost at any point, just check your
map.
First, if you try going southeast,
Brianna won't let you leave the theater.
All right, let's explore inside then.
Go north to the arcade.
Arcade
Examine everything here. In particular, you'll find a crane crab game,
a fortune teller machine, and a handheld game below the pinball machine. These will all come into play later. Try to play the handheld game twice for an
achievement.
We can't do much else here without
getting some coins to use on the arcade machines, so head back south to the
lobby and south again into the men's restroom.
Men's
Restroom
Examine the toilet and try flushing
it. A shard is inside the toilet
tank! We can't open it yet, though,
because the lid is glued shut.
Head back north into the lobby and
go southwest.
Women's
Restroom
We're now inside the women's
restroom. Whoa, blood!
Look inside the garbage bin and
take the tweezers.
Head back northeast into the lobby
again. Now go west to the concession
stand.
Concession
Stand
Examine the register on the front
counter. Read the note to learn that a
prism shard is inside the register...but first, we have to find out the
combination to open it. According to the
note, the combination is <the number of toilet stalls>, <the number of
fortune teller cups>, and <the number of dressing rooms>. We already know that there are 3 toilet
stalls (2 in the women's restroom and 1 in the men's) and 3 fortune teller
cups. We'll come back when we know how
many dressing rooms there are.
Also on the front counter is a
scale that is missing its dial. Examine
the scale to discover that there is a compartment inside, which you can't open.
While you are examining the front
counter, take a bag of candy.
Examine the contents of the back
counter. There are 12-ounce cups
here. Let's remember this for later.
Go up the stairs to the projector
booth.
Projector
Booth
Examine the projector. There's a locked panel on it.
Look at the cabinet and take the
glue inside.
Examine the table and make a phone
call. Brianna speaks with her mom. Search the trashcan to find a note on how to
solve the fortune teller puzzle.
Inspect the equipment and look at
the CD case. It's a voiceover portfolio
for Eric Salvis, and the case (NOT the CD itself) is
blue. We'll need to remember that color.
Go back down the stairs to the
concession stand, then head west into the auditorium.
Auditorium
Search the seats. Crud, nothing. Look at the stage.
Head west to the stage.
Stage
Examine the podium. Take the pamphlet, hear a scream, and take
the flashlight. Don't forget to read the
pamphlet.
Search the stage to find a
trapdoor. You can't open it from this
end.
Go west to the backstage area.
Backstage
Center
Read the whiteboard to learn that
Jeremy has both black and green shoes.
We'll need to know this soon.
Examine the office door to find
that it is locked.
Go up the ladder.
Catwalk
Take the glue remover.
Go back down to the backstage area,
and then go south.
Backstage
South
Search the barrels and take the
scissors.
Look at the fire extinguisher. This will come into play late in the game, so
remember its location.
Examine the shoe rack to find a
pair of black dress shoes belonging to Jeremy Rebus.
Don't go down the stairs yet--they
lead into the basement, but we're not done exploring up here!
Instead, go west.
Women's
Dressing Room
Look at the vanity and examine the
lipsticks. Discover that the orange
shade of lipstick was used more than the others. Try the perfume and examine the necklace.
Now that we're done with the
vanity, look at the letters. They're
love letters. Read them in your journal.
Examine the clothes rack to find
several dresses. We'll need these later.
Go back east into the backstage
area, and then go north twice.
Backstage
North
Examine the chest. Ferucil says that a
shard is inside, but we need the combination to open it.
Look at the backdrop. Behind it is a loose-leaf page. Take it and read it in your journal. It contains instructions on figuring out the
combination to the chest. We need to
know the color of Lucy's favorite lipstick, Paul's CD case, and Jeremy's sneakers. We can surmise from our exploration that
Lucy's favorite lipstick is orange, since it was used more than the
others. And we found out that Jeremy has
two pairs of shoes--black and green.
Since we found black dress shoes on the rack, his sneakers must be
green. We found a CD case belonging to
Eric Salvis but not Paul. Once we figure this out, we'll be set!
Examine the workbench. Once we find all the shards, this might be a
good place to mend the prism.
Go west.
Men's
Dressing Room
Look at the vanity. Examine the journal, take the key inside, and
read the journal in your inventory.
Hmm...so Paul Williamson IS Eric Salvis. That means we can open the chest!
Before that, however, let's finish
looking around here. On the vanity, look
at the comb and photos.
Examine the mannequins to discover
some wigs. We'll need these later.
Read the newspaper article.
Go east to the backstage area.
Backstage
North
Let's open the chest. According to the Loose Leaf Paper in our
journal, we need to know the colors of Lucy's favorite lipstick (orange),
Paul's CD case (blue), and Jeremy's sneakers (green). Following the code on the page, this equates
to 2-5-4. Try this on the chest to open it.
We have our first shard! Brianna opens up about her father.
Descend the stairs into the
basement.
Basement
North
Look inside the crate and find a
prop sword. Let's remember its location
for later.
Examine the eastern door. It's locked, but we have a cheap key. Use the key to unlock the door and go east
into the storeroom.
Storeroom
Take the sponge and matches.
Go back west into the basement and
head south.
Basement
Center
Take the crowbar.
Climb the ladder. We're under the stage! The trapdoor won't open on this end,
either. Three small holes are embedded
in it.
Go back down the ladder and head
south.
Basement
South
Search the barrels to find a wooden
peg. This will probably open the
trapdoor, but we still need two more.
Examine the eastern door. Brianna feels sick from it, and Ferucil won't allow us inside.
We've now examined the whole
theater, so let's get those remaining shards!
Go back up the stairs and head
north. Then head east twice.
Auditorium
See a gruesome vision.
Head east to the concession stand.
Concession
Stand
We found two dressing rooms, so we
now know the combination to the cash register.
To recap, there are 3 toilet stalls, 3 fortune teller cups, and 2
dressing rooms. Put in the combination
3-3-2 to open the cash register. Take
the prism shard and quarters, and Brianna opens up about herself.
Head east and south.
Men's
Restroom
We can now open the toilet
lid. Use the glue remover on the
lid. Use the sponge on the sink to wet
it, then use the wet sponge on the toilet lid.
Wow, it still won't open. Okay,
use the crowbar to force it. There we
go! Take the shard, and Brianna will
talk about her brother Gerard.
Three shards down, two to go!
Go north twice.
Arcade
Hear a crash.
Now that we have quarters, we can
play these games! Let's start with the
crane grab. Insert a quarter. Move the joystick right twice and down once,
then press the button. The crane will
grab the stitched up bear.
In your inventory, use the scissors
on the bear to open it up. Inside is a
lion medallion.
Next, put a quarter into the
fortune teller machine. The solution to
this puzzle is random every time. To
solve it, per the instructions on the paper we found in the projector booth,
keep track of the position of the yellow ball.
When the curtain raises up, presume that the yellow ball does not
move. When it's time to choose the right
color, do one of the following:
·
If the yellow ball is where you tracked it, choose
"yellow."
·
If the blue ball is where the yellow ball should be,
choose "green."
·
If the green ball is where the yellow ball should be,
choose "blue."
If you guess incorrectly, you can
always try again. When you guess right,
you get a small key. You can play the
game several more times, if you wish. If
you win three times in a row, you get an achievement.
Head south and west four times.
Backstage
Center
Use the small key to unlock the
office.
Go west.
Office
Lots to look at here!
First, examine the desk and turn on
the computer. Read the profiles on all
the theater's employees. Turn off the
computer.
Look at the binder and then read
the letters. Two things will be added to
your journal. The first is a letter that
states the concession stand scale's compartment opens when its contents weigh
exactly 8 ounces. The second letter was
written by Ferucil.
Now that we're done with the desk,
look at the bookshelf. Take the wooden
peg. (We now have two--one to go!) Examine the box and place the medallion from
our inventory on it. Take the shard
inside. Ferucil
will tell you a little about himself.
Ask whatever you'd like.
We now have one shard left to find. Before we leave, look at both the painting
and photo on the wall.
Go east four times to return to the
concession stand.
Concession
Stand
It's time to unlock the scale
compartment. First, we need to open our
bag of candy, so use the scissors on it in your inventory. If you try to pour all the candy on the scale
on the front counter, it will be too heavy...and without a dial, there's no way
to know how much is 8 ounces.
Remember the cups? Examine the back counter's soda machine. The candy we have in our inventory is 20
ounces, and the cups are 12 ounces.
20-12=8. Use the candy on the
cups. We now have exactly 8 ounces of
candy.
Examine the front counter and the
scale. Use the 8 ounces of candy to open
the scale and take the last shard.
Brianna will discuss her mother.
Now that we have all the shards,
let's mend them. Go west three times and
north once.
Backstage
North
Examine the workbench. Place the glue on the workbench, then place
the shards. Ferucil
will ask you if you trust him. Say no if
you want an achievement. First, glue the
pieces. Then assemble them by using the
tweezers in your inventory. Last, place
the pieces on the clamp.
While the glue dries, talk to Ferucil. Choose
whatever you'd like.
Watch what happens.
Act II: Saving Souls
Backstage
North
Wake up. The theater looks different. Talk to the ghostly figure. Ask whatever you'd like. The ghost asks you to meet him in the
office. Read Brianna's updated journal
before proceeding.
Go south and west into the office.
Office
Talk to the man, Todd Wickerman, and prepare yourself for a long
conversation. Say whatever you want
during it, and make sure to pay attention, because Todd tells you about what
really happened here in the theater.
Learn that Todd cared more about money than anything else in his
life. Choose all of the dialog branches
before saying goodbye.
So we have to save the souls of the
theater's employees and stop Claude Ferucil. No small task. Now that the theater looks different, maybe
we can find some new stuff inside. We
should look around.
First, read over Brianna's updated
journal.
Then, inspect the desk. The computer no longer works, but there's a
new letter, which looks scorched by fire.
Read it in your journal.
Look at the photo on the wall. When you do, you'll experience a
flashback. In the flashback, Todd pulls
back the money painting to reveal a safe!
Examine the money painting. You can now open it. There's a safe behind it, but you can't open
it without knowing the combination, which consists of a series of colors.
Talk to Todd again and ask him
about the safe. He says that the
combination is 4-2-3-1, but he doesn't remember which color represents which
number. According to Todd, a document on
his desk holds the key.
Look again at the scorched letter,
and write down the colors that are listed in it in order: red, blue, black, green. Thus, 1 = red, 2 = blue, 3 = black, and 4 =
green. Since Todd said the combination
was 4-2-3-1, the order of colors must be green, blue, black, and red. Enter this combination to open the safe. Inside are a stack of money, a thin key, and
a scrap of paper. Take everything and
read the paper in your journal, which indicates that something is hidden behind
a loose brick under the stage. We'll get
to that in a bit.
Head east and climb up the ladder.
Catwalk
Talk to Eric Salvis,
aka Paul Williamson. Learn that Todd was
obsessed with his wife's perfume.
Exhaust all dialog options before saying goodbye.
Go back down and head east.
Stage
Talk to the girl, Heather Wickerman. Learn
that Heather was in love with a boy named Jeremy Rebus. As with the others, exhaust all dialog before
saying goodbye.
Head east.
Auditorium
We already searched the seats once
and found nothing; but the theater looks different now, so let's try
again. Search the seats to find a pair
of 3D glasses.
Head east twice and north once to
enter the arcade.
Arcade
Talk to the boy, Jeremy Rebus. Learn that he is obsessed with video
games. Exhaust all dialog and say
goodbye.
Look at the pinball machine and
take the Game Buddy system underneath.
You can try to give it to Jeremy if you want, but he doesn't want it
anymore.
Head south and southwest.
Women's
Restroom
Talk to Melanie Gustonson,
aka Lucy Williamson. Learn that she was
obsessed with her husband's hair.
Exhaust all dialog, blah blah blah.
If you've followed this walkthrough
closely, you'll have just finished talking to all the ghosts. You'll get an achievement for it, so feel
proud.
When you're done congratulating
yourself, head northeast.
Lobby
Use the thin key here to unlock the
ticket booth to the east.
You may experience a flashback in
the lobby either now or at some point soon.
Watch it.
Go east into the ticket booth.
Ticket
Booth
Read the newspaper, including in
your journal.
Take the crank.
Examine the tome. This is the single most important journal
entry in the entire game, and it definitely sets up some exciting stuff for
future games in the series. That all translates
to, "READ THIS CAREFULLY!"
If you followed the tome, you'll
learn that, in order to free the souls of the theater's employees, you'll need
to a) get an object that symbolizes what meant most to them in life; and b)
enter into the "spirit realm," whatever that is, to find their soul
and use it with the object.
That's certainly a lot to take
in. Take your time re-reading the entry
if you need. When you're ready to
proceed, head west five times, north once, and west again.
Men's
Dressing Room
On the vanity, take the comb.
While you're here, take a wig. You aren't supposed to know which color to
take yet; but to save you time, take the brunette one.
Go east, south twice, and west.
Women's
Dressing Room
On the vanity, take the perfume and
necklace.
While you're here, take a
dress. As with the wig, you aren't supposed
to know which one to take yet; but to save time, take the red one.
Also, take a look at the love
letters again and take one.
Head east and descend the stairs.
Basement
South
Examine the eastern door and try to
open it. Okay, that...was odd. We'll come back here later. Much later.
Head north.
Basement
Center
Climb up the ladder and search for
a loose brick. When you find one, take
the diamond behind it.
Climb back down and head north.
Basement
North
Take the prop sword from inside the
crate.
Go east.
Storeroom
View a flashback.
Go west, up the stairs, south, east
three times, and up the stairs to the projector booth.
Projector
Booth
Look at the table and search the
trash bin. Read the torn scripts in your
journal to see some of the madness that can be found in Claude Ferucil's films.
Open the cabinet and take the film
reels inside.
Next, inspect the equipment and
turn on the system.
Now, let's tackle the
projector. Examine it. Use the crank from your inventory to open the
locked panel.
Time for a puzzle. Select "flip a switch." Flip the "toggle" switch so it is
set to 1. Flip the "motor" switch
on. Flip the "toggle" switch
so it is set to 2. Flip the
"lamp" switch on. Now select
"something else..." and adjust the dial. Voila!
The projector is ready to go.
Use the film reels from your
inventory on the projector.
This is it...the moment of
truth. It's time to go INSIDE Claude Ferucil's movies!
When you are ready, choose to load the projector and select "A
Detective Story."
Look out the window and use the 3D
glasses from your inventory.
Reception
Watch the cutscene
and find yourself inside the detective film.
After Ferucil disappears, don't forget to read
Brianna's updated journal.
Examine the desk. Open the folder and read the contents in your
journal. Make specific note of the
symbol there.
Head east.
Detective's
Office
Talk to Detective Rome. Brianna gets the bright idea of fooling the
detective into thinking someone is behind his office door.
Inspect the desk. Examine the bottles and radio, if you
wish. Search the drawers and open the
container inside.
The container is locked, and there
are five buttons that can be pressed on or off in order to open it. To solve this puzzle, look back at the "Guidelines
for the Office of Dick Rome" in your journal. The symbol there has the same star as the
container. If you look closely, you'll
see that inside the star (in your journal) are the numbers 1 and 4. For the container, press only buttons 1 and 4
to open it. The container unlocks, and
you take the audio reel that is inside.
Away from the desk, examine the
cabinet. Open the drawer and read the
two journal entries on the detective's current case.
Examine the audio reel player and
use the audio reel from your inventory on it to hear even more info on the
case. Read this in your journal. Note that Rome's client, Tiffany, is a
brunette who wears a red dress--hence the wig and dress we picked up. She wore perfume, as well. We'll need these details soon.
Next, examine the safe. Once again, we need the combination. Read over the "Sticky Note" in your
journal again. Note that the words
"left" and "right" are used quite frequently in it. Write them down in order to get: left, right, right, left, right right. Press the
safe buttons in this order to unlock it.
Take the revolver inside.
Lastly, away from the filing
cabinet, look at the door. There, take
the glove...and yes, take the coat rack, too!
Go back east.
Reception
Place the coat rack down here. Brianna will position it in front of the
door.
Time to start building our
woman! Inspect the coat rack and place
the dress, wig, and perfume on it.
If you head east and look at the
door, you'll see a silhouette that resembles a woman. It looks convincing...but it's still missing
something. Go back west to reception
again.
Remember what the "Guidelines
for the Office of Dick Rome" in your journal says? "Never trust a dame; she'll always SHOOT
YOU IN THE BACK!" Inspect the coat
rack again and place the revolver on it.
There! The design is complete.
Examine the desk and use the
intercom. Tell Detective Rome that he
has a visitor. Remember her name? It's Tiffany.
If you built the coat rack woman
right, then Detective Rome will spot the figure, and a cutscene
will ensue. If not...well, you can
always try again!
Watch the cutscene,
and you will find yourself face-to-face with the soul of Eric Salvis, aka Paul Williamson.
First, take the toothpick on the
ground. Then, think: what mattered most to him in life? Clearly, his wife. What does he remember most about her? Her perfume.
Use the perfume bottle to infuse Eric's soul.
One film done, four to go!
Projector
Booth
After a short-but-disturbing cutscene, examine the projector and load the next
film: "The Count." Look out the window and use the 3D glasses.
Antechamber
Watch the cutscene. Once Ferucil
disappears, inspect the three runes.
Head north.
Corridor
You can go west or north here. An eastern gate is sealed.
For now, head north.
Well
Look into the basin. It seems we will need a garlic, a necklace,
the sun, and a wooden stake.
Head north again.
Grotto
Try to talk to the maiden, but she
won't respond.
Take the sapphire.
Head south twice and west.
Dungeon
Read the plaque and learn about
Roman numerals in your journal.
Read the ancient text and learn
about good vs. bad runes in your journal.
Inspect the columns, which are
labeled I, II, and III. Each has a
compartment embedded in it. We'll come
back to this later after we've learned some more stuff.
For now, head east and south.
Antechamber
Look into the portal and step
inside to go back to the theater. We'll
come back to this film later.
Projector
Booth
Examine the projector and load the
film: "Aliens From Mars!" Look out the window and use the 3D glasses.
Hydrolift
Watch the cutscene. After Ferucil
disappears, examine the console to learn that main power is failing. Look at the plaque if you want.
Head north.
Engineering
Station
Examine the console. Try to restore main power to learn that you
need a "power crystal," whatever that is.
Head northwest.
Tactical
Station
Examine the console. If you try to activate shields or weapons,
you'll learn that you have to restore main power first.
Head southwest.
Science Station
Examine the console and make all
three searches. You'll get journal
entries for each. Make sure to read
them!
Cancel your search and head east.
Captain's
Chair
Talk to the captain. He asks you to restore main power.
There's nothing else we can do here
at the moment, so head east and south, then look into the portal and step
inside to return to the theater.
Projector
Booth
Examine the projector and load the
film: "The Fuzzies." Look out the window and use the 3D glasses.
Village
Gate
Watch the cutscene. After Ferucil
disappears, talk to the fuzzie. He wants a "shiny shiny." Give him the diamond, and you will gain
access to Fuzzieville.
Walk north.
Village
Square
Inspect the fountain and talk to
the fuzzie.
After the dialog ends, talk to him a second time. He wants a "shiny shiny." Give him the sapphire, and he'll tell you a
riddle. The solution is "e." He'll give you an emerald.
Go west.
Village
West
Inspect the garden and take some
garlic.
Talk to Heather. Ask her what she's holding when you are able
to get a journal entry about the fuzzies.
Head north.
Village
Northwest
Talk to the fuzzie
and give him the emerald. He tells you a
riddle. The answer is
"echo." He'll give you a
pearl.
Walk east.
Village North
Talk to the fuzzie
and give him the pearl. He tells you a
riddle. The solution is
"assassination." He'll give
you a ruby.
Walk east again.
Village
Northeast
Talk to the fuzzie
and give him the ruby. He tells you a
riddle. This one's a bit harder. The key is to use Roman numerals. The solution is "DAVID." He'll give you an opal as a reward.
Village
East
Talk to the fuzzie
and give him the opal. He tells you a
riddle. To solve this one, you'll need
to check the "Gemstones" entry in your journal. The solution is "ambrosia." He'll give you an odd-looking gem as a
reward.
We're done here for now, so head
east and south, then look inside the portal and enter it to return to the
theater.
Projector
Booth
Let's go back inside "Aliens
From Mars!!" Examine the projector
and load the film, then look out the window and use the 3D glasses. Once there, head north.
Engineering
Station
Look at the slot and place the gem
there. Then look at the console and
restore main power.
The Martians arrive!
Go northwest to man the tactical
station.
Tactical
Station
Examine the console and answer the
hail to hear a message from the Martian captain. It looks like we have to power up the shields
in preparation for a fight!
Examine the console and try to
activate shields to learn that we need a "hyperspanning
omnitool."
If you go to the captain's chair and ask the captain about it, however,
he says that anything small and thin will work...so let's try a toothpick. Insert the toothpick from your inventory into
the device to activate the shields.
Examine the console again and
target your weapons.
What follows is a turn-based battle
between you and the Martian spaceship.
The actions of the Martians are random, making it impossible to provide
a direct walkthrough. Your best bet is
to use all your torpedoes, one after the other, until you run out, and then
charge your laers all the way to 100% before firing
each time. If you are in dire need of
shields, you can convert weapons energy to shields energy...but only use this
if you are desperate. If you lose the
battle, you can always try again!
Once you win the battle,
congratulate yourself on your awesome victory and head south.
Captain's
Chair
Where Captain Killem
once sat is now an explosive device.
Take this, and Jeremy Rebus's soul appears. What mattered most to Jeremy in life was
video games, so use the Game Buddy handheld system to infuse his soul. "Aliens From Mars!" is done.
Projector
Booth
After another short-but-disturbing cutscene, examine the projector and load the "The Fuzzies" once more.
Look out the window and use the 3D glasses. Once in the village, go north.
Village
Square
Place the explosive device on the
fountain and use the matches to light it.
Die, monsters!!!
Heather Wickerman's
soul appears. She loved Jeremy more than
anything, so use the love letters on her.
"The Fuzzies" are no more!
Projector
Booth
After watch the gruesome cutscene, examine the projector and load the last film,
"Primal AtmosFear." Look out the window and use the 3D glasses.
Forest Maze
Watch the cutscene. After Ferucil
disappears, choose to explore the forest.
Normally, this would be hard...but
luckily, we have a topographical map in our journal! It provides directions to getting to all the
important landmarks in this film. (If you
did not previously find the topographical map in ”Aliens From Mars!" and
that film is no longer accessible, then one will miraculously become available
here. Thanks, Claude!)
To start, head left.
Dead End
That was easy enough. Take the splintered wood, aka stake, and head
northeast.
Forest Maze
Following the topographical map in
your journal, head forward, left, left, forward, right, and forward to reach a
cabin.
Cabin
Entrance
Go west into the cabin.
Cabin
Interior
Watch the unexpected cutscene. Read
Brianna's updated journal.
Examine the desk. Listen to the radio for background on the
film's story, and listen several more times for an achievement. Then, read the journal on the desk and the
resulting entry.
Walk east and southeast.
Forest Maze
Time to find the final
location. Choose to explore the forest
and, following the topographical map, head right, forward, right, and forward.
Stream
Wow. Poor Todd.
Head north.
Clearing
Eep! Nevermind. Go south!
South!
Stream
There's nothing more we can do in
this film, so let's go back to the theater.
Head west, look into the portal, and step inside.
Projector
Booth
After watching the gruesome cutscene, examine the projector and re-load "The
Count." Look out the window and use
the 3D glasses.
Antechamber
Remember that journal entry about
good vs. evil runes? Time to use
it. Examine the three runes here and
follow the instructions in your journal to determine that Anima and Vitae are
good, whereas Mortem is evil.
Head north and west to the dungeon.
Dungeon
Let's find a way to open the sealed
gate in the corridor. Examine the
columns and inspect compartment I. Turn
the dial to "II." Examine
compartment II. Turn the dial to "recludam," which, according to the journal entry,
means "open." Examine
compartment I. Turn the dial to
"III." Examine compartment
III. Turn the dial to "crypta," which means "crypt." "Recludam crypta." Get
it? "Open crypt." Lastly, examine compartment I one last time
and turn the dial back to "DOOR."
Head east.
Corridor
The eastern door is now open! Go east into the Count's chambers.
Crypt
Examine the coffin but don't open
it.
Look at the panel. Press down only the good runes: Anima and Vitae. This opens a sunlight.
Now inspect and open the
coffin. Do not attempt to wake the
count. Instead, combine the garlic and
necklace in your inventory, and place the resulting garlic necklace on the
count.
The count is now weakened from the
garlic, allowing you to use the stake in your inventory to stab him. Do so!
Where the vampire once slept now
lies a key. Take it.
Examine the chest here. Use the key from your inventory. It fits the lock, but the chest still does
not open. Look at the panel again. Carved into the bottom is "LiiRiii." This
translates to "left two, right three." Rotate the key left twice and right three
times to unlock the chest! Inside is a
book. Make sure to read the resulting
journal entry, which tells you how to defeat the creature from "Primal AtmosFear."
Go west, north, and north into the
grotto.
Grotto
Melanie Gustonson's
soul is here. In life, her husband
mattered more to her than anything else, so use Eric's comb on the soul to
infuse it.
Projector
Booth
After watching another murder,
examine the projector and re-load the
only film remaining: "Primal AtmosFear."
Look out the window and use the 3D glasses. Once there, head east and north.
Clearing
You're timed here, so act
quickly! Grab the sword from your
inventory and use it on the creature.
After the creature dies, head
south.
Stream
Todd Wickerman's
soul is here. You COULD infuse it
now...but you'd be missing out on saving Brianna's father (and an
achievement). So leave that soul right
where it is and instead head west, northwest, and west to the cabin.
Cabin
Interior
As you can see, Brianna's father's
soul is here. Bet you might have missed
that, huh? In any case, use the locket
from your inventory to infuse his soul and get yourself an achievement as
reward. Don't forget to read Brianna's updated
journal!
Now head east, southeast, and east
back to the stream.
Stream
Now that you've saved Brianna's
father, you can go about saving Todd Wickerman,
too. In life, money mattered more to him
than his own daughter, so use the stack of bills in your inventory to infuse
his soul.
Projector
Booth
Another cutscene
and another murder. But now what? We're out of films to go into, but there's
one place in the theater we haven't explored yet: the boiler room.
Go down the stairs, head west three
times, then go south and down the stairs to get there.
Basement
South
Examine the eastern door and use
one of the infused souls on it. (It
doesn't matter which.) The souls break
the barrier on the door, allowing Brianna to enter inside!
Go east.
Boiler Room
It's dark in here, so use the
flashlight to see.
First, look inside the bucket and
take the last wooden peg. We can now
open the trapdoor under the stage!
Now, inspect the corpse and take
the cane.
Equip the cane in your
inventory. Note that its description indicates
that there is a blade at the end of it and something missing at its top.
Try to open the boiler door. It's stuck shut, so use the cane.
Inside the boiler, take the reel
with the welding glove.
Okay, we have to go inside one
final film. You ready for this? I am.
Head west.
Basement
South
...All right, so I might not be
ready after all. Head north!
Basement
Center
Climb up the ladder and use the
wooden pegs to open the trapdoor. Go
through it.
Stage
If you head east, there will be
another fire, so instead head west and south.
Basement
South
Grab the fire extinguisher. (I told you we'd need it eventually!) Use it to put out the fire here.
Head north twice.
Basement
North
Put out the fire here, too. (Okay, so you don't really HAVE to...but you
get an achievement for putting out all the fires.)
Head south and east twice.
Auditorium
Put out the final fire here to earn
your achievement.
With the passage clear, head east
and up the stairs to the projector booth.
Projector
Room
Examine the projector and use the
last film reel on it to load the reel.
Then look at the window and put on the 3D glasses one last time.
Act III: Into Fire
Hell
Watch the cutscene. After Ferucil
disappears, read Brianna's last journal entry and head north.
Tower
If you try to enter the tower, you
will be told that--surprise--it is locked.
So take a look instead at the panel
next to it.
The goal here is to move the lever
around the pattern so that it goes along every path without passing the same
path twice or crossing an already-traveled path. In short, the solution is: down, left, up, left, down, right, up, right,
and down.
The door opens! Travel north.
Doors
Read the plaque.
From here, you can travel in every
direction but north, which is locked.
Each of the directions, minus south (which you came from) and southeast
(which seems to lead nowhere), leads to a different seen from one of Ferucil's films, followed by a path back to this same room. There must be a way out!
Read the plaque again. It's a subtle clue that you need to walk
through each of Ferucil's films in order. That must be the key! According to our journal entries, the order
in which Ferucil made his films is: A Detective Story, The Count, The Fuzzies, Aliens From Mars!, and Primal AtmosFear.
So, walk through the rooms in this
order: SW, E, NE, W, and NW. The north door opens!
Travel north.
End of Path
Confront a giant demon. When it smashes its massive hand down, walk
north.
Skull Cave
Examine the door. As expected, it's locked.
Inspect the loose stone and take
the scroll. Read it in your journal. It's a basic logic puzzle.
Head south.
Precipice
Examine the mound and take the
skulls.
We now have five skulls, and there
are five pedestals (3 here and 2 in the skull cave), each with a name on it. We must determine which skull to place on which
pedestal, based on the journal entry we just received.
The solution is to place the skulls
as follows:
·
Red skull --> Sari
·
Blue skull --> Phera
·
Green skull --> Jenj
·
Yellow skull --> Biro
·
White skull --> Irina
Place the skulls on their proper
pedestal, as outlined above. Once you
get it right, a skeletal hand will lower in front of the door in the skull
cave.
Skull Cave
Take the key from the skeletal
hand. The hand raises up once more.
Use the key on the door to unlock
it.
Travel north.
Garden
Okay, so now we are in a garden.
Once you regain control, head
north.
Wasteland
This section is linear. Read the text and walk north when you can.
Ritual
Chamber
Once you regain control, talk to
the demon. You are limited in how many
actions you can take before getting a "game over," so follow these
instructions carefully! (If you lose,
you can always try again.)
Head east.
Back
Chamber
Examine the fountain.
Use the cane from your inventory to
place it into the fountain. The fountain
drains.
Examine the fountain again. The prism is inside. Take it.
Take the cane back.
Combine the cane and the prism in
your inventory.
Go west.
Ritual
Chamber
Use the cane on Ferucil
to initiate a fight. This works
similarly to the spaceship battle. My
recommendation is to keep charging the prism until it reaches full, and then
hit the demon with a full blast.
Once Ferucil
is destroyed, you've beaten the game.
Well done! If you followed
everything closely, you should have earned enough points to unlock the score
achievement.
Watch the ending.
If you unlocked all of the achievements, you can access a
bonus scene at the main menu. Don't
forget to watch a preview of the next game, Stonewall Penitentiary, from the
main menu, too!
Congratulations on beating the game! See you all next time!