The opening
movie brings you to your home in Providence, Rhode Island in
1927. You are William Stanton, ordinary man about to step into
an adventure. Your assignment, Mr. Stanton, should you decide
to accept it, is to save the world.
As you sit
in the drawing-room, there is a knock on the door. Answer the
front door, and a very distraught Edgar Wycherley gives you
a stone pyramid and tells you not to give it to anyone, most
of all himself. Go back into the drawing-room, and find the
key on the phone-stand. Go to the desk in the corner of the
room and use the key to open the middle drawer. Take the money
(go ahead, it's your money) and the keys to the motorcycle.
As you leave. there is another knock at the door. Meet Doctor
Egleton, who gives you his telephone number, and some information.
| You
can wander at will in Pawtuxet, knocking on doors and
attempting to converse with people. Generally, however,
due to the very linear nature of Necronomicon, there
is only one suitable action at any time. If you prefer
to do your own wandering throughout the game, and discover
the correct action without my spoiling it, there is
a list of locations to visit in the correct sequence
on This Page. |
Go start
the motorcycle, and go to the right, into Pawtuxet. (They spell
it Pawtucket these days.) Kind of a quiet town, not much is
going on. You can try to talk to people, and knock on doors,
but the only response you will get is from the old lady in an
alley behind the church. She is Ma Brady, and she suggests you
see Mr. Crumb at the General Store. We hope it's open, because
there was a closed sign when we looked before. The big challenge
is finding Ma Brady. Pawtuxet, in case you haven't noticed,
is a Maze! I HATE
MAZES! Even if they're disguised as villages.
| Anyway,
to find her, stand in front of the General Store (the
light grey building with the "closed" sign)
and turn right, toward the church. Walk forward four
times, and look right to see the alley with the reddish
barrel. Go into the alley as far as you can, and talk
with Ma Brady. |
 |
Give her
some money, and she will tell you to see Mr. Crumb, at the grocer's.
Talking with Mr. Crumb, he tells you need a map. Pick up a map,
then add some money to it to make the purchase. Twenty bucks
for a map! Twenty more for the information! Things were hot
in the 'twenties, I guess. While you are there, buy a box of
matches. You won't be needing them for quite a while, but you'll
be glad to have them when the time comes. Now that you have
a map, you can just open it and click on your destination to
travel instantly. You can walk to Edgar Wycherleys house
from here, just go past Ma Brady's alley and keep going, or
click on the northernmost house on the map.
 |
Don't
ring that bell too often!
|
The housekeeper
won't let you in, and he gets increasingly unfriendly. Just
Leave. Edgar's parents' house is the furthest west on the map.
Go there and speak with Edgar's father. It's a strange, one-way
sequence, where you have no chance to partake in the conversation,
except to make it continue by clicking on the portrait
of Gregor Herschel over the fireplace. After that, return to
Pawtuxet. Go see Mr. Crumb at the General store and pay
him for information about Herschel. He suggests you talk to
the captain, who is down by the water, working on his boat.
The captain recalls Herschel, and mentions the Gazette, which
appears on your map. Go to the Providence Gazette office and
speak to the editor, who gives you several important dates.
Go into the archive room and search for some files. The notable
years you must access are Missing Soldiers, 1754 and
The Fire, 1761. The missing-soldiers story and the fire
story will be placed in the Bureau, in your inventory. (You
can open all the file drawers, but not all contain pop-up files,
and not all pop-up files are readable, and there are others
which you can read, but are non-essential. Use the stool to
reach the top files, and stoop down to get to the bottom ones.)
You cannot exit the newspaper office through the doorway, you
must use your map to go next to Pawtuxet village and speak with
the boat captain again.
He refers
you to Blackfish, who lives in the house right behind you, with
the two barrels in front. Blackfish seems thirsty, and not particularly
friendly. Go to the Grocery and buy him a bottle of Hooch.
| You
might want to save your game before giving Mr. Blackfish
the hooch. It loosens his tongue, (as it is apt to loosen
mine and thine) and he sails into a lengthy monologue,
which you cannot repeat. If you need to hear it again,
because your phone rang, or someone so rudely barged
into your room talking about rising prices or the weather,
a saved game is the only way repeat this speech. |
He tells
you to go see Mr. Procop, whose name you might have seen in
a 1927 article about some vandalism. Mr. Procop says he needs
time for research, to come back tomorrow. Let's go back to Edgar's
house, at the top of the map. This time he is home, and you
can enter. Edgar seems a bit out of sorts. He introduces you
to Dr. Owens. When the conversation stops, you can poke around
the house if you want to, but everything is inactive for now.
Go back home, to your own house. The telephone has the "puzzle-gears"
on it, so use the phone number Dr. Egleton gave you. It triggers
another conversation you cannot repeat. Either save before starting
it, or be good at taking notes. The suggestion is made that
Edgar must be committed to an asylum. Use your map to go to
Edgar's parents' home. Talk to father, and go upstairs. Open
the desk drawer, second from the right. There is a key
there, which you may not be able to see, but the hand-cursor
will indicate something can be picked up. You can poke around
the room, but it's just busy-work. There is nothing in the bed-stand,
the chest, nor the bureau.
Go to Edgar's
house. This time, no-one is home and you must use the key to
get in. You are able to explore the corner-cupboards and the
sideboard. In the sideboard, you will find the letter from
Simon and the 'indecipherable' letter.
Go to your
own home and speak with Dr. Egleton. You see the scene where
Edgar is taken and committed. (By the way, doesn't that portrait
next to the door look a lot like Brahms?) At the end, you have
arrived at Edgar's home again. Look in the left-hand corner-cupboard,
bottom drawer. Take two items, a key and a map of the bungalow.
Go back home, give the map to Dr. Egleton, and go to the bungalow.
Walk around back of the building to find a small open shed.
Take the car keys from the hook, and go to the car. Open
the trunk, finding a pry-bar. This is your "key"
to the front door. Go inside and see the close-up view of the
zodiac tapestry.
Cross the
room, and find a calendar from 1751 on the table. (Don't
ask me to explain the astrological references.) go further,
to the sideboard, and pull it away from the wall, revealing
a niche with a lockbox. Use the heart-hey to open the
box and take the two objects: a large ornate key and
a medallion depicting Saturn with a scythe, and his symbol,
. Make a mental connection
with his image, and the man in the tapestry with a scythe, and
the alchemist's symbol for lead; . Head toward the stairs,
then left into the pantry. Move the barrel, open the trapdoor,
to find a lock-puzzle. Three rings can be rotated to select
metallic symbols, planetary symbols, and names (archangels maybe?
I'm a little hazy on that sort of history.) If we had a clue
for the name I missed it, but if you select Lead (5 clicks),
Saturn (5 clicks) and Cassiel, (3 clicks) the big lock is revealed.
Use the big lock to open the door to the underground passageway.
If for some reason you did not buy matches at the grocer's,
you will need to do that now.
Enter the
tunnels, and light the torches along the way. I had to play
this segment after dark, with the lights off, and fiddle with
the monitor's settings in order to see anything. You should
have exactly enough matches (eight) to make into the room where
the candelabra is. Some of the torches are difficult to find,
because you must look behind yourself, after you step forward.
Search up and down along the walls. You must not skip any torches.
Do not go more than two steps forward without finding a torch.
The ninth match will be used on the candelabra. When you are
down to one match, you arrive at a closed gate, but the door
to the right is open. Go in and use your last match to light
the candelabra. Step toward the globe and pull the lever, changing
the gates in the passageway. Your exit back to the bungalow
is now blocked, and the other passage is open. Pick up the lighter
from the table. Go out to the hallway, find the lantern on the
wall and light it.
Save
Your Game Here, Please.
You
will be entering the Well Room. If you step in a hole,
it's
"Game Over."
|
Now, that
wasn't very friendly! You look in a hole, just to see what's
there, and the monster startles you and you lose the lantern
down the hole. Rats! Oh well, we've been through worse than
this, and saved the world too! Up and at 'em. From the entrance,
turn right, hugging the wall, and go forward two steps. Light
the torch on the wall. It's over your shoulder again, and up
high. Turn toward the center of the room, and stepping between
the wells, go to the altar and pick up the axe from the
floor. Do it quickly, because the torch will go out, leaving
you with no light to find your way back to the wall. Going TO
the altar is not hard, just find the steps between the wells.
Coming back, the route is harder to see.
Go back to
the chandelier room. You can now open the chest with the "Key"
you just found at the altar, (the axe) and find another key
and lantern. Light it, and unlock the big cabinet with the new
key. Take the fuel can and alchemist's briefcase.
To the left, look for a stairway. Go up and take the "Spirits
of the Day" book. It gives you essential formulas.
Back downstairs, Take the Book of Oaths from the table.
Exit the office, left once, then right into the archway. The
left fork takes you into a "nothing" room; the right
fork takes you to a coffin. lift the lid, raise the hand of
the corpse to find the key. Go back to the well room,
and hugging the wall, go all the way round to the Lab. You still
have the lantern, so you can see. Open the gate with the key,
and enter the lab, to find it is dark. We will have to generate
power to get the lights going.
You can rummage
around the lab in the dark if you want, but there's no point.
Go all the way to the back of the room. Uh-oh. There's another
one of those zodiac locks. Later for that. Look right and enter
the boiler room. There's a coal-scoop, in the coal-bin, on the
floor next to the door. Use the coal-scoop to load the furnace
three times, pour on some starter-fluid, and light it. Close
the grate. Look up. Pull the center of three levers, open the
valve, and the steam is flowing. Go back through the lab, all
the way to the door, and, from facing the door, step to the
left once. Turn to your left and look down. Find the valve that
gives steam to the generator and turn it. Then, go back to the
the door. Just to the left is the master switch. Turn on the
juice so we can see something. Heaven knows we've started enough
boilers and generators in our gaming days. The hardest part
about this one is finding that generator-valve on the floor.
It's very dark. Watch for the spyglass-cursor.
Go to the
other end of the room, to the left of the puzzle-lock and find
the controls attached to a brain in a jar. Start the mechanism
with the button on the left, and turn the lever on the right
to get the brain talking. He winds down, needing vital fluid
to keep him going. Across the room is a lab-table with a bunch
of jars on shelves behind. Go behind the table to find the chemical
apparatus. You need to mix two ingredients in the beaker, to
create the vital fluid. If you experiment with random combinations
from the shelves behind you, all sorts of reactions are possible.
Only one combination works, and so help me, if there was a clue
to point to the correct choices, I haven't found it. Both chemicals
come from the bottom shelf. Use the third jar from the right,
and the second from the left (counting the one without the pickup-cursor.)
You can tell by the reaction that you mixed the correct ingredients.
To use the fluid, you need the syringe, which is sitting in
the sink across the aisle. It doesn't look terribly sterile,
but I don't think Brain will care. A fix is a fix, and we need
the information he possesses at any cost. We have the world
to save, after all.
Go to the
vacuum-jar next to Brain, and inject the vital fluid. Pull the
lever beneath the jar to activate it. Now you get scads of information
from Brain, including the opportunity to make choices and answer
questions and learn the connection between weekdays and planets.
|
Now,
if you paid better attention than I did to Brain's
advice, maybe, just maybe you were able to glean a
clue or two from his ramblings. I tried, and I'm pretty
good at this stuff, but I had to refer to help right
from the game's developers to know what to do. It's
evident we need to find ingredients to invoke the
spirits. Herbs, metals, salts, whatever. The lock
is easy, but the concoction is way over my head. Maybe
if I had a strong background in alchemy and astrology
it would have helped, but I just don't do superstition,
religion, voodoo, or anything else like that. So I
cheated. Onward:
|
Go to the
herb-cabinet near the entrance to the lab. On the desk nearby
is a botany book. Look in it to see what Euphorbia looks like.
Click on the lower-right quadrant of the cabinet to see the
drawer labeled Charcoal. Open it, take the charcoal and take
the key. Then, two rows above that is a label that is unreadable.
Look in the drawer to see some Euphorbia. Take some. There is
only one slot in your inventory that holds herbs, and if you
take the wrong herb, it will be there, just to mislead you.
You could spend months trying to figure out this recipe to raise
the dead. You would probably need to use it on yourself by the
time you figured it out.
Now
for the lock. The clues for the lock in the bungalow
were fairly evident. This one was not so obvious. Check
the "Spirits of the Day" book. The planet
sign is Mars: and the metal is iron: . Looking at
the engraving on the lock, it compares most closely
with this page in the Book of oaths. Remember the name
Eliphas Levis. |
 |
Go into the
Chamber of Amphorae. The far-left aisle is labeled Materials.
Go up that aisle five steps and look close-up to the left. The
amphora is labeled E.L. Take the ashes with you, and proceed
out of this room into the torture-chamber.
Put the charcoal
and stryax (find it in the alchemist's briefcase) on the incense
burner and ignite them with your lighter. Open the table-drawer
and find Eliphas Levy's card and place it on the pentagram on
the floor. Put his ashes there, along with a diamond and some
Euphorbia. Burn them.
| You
might want to save your game before starting the fire.
A very long cutscene follows, and if you want to hear
it again, a saved game is the only way replay it. |
Take Edgar's
key. You finish up in your home, where there is nothing to do.
Go back to Edgar's house, the one at the top of the map, and
go down to the basement. Use the key to open that door, and
take three items from the room: a statuette and a package
from the shelf, and the Necronomicon from the cabinet.
Go back upstairs, turn right into the living-room, and pick
up the label from the top of the bookcase. On the way
out the door, pick up the newspaper and the letter
from the floor, and return home. Give the Necronomicon to
Dr. Egleton. (I do
wish he would glue his teeth in a little tighter!) The library
appears on your map, so let's visit there. Go all the way to
the back of the room, to the right to enter the office. After
meeting the librarian, examine the book he is reading. Exit
the office, and go almost back to the entrance to find the Occult
Sciences section. You can examine many books, but the one you
are looking for is in the small shelf just under the window.
"The Moon, Gateway to the Soul." Take it to the Librarian.
Examine the book to find a clue about the dragon.
Exit the
office, and go straight across to the entrance to the rare book
archives downstairs. Find the "Red Dragon" book and
take it to the Librarian. Next, find the Symbolism section,
the bay adjacent to the Occult. Find the "Language of Initiates"
book under the window and take it to the office.
The Librarian
discovers references to the Ancient Cities. He produces a map,
and it is up to you to find their locations. Place objects on
the map in the following way (sequence is unimportant.)
The
Gazette -- Greenland
The Label -- Africa
The Package -- Surinam (South America)
The Letter -- Transylvania (Eastern Europe)
The Statuette -- South Atlantic Ocean
Connect
the first three to form a triangle. Connect the other
two and Pawtuxet to form a second triangle, completing
the Hexagram and opening the gates to the ancient
cities.
|
 |
Use the map
to go there, and examine the pyramid that Edgar gave you at
the outset, to learn three symbols. They represent the settings
for the three devices securing the entrance. Adjust the devices
to match the symbols, and a keyhole is revealed. The key you
need is in the Alchemist's Briefcase. Use the key in the lock,
and the pyramid-lock area is exposed. Place your pyramid in
the center, then pick up the other three pyramids to activate
the entrance to the Ancient City. Find it at the small stone
pyramid on the perimeter of the pentagram. Push the button on
the pyramid to enter. Take note of the two symbols carved near
the base of the pyramid before you go. Down the stairs are three
passages. The left and right ones are dead-ends. Take the middle
one. Did I mention that I HATE MAZES? This one especially!
The first part is not too bad (says he who hates mazes) just
proceed downward until you come to a circular platform with
four symbols on it. It's about eight steps, mostly forward.
Three of the symbols point to tunnels you can take. If you enjoy
foaming at the mouth and tearing your hair out by the handfuls,
go explore. Otherwise, take the path indicated by the arrow-shaped
symbol: . (Actually, the rightmost
path is a short dead-end, and the other two connect behind the
wall, so it doesn't matter which way you start out; I guarantee
you will get just as lost either way.)
Anyway, take
three steps straight ahead to the flat wall and look right.
Two hotspots here; take the left one. Three more steps,
and turn left to see a round tunnel. Three steps straight
ahead takes you across a stone crossing. Turn around and face
the stone crossing. You can see the way you came. To the right
of that is a complex area that looks like a triple tunnel, but
with only two hotspots. Take the right hotspot, not the single
tunnel further right. Three steps that way, then go down.
Two steps, then the left of two choices. Three steps,
then look way up. Over the hump, look down again
to see a green door. Go to the pedestal, and look around the
room. Straight ahead is an exit, which is closed, and to the
right is a gate which is closed. Activate the pedestal. Solve
the puzzle by pushing all the buttons in the middle row. The
gate opens. Go to the right, toward the three doors, and activate
the timer on the wall. The gate comes back down, and the other
exit opens, but you can't get to it. You must go full-circle,
always using the middle door, and arrive back where you started,
before two minutes elapses, otherwise the gate re-opens, and
the exit closes. You will need to repeat the sequence. As you
return successfully to the pedestal-room, look left to find
that exit still open, and enter if before it slams shut. In
the large round room, study the images.
Now, lace
up those walking shoes! It's a long way to go. Through the triangular
tunnel, the spire comes into view. Doesn't look too big, does
it? That's because it's s-o-o-o far away. Find the ramp to your
left and go down. Again and again, until you finally come to
a level area. Walk toward the spire, keep going, and go all
the way around the far side to find the entrance. Climb up and
into the spire.
Push a triangular
button on the control panel to open the right-hand corridor.
Go there to the next control panel. Repeat the process five
times, until you have come full circle again, all the way around
the perimeter of the spire, going counter-clockwise.
When you are back where you started, go into the left doorway,
and look for a new open door on your right. Enter the ante-chamber.
Place your three pyramids in the slots. If nothing happens,
just interchange them until it's solved. The sequence, should
you have studied it, comes from the images in the round room.
When done, you have opened another door. Go in, until you come
to several choices. Now look back through the door at the pedestal.
One spot to the right is the way to go. Oh No! Not Another Maze!
Jeez, I feel like a white rat in a laboratory.
Enough whining.
Go right again, and see a button sticking out of the wall. Go
push the button. Right behind you is a low, square doorway.
Go in and find the spot with two buttons. Push both of them.
Go to the flat wall, go right, left, left, straight, and look
right. You are at a mechanical door with a button on either
side. Push the right button, then go through the opening
next to the left button. Remember the routine, we will be doing
it four times the same way. F,R,R,F,L,L,L. Look right and do
the same thing. L,R,F. Same thing. F,R,F. Look left to see the
buttons. Same deal. F,R,F. Same again. STOP!
Save
Your Game Here, Please.
You
are approaching the "Final Conflict", and
it is a tightly-timed puzzle. Anyhow, you will want
to see both endings.
|
Work your
way forward until you are standing at the giant door, surrounded
by seven pillars. You must unlock the door and get to the device
as the man is reciting the incantation. You must get to him
before he finishes reading. Is he Herschell? Is he Edgar? If
you succeed, you destroy the Ancient Cities and save the world.
If not . . .
Here's what
to do: Think of the pillars as being numbered from 1 to 7, starting
on your left. Click on them in this order to unlock the
door. 2,3,5,4 - 2,6,4,7 - 2,1.
This
document may only be distributed with the express written
permission of the author, Tally Ho
The content of this document may not be altered in any way
without the permission of the author.
Any proposed changes or additions to the walkthrough may
be submitted to Tally Ho.
copyright
2001 © GameBoomers
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Title Graphic Copyright Wanadoo
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