Skip to content

Just Adventure original

Darkfall Walkthrough

by Allia 7 sections about 23 minutes to read

Dark Fall Walkthrough v1.0

Table of Contents

I.
Revision History

II. Walkthrough

A.
“Train Tunnel”

B.
“Platform 1”

C.
“Foyer”

D.
“Platform 2”

E.
“Barn”

F.
“Cave of Song”

G.
“Buffet”

H.
“Reception”

I.
“Room 3A (Arther Johnston’s studio)”

J.
“3rd Floor Bathroom”

K.
“3rd Floor Storage”

L.
“Attic”

M.
“Room 3F (George Crabtree’s office)”

N.
“Room 3D (Betty Penfold’s room)”

O.
“Room 2B (Matilda Fly’s room)”

P.
“Room 2C (Arther Johnston’s room)”

Q.
“Room 2D (Polly and Nigel’s room)”

R.
“Room 2E (Andrew Verney’s room)”

S.
“2nd Floor Bathroom”

T.
“Room 3B (George Crabtree’s bedroom)”

U.
“Room 3E (Edith Penfold’s room)”

V.
“1st Floor Bathroom”

W.
“Room 1E (Gloria Grable’s room)”

X.
“Room 1A (Quilt room)”

Y.
“Station Hotel Bar”

Z.
“Cellar”

1.
“The Trials”

2.
“Dark Fall”

III.
Misc.

I.
Revision History

v1.0 – 07.21.02
– Walkthrough complete.

II.
Walkthrough

This walkthrough
is a complete, step-by-step description of completing the game. If you only
want general hints, consult Timothy in the game or check the “hints and
help.html” file on the CD. There are many letters and notes you can read
and pictures you can view in the game. Most of these aren’t necessary for
advancing in the game and will not be mentioned in this walkthrough. However,
feel free to enhance your gaming experience by exploring these optional
items and areas.

This game was
created with Macromedia software. Not exactly the most common software used
to create games. The game does not need to be installed like normal games.
The only files placed on your computer are save game files. A note about
loading saved games: if you cancel out of the Load Game screen, it will
automatically load the last saved game.

There are some
parts in the game where you must wait for a dialogue or some other event
to finish before you can take action. Also, I have noticed that cursor “hot
spots” sometimes disappear and it takes moving the cursor over the left,
right, or bottom part of the screen to make the “hot spot” work again.

Subtitles can
be turned on and off with the F1 key. They are turned off by default every
time you exit the game.

Important items
will be highlighted throughout the walkthrough with asterisks, i.e. Pick
up the polka-dotted cow. If you mess up on any puzzle, you can just
zoom out, then back in to reset it.

A. “Train Tunnel”

After the intro
of the message from your brother Pete, you awake to find yourself in a train
tunnel. You will not be able to save your game until the middle of the next
section. You are greeted by the voice of a young boy, Timothy Pike. Move
forward down the tunnel. Turn right to face the wall with the newspaper
on the ground, turn back left and continue forward down the tunnel. Here
I found a game bug. If you do anything other than turn left and move forward,
like turning right instead, you will not be able to continue forward down
the tunnel. There will be no forward cursor. If you deviate from these steps,
you must turn right to face the wall with the newspaper on the ground again
to reset that part. Leave the tunnel, turn right, and climb up onto Platform
1.

B. “Platform 1”

Move forward
through the alley. Turn right and open the door to the power shed. Pull
the chain on the light bulb on the ceiling to turn it on. Open the cabinet
in front of you. Pull the left lever, then the right. Power is now restored
to the station and hotel. Leave the shed. Timothy leaves you and mentions
you can find him and a note on the wooden footbridge if you need help. It’s
the white building above the train tunnel. You can now save your game if
you want to.

Turn around
and move towards the cart. Turn left and enter the Gentlemen’s bathroom.
Inspect the toilet on the far left. Now inspect the hole in the wall inside
the stall. Note the symbol on the wall and the word “LARSUS” written next
to it. This is the first of 12 “lyrics” you must find. Leave the bathroom
and go back to the train platform. Turn right, move forward, turn right
again and open the door to enter the foyer.

C. “Foyer”

Turn right
and inspect the ticket vending machine. Turn the handle on it and pick up
the coins it dispenses. Zoom back out and go through the doorway
to the left of the stairs. FYI, the stairs lead to Timothy and his note.
Turn right and pick up the lantern sitting on top of the cubbyholes.
Leave the office and return to the main foyer area. Go into the Waiting
Room.

Turn right
and inspect the table. Pick up the PDA sitting on the blueprints. Turn it
on by pressing the lower-right button. Choose the paper icon on the bottom
to access Pete’s journal. Select each page at the top, 1 through 8, to read
it. Page 5 talks about a strange anomaly Pete encountered with the theodolite,
his surveying device. It happened when he had it set at 271×632. He also
mentions a name that just popped into his head when this was happening,
“KARS”. Close the PDA and return to the main foyer area.

Turn left,
move forward, and turn left again. Inspect the phone on the left. Pick up
the receiver and use the coins in your inventory. Nigel tells you about
he and Polly’s locked room in the hotel. The room key is hidden in a silver
teapot. Leave the foyer and return to Platform 1. Turn left, move forward,
and turn right. Cross the tracks to Platform 2.

D. “Platform 2”

Turn right
and move towards the surveying device. Inspect it and press the green button
with the circle to turn it on. Press and hold the “+y” button until the
left setting is at 271. Use the “-x” and “+x” buttons until the other setting
is around 632. It will still work if you get near enough, like 630. The
screen will distort and an image will fade in and out. This is the “KARS”
symbol. Turn off the surveying device and continue forward along the platform.
Turn left to face the fence. Go through the fence to the left of the Dowerton
sign.

Move forward
through the bushes. Turn left and move towards the barn. Enter it.

E. “Barn”

Use your lantern.
Move forward once, then turn around. Climb the ladder to enter the loft.
Turn right and inspect the wooden box. Pick up the screwdriver. Climb
back down the ladder and continue forward past the car. Turn left and inspect
the floor by the car. Lift the hatch in the floor and enter.

F. “Cave of Song”

Move forward
twice, turn left, and move forward again to the pillar. Click on your lantern
to put it on the small rock on the right and light up the room. Number the
holes in the pillar from top to bottom along the connecting line 1 through
12. Inspect the first hole at the top and sketch the symbol shown as #1.
Continue until you have sketched all 12 symbols. We have already found the
lyrics for two of these symbols, so go ahead and write “LARSUS” and “KARS”
next to their appropriate symbols. “KARS” is symbol #2 and “LARSUS” is #8.
Pick up your lantern and return to Platform 2.

Turn right
and move forward twice to the base of the footbridge stairs. Turn left and
cross the tracks to Platform 1. Turn left and move to the other end of the
platform. Turn right and open the door to the Buffet room.

G. “Buffet”

Move forward,
turn left and inspect the lower part of the shelves. Pick up the electromagnetic
tracker
. This device can alert you to the presence of paranormal activity.
Press the bottom-left green button on the tracker to put it on standby.
The unit’s display shrinks to a thin, green line. Press the green button
again if you want to bring the unit back to full display. Turn right and
go through the doors into the Reception area.

H. “Reception”

There is a
phone ringing in the back office. It will ring many times throughout the
game. Answering it is optional.

Move forward
twice, turn left and inspect the desk. (I noticed the calendar on the wall
above the desk shows April with only 29 days, not 30.) Open the drawer and
click on the “Etto self-raising Flour” ad to reveal a card. Inspect the
card to find a unique safe code. Note the 6 positions on the cross shape,
5 of which are numbered with dots. Close the drawer, zoom back out, and
turn left. Move forward once back into the reception area and turn around.
Inspect the safe on the floor. Click the left side of the cross to move
the ball to the first position. Then up, center, very bottom, then right.
Turn the handle to open the safe door. Pick up the bar key on the
top shelf. Remember, if you mess up on the puzzle, you can just zoom out,
then back in to reset it.

Turn left and
inspect the ink blotter on the counter. Drag a blank sheet of paper from
the left onto the center of the ink blotter. Click on the fountain pen.
A series of numbers and lines appear on the paper. Move the paper so the
“1” on the right is over the biggest ink spot on the blotter. If done correctly,
you will hear a spirit complain about Betty wasting paper by doodling. The
following pattern emerges from the ink spots on the blotter:

4                  
5

 .———.

        3
|        1

       O———-O

       
|      /

     .6 
.7    /

         
|    /

         
|   /

         
|  /

        
|2/

         
O

Turn left,
move forward, turn right, climb the stairs to the 1st floor hall.
Move forward once, turn right, climb the stairs to the 2nd floor
hall. Move forward once and wait for the lights to each turn off, then on
again. Don’t wet yourself. Turn right and climb the stairs to the 3rd
floor hall. Only one of the doors in this hall is labeled, so I will sketch
the floor layout below and label each room for easier reference:

|                      
|           |           |           |

|  storage 
|           |     3F    |     3D    |     3B    |

|___________|          
|_____  ____|_____  ____|_____  ____|________________

           
|                                   |                 stairs

           
|                                                      down

____________|          
______  __________  ____|_____  _____________________

|          
|           |           |           |           |

|  bathroom
|           |     3E    |     3C    |     3A    |

|_______________________|___________|___________|___________|

Move forward and
enter room 3A.

I. “Room
3A (Arther Johnston’s studio)”                                    

Turn right
and inspect the table. Click on the red painting of George to reveal a piece
of paper. Pick up the paper. Zoom out and turn right. Inspect the
cups in the cabinet, not the stove above. Click the handle connected to
the hose once to turn on the gas. Zoom back out and now inspect the stove
on top of the cabinet. Press the second button from the left to turn on
the gas, then the first button to light the stove. Click on the paper in
your inventory to hold it near the flames. The following words appear:

Betty: TYMA

Fly: MORCANA

Grable: FRENIC

Edith: IXIAM

Click on the paper
to put it back in your inventory. Click the second button to turn off the
stove.

FYI, if you
open the cabinet you will find a note with a cryptogram. You can find a
clue later in room 2E on how to break the code, “I=R so D=W”. It is created
by substituting the letter from the top row with the letter below it, which
is the alphabet backwards.

A B C D E F G H I J K L M N O
P Q R S T U V W X Y Z

Z Y X W V U T S R Q P O N M L
K J I H G F E D C B A

Translated,
it says:

ARTHER, I THINK
IT WOULD BE WISE TO WRITE OUR RECORDS AND DRAWINGS USING YOUR INVISIBLE
INK. I DO NOT WANT THE OTHERS TO KNOW OF OUR PLANS JUST YET…

YOURS GEORGE

Leave the room
and go into the bathroom at the end of the hall.

J. “3rd Floor Bathroom”

Turn around
to face the door. Click the left side of the mirror mounted on the wall
once so a purple lamp can be seen in its reflection. Turn left and inspect
the spot of white light shining on the writing on the wall. Note the following
numbers:

_________
_________

|       |
|       |

| 00:20 | |
00:90 |

|_______|
|_______|

_________
_________

|       |
|       |

| 00:5  | |
00:40 |

|_______|
|_______|

These are the
settings we will need for the thermoscanner later. Leave the bathroom and
go into the storage room.

K. “3rd Floor Storage”

Turn left and
move forward. Turn right and inspect the teapot on the left shelf. Zoom
in close to find a key. Pick up the Room 2D key. Zoom out twice,
turn right, move forward, and turn left. Climb the ladder to the attic.

L. “Attic”

Move forward
and turn right. During my first play through of the game, the boiler tank
was not turned on when I first visited the attic. However, while writing
this walkthrough, the boiler tank was already heated up and I did not have
to, could not, turn the wheel here. Inspect the slot in the tank on the
right. If flames cannot be seen, turn the wheel on the pipe. Turn back right
and move towards the ladder. Turn left and inspect the boiler tank controls.
Turn the first wheel on the left, then press the handle on the left. This
will turn on the hot water for the 1st floor bathroom.

Zoom out and
turn around. Move forward, turn right, move forward, and turn right again.
Inspect the suitcase sitting on the floor to the left. Use the screwdriver
from your inventory to stick it in the keyhole. You can move the screwdriver
left, right, or down by clicking to the left, right, or below the keyhole.
Pick the lock by moving the screwdriver left, right, left, right, and then
down. It may take a few tries to get it just right. When successful, the
suitcase opens. Click on the book in the middle of the suitcase. Then click
the piece of paper sticking out on the right. Read through the letter. At
the end, you are rewarded with symbol #3 and its lyric, “OLIVIAK”.

If you like,
you can play with an Ouija board at the other end of the attic. Activate
the board by touching the planchette (triangle-shaped device). You can ask
the spirit questions by typing them below and clicking the “Say” button.
Ask it questions like: What is your name? Are you dead? Can you help me?
What do you want? Sorry, the spirit will not respond to questions like “Who
will win the World Soccer Cup?”

Go back down
to the 3rd floor hallway. Stand facing the door to room 3F.

M. “Room
3F (George Crabtree’s office)”                                                  

This door is
locked from the inside. Inspect the lower part of the door. Use the paper
in your inventory to slide it under the door. Use the screwdriver to push
the key out of the hole onto the floor inside. Click the paper to drag the
key out. Pick up the Room 3F key. Use the key to open the door. It’s
the last key on the right in your inventory.

Inside, move
forward and turn left. Zoom in on the desk and open George’s blue journal
there. On page 21 he talks of trials he must solve. He says the solution
to the first trial was recorded on a bed cover made by Edith. She wove the
pattern as follows:

|   |   |

| 1 | 2 |

|___|___|

|   |   |

| 3 | 4 |

|___|___|

Turn around
and face the other desk. Inspect the piece of paper on it. Notice George’s
sketch of the pillar in the Cave of Song and the numbered holes, just like
we have them. Also note the Magic Lantern Slide Index. Zoom back out and
open the box of slides. Push the button on the bottom left to turn on the
Magic Lantern (projector). Insert slide number 5, top-right slide in the
box. Zoom in on the man shown on the wall under the far-left framed picture.
He is holding symbol #10. If we look back at the Magic Lantern Slide Index,
slide number 5 is listed as “MORTYM”. 4 lyrics down, 8 to go.

Turn off the
projector, turn right, move forward, turn left, and move forward again.
Inspect the stereoscope. Turn it on by pressing the button on the table.
Insert the bottom-right film tube, crank the handle, then look in the eyepiece.
Watch the film called “Trial 2: Elements”. Note the order in which the elements
are shown. Fire, lightning, wind, and water.

Let’s leave this
room now and go into room 3D.

N. “Room
3D (Betty Penfold’s room)”                                              

Turn left and
move forward. Inspect the trumpet sitting on the floor. Click the top-right
side of the trumpet twice to spin it around. Inspect the piece of paper
wrapped around the middle of it. Notice the 5 notes circled and marked as
“needs practice”.

               

                                     C

——————————

——————————

                                 
p

    ———————-d——-

     d

—-d—–d——————

——————————

These notes are G, G, A, B, C.

Leave the room and go back down
one flight of stairs to the 2nd floor hallway. Turn around and
enter room 2B.

O. “Room 2B (Matilda Fly’s room)”     
                                                        

Inspect the
desk, then inspect the clock. Notice the 4 buttons on the base of the clock.
Number the buttons 1 through 4 from left to right. Pressing button 1 results
in a low-pitched click, while button 3 results in a high-pitched click.
The high-pitch means you pressed the correct button in the correct order.
To solve this puzzle press 3, 1, 2, then 4. Check the paper in the hidden
compartment. It has symbol #5. Consulting the list of names and lyrics we
found earlier, we can match the lyric “MORCANA” to this symbol because this
is Matilda Fly’s room.

Leave the room
and continue down the hall into room 2C.

P. “Room
2C (Arther Johnston’s room)”                                     

I’m not 100%
sure this was Arther’s room, but it seemed to be the logical choice. It
makes no difference either way.

Turn right
and move towards the closet on the left. Open it and inspect the box on
the shelf. Notice the pattern is identical to the one we found on the ink
blotter. Press the buttons in the order shown:

4        
5

 .———.

        3
|        1

       O———-O

       
|      /

     .6 
.7    /

         
|    /

         
|   /

         
|  /

        
|2/

         
O

Inspect the
piece of paper on the left, then the paper on the right. They show us symbol
#1, “LUSSA”. Close the box and the closet, then leave the room. Use the
key to the right of the coins in your inventory to enter room 2D.

Q. “Room
2D (Polly and Nigel’s room)”                                           
         

Inspect the
corkboard directly in front of you. Notice the menus tacked onto it. Zoom
out, turn left, move forward, and turn right. Inspect the corkboard here.
Inspect the bottom-right note. Nigel mentions at the bottom that the password
to access PC terminal 2 is the only thing he likes on one of the menus.
Zoom out and return to the first corkboard.

Did you notice
the empty Chinese food containers on the desk? Check the Dragon Inn menu.
Their phone number is 01622 643853. Go back in front of the computer monitors
and inspect the box on the left side of the desk. Click on the cell phone.
Enter Dragon Inn’s number and press the green button to dial. An automated
service answers the phone. It checks the number you are calling from and
mentions you having a standing order with them. Press the star key (*) twice
to order your usual order. The automated service confirms the order as a
number 15 from their menu, but informs you they are closed for the night.
Return to the Dragon Inn menu and look up number 15. The password is “chicky
chow”, without the quotes.

Move back in
front of the computer monitors, then turn left. Inspect the Hadden Industries
box. Now inspect the area to the right of the stacked boxes. Pick up the
radivision goggles. The goggles can be used in areas where you hear
a spirit say “Here.”

Turn back to
face the computer monitors. Click on the left monitor, PC terminal 1. This
is Polly’s terminal and is full of all kinds of good info. The icons on
the left are: System Quit, Journal Entries, Sound Recordings, Image Cleaner,
My Music, Case 0014 Personals, MetrolSat: Weather and Solar Updates, Browse
Web Sites, and Hadden: Peripheral Help.

In her journal
entries, Polly mentions hearing a record player playing the song “As Time
Goes By” somewhere in the hotel. The record keeps skipping and playing the
same part over and over again, “and when two lovers woo, they still say
I love…”.

Click on the
Browse Web Sites icon. Choose the first Recent link on the top, http://www.learn_piano.co.uk.
Notice the layout of keys A through G on the piano and where the C key is
pointed out.

After you’re
done exploring Polly’s terminal, quit out of the system and click on the
right computer monitor. Enter the password “chicky chow”, without the quotes.
Here you can view the rooms where Polly and Nigel placed digital cameras.
Click on the far-right camera. This is the special thermoscanner that was
placed in the cellar. Change the settings to those found in the 3rd
floor bathroom.

_________
_________

|       |
|       |

 |    00:20    
|    |     00:90     |

|_______|
|_______|

       alpha               
beta

_________
_________

|       |
|       |

 |      00:5    
|    |     00:40     |

|_______|
|_______|

    particle            
density

The thermoscanner
detects a cavity in the wall and recommends a manual inspection. Leave the
room and enter room 2E.

R. “Room
2E (Andrew Verney’s room)”                                                     

Inspect the
box on the floor. Pick up the orange astronomy book in the left box. Click
it open and Andrew asks, “Are you interested in astronomy too?” Go back
out into the hall, turn left, move forward, turn left and zoom in on the
telescope. Inspect the eyepiece. Search the lower-left area for a constellation
until Andrew comments, “Brighter than the rest! I don’t recognize it at
all…”

   .

.  .  . .
.

         .

   .

Return to Andrew’s
room and inspect the closet on the right. Click on the tallest star chart
leaning in the corner. Find this new constellation to be named “RAKA”. Leave
the closet and inspect the top drawer of the nightstand, not the box on
top. Open the third drawer from the top and inspect the blue book inside.
Open the book to find “RAKA”’s index number, 12/534/76. Zoom back out and
now inspect the box on top of the nightstand. Number the small buttons on
the edge of the lid 1 through 7. Press them in the order of “RAKA”’s index
number listed above. 1st, 2nd, 5th, 3rd,
4th, 7th, and then 6th. Inside find symbol
#12, “RAKA”. Tucked under the box is another cryptogram. Translated, it
says:

ANDREW, GUARD
THE SKIN WITH YOUR LIFE! I KNOW I SOUND LIKE A MADMAN. EDITH IS FEELING

INCLINED TO
PHONE THE POLICE… YOU MUST TRUST ME. THERE IS A GREAT EVIL WITH US HERE
IN THE HOTEL. MY RESEARCH IS GOING WELL. I JUST NEED TIME.

YOUR TRUSTING
FRIEND, G.C.

P.S. DO NOT
OPEN YOUR DOOR THIS NIGHT TO ANYONE…

Leave the room
and return to the telescope. Open the door here to enter the 2nd
floor bathroom.

S. “2nd
Floor Bathroom”                                                                         
         

Zoom in on
the box under the sink. Open it and zoom in again. Click on the photo stuck
to the bottom of the lid. Note the size of each rune and where they are
placed around the circle.

Leave the room
and return to the 3rd floor hallway. Enter room 3B.

T. “Room
3B (George Crabtree’s bedroom)”                                      

Turn right
and inspect the nightstand next to the bed. Open the cabinet below to reveal
a box with pictures of three royal figures on the lid: Henry VIII, Henry
V, and Elizabeth I. Click the golden dial below Henry VIII until it shows
“VIII”. Click the golden dial below Henry V until it shows “V”. Click on
the photo inside. Note the size of each rune and where they are placed around
the circle. Zoom back out, then zoom in twice on the table next to the chair.

Place the largest,
reddish-brown rune on the right where the two chalk lines cross. Place the
smallest, yellow rune on the lower right where the two chalk lines cross.
Place the medium-sized, white rune on the bottom where the two chalk lines
cross. Place the medium-sized, yellow rune on the top-left where the two
chalk lines cross. If done correctly, the runes will disappear and the center
area shows symbol #9, “OLKAS”.

Leave the room
and enter room 3E.

U. “Room
3E (Edith Penfold’s room)”                                              

Turn right
and inspect the top shelf of the closet. Inspect the record to find the
song “As Time goes by” is listed as the 2nd song on the record.
Zoom out and inspect the record player. Crank the handle on the front. Click
the bottom-left switch to start the record spinning. Slide the bottom-right
switch all the way to the right for maximum volume. Click on the far-left
edge of the record to set the needle on the first song. Now click just to
the right of the needle to set it on the 2nd song track. You’ll
know you have the right position if you hear “and when two lovers woo…”
over and over again. Zoom out and turn left. A framed picture will fall
off the wall and land on the bed. Inspect the fallen photo and click on
the back of the frame to reveal two pieces of paper. The small piece shows
symbol #11, and the large piece shows the associated lyric “IXIAM”.

Ok, we’ve neglected
the 1st floor long enough. Head down to the 1st floor
hallway. Turn right, go all the way to the end of the hall, turn left and
enter the bathroom door on the right.

V. “1st
Floor Bathroom”                                                                         
         

Zoom in on
the sink. Turn on the right faucet and wait for the boiler in the attic
to kick in. The hot water’s steam reveals symbol #7, “MALUS”, in the mirror.

Leave the room
and enter room 1E.

W. “Room
1E (Gloria Grable’s room)”                                              

Turn right
and you’ll hear a spirit say “Here.” Use the goggles in your inventory.
You can chat with Gloria if you want. Inspect the loose board in the middle
of the floor. Lift the board and zoom in on the hole. The small piece of
paper shows symbol #4 and the note on the right shows the associated lyric
“FRENIC”. Zoom out and replace the loose board.

Leave the room
and enter room 1A.

X. “Room
1A (Quilt room)”                                                             

Turn right
and use the goggles. Look in the lower-right part of the room to find the
quilt Edith made. Note the colors are in the order of green, blue, purple,
and orange.

Leave the room
and go down to the reception area. Turn around and move forward once to
the right of the stairs. Turn right and use the bar key in your inventory.

Y. “Station
Hotel Bar”                                                                           
         

Move forward,
turn right, move forward, and turn left to face the piano. Zoom in on the
piano twice. There are only 7 white keys on the piano you can actively press.
They are situated towards the middle. Find the first key on the left you
can press. This is the F key. So the scale is F, G, A, B, C, D, E. We need
to play the notes G, G, A, B, and C, so press the 2nd key twice
followed by the 3rd, 4th, and 5th keys.
Click on the piece of paper that appears to find symbol #6. Turn right and
use the goggles to find the associated lyric in the top-left corner, “TYMA”.

Leave the bar
and turn right. Open the door next to the chair set in the stairs.

Z. “Cellar”                  
                                                                           
                  

Turn left,
move forward, turn right, move forward, and turn around. Number the buttons
on the post from top to bottom 1 through 6. Press 3, 2, 5, 1, and 4. This
unlocks the silver door ahead of you. Go open that door to enter the darkroom.
FYI, the designs on the buttons are from the tables in the dining room,
which we skipped since we have an inferior alphabet… and it wasn’t necessary.
😉

In the darkroom,
inspect and open the doors on the bottom of the shelf ahead. Pick up the
piston key. Go back out to the cellar.

Move forward
twice and turn left. Click on the sheet metal in the middle to reveal a
hole. Climb inside and turn on your lantern. Inspect the numbered brick.
Place the piston key into the hole and turn the key. Climb through the hole
to face The Trials.

1. “The
Trials”                                                                                  
                  

Try to move
forward and you are confronted with the first trial. Click the runes in
the following order: green, blue, purple, and orange. The barrier disappears.
Move forward.

Try to move
forward and you are confronted with the second trial. Click the runes in
the following order: top, left, right, and bottom. The barrier disappears.
Move forward.

Try to move
forward and you are confronted with the third, and final, trial. Turn left
and click on the glowing rune. Listen to the sounds as the engravings glow.
Turn back right and match the order of the sounds by clicking the runes
in the following order: top-right, lower-left, lower-right, center, and
left. The barrier disappears. Move forward twice to enter the chamber of
Dark Fall.

2. “Dark
Fall”                                                                   
                            

To seal away
Dark Fall, we must say the 12 lyrics in their proper order. Type each lyric,
pressing the “Say” button after each one.

LUSSA, KARS,
OLIVIAK, FRENIC, MORCANA, TYMA, MALUS, LARSUS, OLKAS, MORTYM, IXIAM, RAKA

The trapped
souls are freed. You and your brother Pete have a happy ending.

III.
Misc.                                                                               
                            

If you find
any corrections that need to be made in this FAQ, please email me at .
I will gladly credit you in the FAQ.

FAQ’s written
by me:

Myst III: Exile

Mystery Of The
Nautilus, The

Syberia

Dark Fall

=================
This document Copyright 2002 Allia =================

If you’re gonna
share this on any other sites, just give credit where credit is due by leaving
this statement in.

Look for these
and future FAQ’s of mine at:

GameFAQs – http://www.gamefaqs.com

Neoseeker.com –
http://neoseeker.com

Games Over – http://www.gamesover.com

Gameguru – http://gameguru.box.sk

DLH.Net – http://DLH.Net

Cheat Code Central
http://www.cheatcc.com

Just Adventure
http://www.justadventure.com