Dirk Gentley Journal Entry #5 "So after the burns, butcher’s knives, vampires, succubi and even Dr. Frankenstein himself, I finally got the memo and got my ass out of the haunted mansion. My only prize was an indian peace pipe which I got from the house’s safe, but it didn’t seem to be especially magical. Let’s hope the next haunted set is a bit more welcoming than the last one..."
Time for a change of scenery. But first, I decided that I would prepare a kit of the all-around spells. We will begin mixing the brainboost spell, which increases intelligence. This is important because intelligence determines how many copies of a spell you get when you create it. There is only one ingredient needed, something that stores information. I have tried many things such as books, a movie reel, a document filer... but the only thing that is capable of mixing this spell is the diskette we found back in the office. The spell doesn’t last too long, so I started mixing quite a few spells:
|Just because of the use of the diskette I think this is my favourite spell so far|
- Fireball - A combustible substance - Every single piece of paper I have found in the game
- Protection - A metal band - Buckets, cans, etc…Sadly nothing from the Black Sabbath altar was allowed...
- Resist Fire - A fire extinguisher - Well… what do you know? I used several fire extinguishers. Although those could have been used for the protection spell also
- Mindlock - A padlock and a book - I found the padlock inside a drawer in the desktop at the haunted house’s office. For the book I just used one found in the nursery
- Breathe underwater - Something edible - FOOD! GIVE ME MORE FOOD!
- Telekinesis - A magnet - The radio cassette contains a magnet to read and write on tapes. I don’t know I would have solved this one on my own, as I remembered it from my previous tries to complete the game.
- Courage - A vial of alcohol - There were a lot of bottles in the offices
- Magic muscles - Three metal objects - Every metal object in the house’s kitchen
- Glue - An adhesive - I found glue inside a metal box in the kitchen
- Fear - The eye of a witch - What a coincidence that I happened to be carrying one since the very beginning of the game
- Revive - Some strong smelling item - A cheese from the pantry
- Detect trap - Any shaped glass - There are a lot throughout the game
With the magic department satisfied for a while, I turned to use some of that arsenal. Starting with the fire room in the house. Which has nothing inside. What a waste of time. Having nothing else to do, I went for a walk through the graveyard of the third set: It came from the grave.
|This little bugger is biting me through a metal helm. I don’t think the armor does anything in this game.|
|You are not even trying, are you?|
|The game seems to be a little more coherent this time. It is a nice touch to be able to deduce things like the name of the priest or that he was dissected from the description of different items|
|Is this a play I don’t understand or simply a typo?|
|So, ladies, have you considered not sunbathing? You have horrible skin…|
|If the hand didn’t show at such a slow pace I would say this is an attempt at a jump scare|
|Make me a favor and go die in hell… well… a deeper hell|
While we are with the first three levels, they seem to be designed as a deterrence to keep playing the game. The maps are not completely connected, meaning that you have to travel up and down trying different holes to explore the full level. Then you have the traps. There are two kinds of hall trap in the catacombs. The first one is a dart trap that is activated by tripping over a wire. The wire is visible and can be cut, which is nice. The second hall trap is a pit trap. There are sections of the passages which have a small rectangular pad in the floor. If you step over them, the trap activates and we fall to our deaths. You can click on the pad and select the “Avoid” action, which allows safe passage over the stone. One time. Which means you have to click on the pad every single time you pass through there. I can’t count the amount of times I have fallen into one of these trying to rush somewhere.
|This is reasonable...|
|...but whoever thought the pit trap was “fun” deserves a very special kind of punishment|
- Guillotine - A blade falls and permanently cuts your hand. It can be easily avoided by cutting the wire that activates the trap
- Inverse guillotine - Same as the previous one, but it is activated when you cut the wire.
- Poison - After taking the object, a poison cloud is thrown at you. The only remedy I have found is using the antidote spell, which is quite scarce at this point in the game. The other option I noticed is that you do not always get poisoned, so you can take the object, see if you got poisoned (there is no indicator but for a periodical loss of hitpoints) and then reload after you get the object and do not get poisoned. The poison doesn’t stop until it kills you by the way, so forget about not curing it.
- Fireball - A fireball is thrown at you. You have to be careful with this one. Although you can tank the damage, you have to be careful as any combustible you are carrying can be burned. Like for example, the spell book, which is needed to complete the game. And the game doesn’t tell you anything, it just happens. Lucky for me, I managed to realize before saving as I tried to mix some spells to alleviate my weight. I guess you could use resist fire to reduce the damage of this trap, but unless you want to wait, you can simply save-scum it.
- Destroy magic - When you take the object all your spells are removed. Yep, the ones you have prepared also. This is frankly the worst trap, as it can also take you into a dead end. The mindlock spell is useful precisely to avoid the effects of this trap. However, even with mind boost active, you get very few copies of the spell. And it lasts a few minutes. To sum up, more fun.
- Poison spike - I don’t know why but this trap never affected me. A spike arises but doesn’t seem to have any effect. If you want to know how I know it is a poison spike, it is because the detect trap tells you the name of the trap when you inspect the object.
The final component of this design are rooms with chests. Most of them trapped, of course. Or with the room with some kind of puzzle:
- Poison spike - As with the hole trap, this never affected me. A spike arises from the chest on opening. No hit point loss or anything.
- Zombie - After opening the chest, a zombie is summoned behind you. It is very simple to kill it.
- Empty - The chest is empty. However, the room is not. You can move the chests and discover objects under them. It took me a while to realize this, and I only did after encountering the pit trap described below.
- Fireball - Same as the hole one.
- Pit trap - You open the chest and then a pit opens underneath. The trick here is that there is always some kind of weapon hanging from the wall. If you look very closely, there are two black pixels in another part of the wall. To deactivate this trap you have to move the hanging weapon from where it stands to the empty place.
- Cave in - You open the chest, take the object but when you are about to leave, the door has closed. Funny enough, if you open the door, the ceiling collapses on you. The trick here is closing the chest after looting it.
- Destroy magic - Same as the hole one.
|May be modelled after one member of the staff?|
|The reports about its deeds were greatly exaggerated...|
|This is a goblin. I don’t care what the book says, it is a goblin.|
|Wink, wink, maybe if could change yourself to look like my apprentice… As you have done so before in the game… We are so proud of this puzzle we are going to repeat it!|
|And with some minor changes… Voila! A completely different person!|
|I always knew she spits venom when she talks but this is getting ridiculous|
|Would you kindly tell me where I am supposed to go now?|
MAP OF LEVEL 1:
MAP OF LEVEL 2:
MAP OF LEVEL 3:
MAP OF LEVEL 4:
MAP OF LEVEL 5:
MAP OF LEVEL 6:
DEATH BONUS ROUND (TOTAL DEATHS: 22):
Session Time: 12 hours 24 minutes
Total Time: 15 hours 35 minutes
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