Necronomicon
The
Dawning of Darkness
A. William Stanton's House - 1st visit
Someone knocks on the doorB. Pawtuxet - 1st visit Question
1) Ma Brady twice. She is sitting in an alley behind the church
2)
Take the money from the main inventory and give it to Ma Brady.
3) On the
advice of Ma Brady, pay a visit to "Crumb & Son" general store.
4)
Ask the storekeeper 3 questions
5) Take the money from the main inventory. Go up to the display unit
containing the maps. Select a map. Go back over to the storekeeper and purchase
the map of the region. This unlocks the map that is located in the
interface.
6) Take the money from the main inventory again. Take a box of
matches from the left of the storekeeper. Go back to the storekeeper, buy the
matches and place them in the main inventory.
7) Use the map to get to
Edgar Wycherley's house. His is the house that is furthest north.
C. Edgar Wycherley's house - 1st visit
1) Ring the bell next to the front door. Take care not to ring too much…the
butler will hit you, and it will be game over!
2) Use the map to get to
Edgar Wycherley's parents' house. Theirs is the house that is furthest west.
D. Edgar Wycherley's parents' house - 1st visit
1) Enter the house, where Edgar's father will greet you
2) In the
sitting room, click on the portrait of Gregor Hershel on the wall.
3)
Leave the sitting room.
4) Use the map to make your 2nd visit to Pawtuxet
village.
E. Pawtuxet village - 2nd visit
1) Visit the general store a 2nd time. Question the storekeeper again. Take
the money from the main inventory, give it to him and leave the store
2)
Head towards the harbour. This involves taking the alley to the right of the
church
3) Start talking to Captain Shermann, who is working on his boat.
He suggests that you take a look at the local archives at the Providence
Gazette
4) Use the map to make your way to the Providence Gazette. You
will find their office in the building to the extreme south.
F. The Providence Gazette- 1st visit
1) Speak with the journalist Earl Smith
2) Turn around and enter the
archive room. Search through the archives in the "1741-1760" section and choose
the article about disappearances. The article is automatically placed in the
bureau.
3) Use the map to make your 3rd visit to Pawtuxet village.
G. Pawtuxet village - 3rd visit
1) Go down to the harbour
2) Quiz Captain Shermann again.
3)
Turn around and open the door of Black Fish's house, the little house with 2
windows and two barrels outside it.
4) Go to see the storekeeper for a
third time and ask him a question.
5) Take the money from the inventory
and buy the hooch, which is automatically stored in the main
inventory.
6) Go back to Black Fish's house and give him the hooch by
taking it from the main inventory
7) Quiz Arthur Procop. He's the
character sitting outside the inn smoking a pipe,
8) Use the map to go
back to Edgar's house, which is the northernmost house.
H. Edgar's house- 2nd visit
1) Question Edgar
2) Use the map to go back home - the house nearest
to the centre of the map
I. William Stanton's house - 2nd visit
1) Go into your office. Get Doctor Egleton's telephone number from the main
inventory and call him
2) Use the map to go back to Edgar Wycherley's
parents' house, which is the westernmost house on the map
J. Wycherley's parents' house - 2nd visit
1) Go upstairs to Edgar's bedroom
2) Take the diary from the shelf on
the right. The diary is automatically placed in the bureau.
3) Take the
key to Edgar's house from the third draw of the bureau. It is automatically
stored in the main inventory
4) Use the map to get to Edgar Wycherley's
house, which is the northernmost house on the map.
K. Edgar's house- 3rd visit
1) Take the key from the inventory, insert it in the lock and open the
door.
2) Go over to the sideboard and take the indecipherable letter from
the middle draw. It is automatically stored in the inventory.
3) Take the
letter from Simon O to GH from the right hand draw. It is stored in your
bureau.
4) Leave the house, passing Edgar on the way out Use the map to
go back home, which is the house nearest to the centre of the map e
L. William Stanton's house - 3rd visit
1) Go into your office and question Doctor Egleton
2) You find
yourself back at Edgar's house. Take the "heart" key, which is difficult to see
in the cupola, from the bottom drawer of the corner unit near the partition. It
is automatically stored in the inventory. Then take the plan of the bungalow
from the same draw. It is automatically stored in the inventory.
3) Use
the map to go back home - the house nearest to the centre of the map
M.William Stanton's house - 4th visit
1) Take the plan from the inventory and give it to Doctor Egleton
2)
Use the map to reach the bungalow, which is the house located to the south of
the village
N. The bungalow - 1st visit
1) outside -
Go around to the left of the house and enter the shed
-
Take the keys that are on the right
- Go back outside and open the boot of
the car with these keys
- Take the crowbar out of the boot of the car. It is
automatically stored in the inventory.
- Take the crowbar from the inventory
and use it to force the main door to the house.
2) In the sitting room -
1st visit
- Study the portrait on the wall: memorise the metal symbol beneath
the man holding the scythe
- Press the button that unlocks the cupboard
places against the opposite wall
- Open the box with the "heart" key found in
Edgar's room
- Take out the Saturn key. It is automatically stored in the
inventory.
- Also remove the Saturn talisman and memorise the planetary sign
at the man's feet.
3) The laundry room near the stairs
- Push the
barrel located near the window to gain access to the Saturn lock
- Release
the Saturn planetary lock by entering the following
code:
< planetary symbols:
Saturn
(at
bottom)
< metal symbols: Lead
(top right)
< angels'
leap: Cassiel (top left)
Take the Saturn key from the inventory and open the door
4) The
passages -1st visit
- Take the matches from the inventory and proceed by
lighting the torches on the walls
- At the end of the passages, opposite the
gate, light the torch on the left hand wall and go into the office, which is on
the right
5) The office - 2nd visit
- Light the candles on your
right
- Pull the lever on the right hand side of the room
- This action
enables you to gain access to the next room.
- Insert CD2 at the onscreen
prompt
CD 2
5 cont.) The office
- Take the lighter from the table. It is
automatically stored in the inventory.
- Go back into the passage
- Take
the lighter from the inventory and use it to light the lantern. Enter the well
room. The door is now visible
6) The well room /it is impossible to save
your game in this room - 1st visit
- Go to the right and light the torch on
the wall
- Go over to the altar in the middle - Pick up the axe on the floor.
It is automatically stored in the inventory.
- Go back into the office,
taking care not to fall into the wells
7) The office - 3rd visit
-
Take the axe from the inventory and use it to open the chest
- Light the
lantern with the lighter and pick it up
- Pick up the key, which is
automatically placed in the inventory
- Take the key from the inventory and
open the cupboard
- Remove the briefcase. This action enables you to access
the briefcase from the inventory
- Also take the petrol can
8) The
passages -2nd visit
- Take the narrow passage that is opposite the entrance
to the office
- Turn right at the fork - Lift the hand of the corpse that is
in the crate
- Remove the key.
- Go to the laboratory beyond the well room
by following the walls
- Take the key from the inventory and open the
gate
9) The laboratory -1st visit
- Go to the far end of the
laboratory
- Take the door on the right
- Before lighting the boiler, pick
up the little shovel that is on the left of the doorway
- Put three
shovelfuls of coal into the machine
- Take the petrol from the inventory and
pour it on the coal
- Then take the lighter from the inventory and light the
fire
- There are three levers on the top left; pull the middle one
- Turn
the valve below the pressure gauge
- Go back towards the entrance to the
laboratory
- Turn the valve that supplies the electric generators on the
floor
- Engage the circuit breaker on the left of the door
- Go back to
the far end of the lab where the Brain Machine is situated (A machine resembling
a keyboard connected to a jar containing a brain)
- Start the machine by
pressing the second button from the left
- Question the machine using the
right hand lever
You then need to make up the vital fluid. To do
this,
- Pick up the second jar from the left on the bottom shelf
- Pour
the contents into the jar on the table
- Pick up the third jar from the right
on the bottom shelf
- Pour it into the jar on the table
- Take the syringe
from the sink. It is automatically stored in the inventory.
- Fill the
syringe with the contents of the jar
- Inject it into the vacuum pump that is
on the right of the Brain Machine
- Turn the handle
- Continue the
conversation with the Brain Machine
- From the bottom right hand draw of
the little cabinet containing the herbs, take the euphorbia from the draw
located on the extreme right of the third row (starting from the top). The
euphorbia is then stored in the inventory.
- Take the Mars key from the draw
marked "charcoal"
- Also remove the pieces of charcoal shaped like little
flattened cylinders. These items are then stored in the inventory.
- Release
the Mars planetary lock by entering the following
code:
< Planet signs: Mars
(at bottom) Formed by a circle with an arrow
attached
< Metal symbols: Iron
(on right) This symbol resembles a
sword
< Angels' leap: Samuel
(top left)
- Open the door of the antechamber with the Mars key from the
inventory
10) The antechamber - 1st visit
- Enter the aisle on the
left towards the Materials Section
- Take five paces along the aisle
-
Take the amphora on the left marked EL, which stands for Eliphas Levy. The salts
of Eliphas Levy are placed in the inventory
- Go to the torture
chamber
11) The torture chamber - 1st visit
- Take the charcoal from
the inventory and place it in the incense burner
- Take the styrax from the
briefcase and also place it in the burner
- Take the lighter from the
inventory and position it over the burner
- Take the card marked "Eliphas
Levy" from the table draw and position it in the centre of the pentagram painted
on the ground
- Take the salts from the portfolio and place them in the
centre of the pentagram painted on the ground
- Take the diamond from the
briefcase and place it in the centre
- Take the euphorbia from the inventory
and put it there too
- Then take the lighter from the inventory and set
alight to them all
- Be very careful: Egleton runs through the events and
gives precise information on the actions to be taken
O.The asylum - 1st visit
1) Take the key from Edgar's pocket. It is automatically stored in
the inventory.
2) Use the map to get to Edgar Wycherley's house. His is
the house that is furthest north.
P. Edgar's house- 4th visit
1) Pick up the letter and newspaper that are on the floor in the
hall. These items are stored in the inventory.
2) Pick up the label that
is on the ledge to the right of the entrance. It is automatically stored in the
inventory.
3) Enter the small room at the foot of the stairs
4)
Take the key from the inventory and open the gate 5) Pick up the statuette that
is on the shelf. It is automatically stored in the inventory.
6) Take the
package that is on the left hand shelf. It is automatically stored in the
inventory.
6) Take the book "Necronomicon" from the cupboard. It is
automatically stored in the inventory.
7) Use the map to return home.
it's the house nearest the centre of the map
Q.William Stanton's house - 5th visit
1) Take the "Necronomicon" book from the inventory and give it to
Doctor Egleton
2) The library now appears on the map. Use the map to get
there. It's the southernmost building.
R. The library - 1st visit
1) The office
Take the Necronomicon from the inventory and give
it to Saunders
2) The main room
- Go to the section on occult sciences
and choose the following book: "The moon, gateway to the soul". This book is
then stored in the inventory.
- Take it back to Professor Saunders. Look at
the book
- Enter the Rare Books room located in the basement of the
library
- Find the following book: "The red dragon". It is automatically
stored in the inventory.
- Take it back to Professor Saunders. Look at the
book
- Go to the section on symbolism and find the following book: "Language
for Initiates". This book is then stored in the inventory.
- Take it back to
Professor Saunders. Look at the book
3) The office
On the map
indicated by Professor Saunders,
- Take the statuette from the inventory and
place it on the Atlantic Ocean
- Take the label from the inventory and place
in on Africa
- Take the letter from the inventory and place it on
Transylvania
- Take the newspaper with the article on polar exploration from
the inventory and place it over Greenland
- Take the package from the
inventory and place it on Surinam
- Link the points to one another
- A new
site appears on the map. It is the city of the Ancient Ones. Use the map to get
there.
S. The city of the ancient ones - 1st visit
1) The entrance to the city
- Study the prism in the inventory
and memorise the symbols.
- Activate the three mechanisms according to the
diagram drawn on the prism. A trapdoor opens to reveal a lock
Here are pictures of how they look when they are adjusted correctly:
- Use the key that is in the briefcase. A second trapdoor
opens
- Take the prism from the inventory and place it at the centre Pick up
the three pyramids. They are then stored in the inventory.
- Approach the
small stone pyramid - Press the button that appears. The monument swivels round
to reveal a staircase
- Go down the steps
- When you reach the first room,
take the middle passage
2) The Labyrinth
- Carry on until you reach
the first room containing a round slab with four symbols carved upon it.
-
Take the tunnel indicated by the
symbol, resembling a 4

3) Circular corridor
The buttons of the control panel
control the opening of the doors.
- The easiest solution is to form a
vertical line on the central column
- Then take the corridor to the
right
- You emerge opposite 3 passages
- Activate the mechanism on the
wall to your left. This action triggers a timer; you have 2 minutes to get
through the 5 doors of the middle passage. If you don't manage to do it in the
allotted time, activate the timer again to retry.
4) Round room
-
Study the symbols displayed on the walls of the room
- Go into the corridor
and enter the tower
- Activate the buttons of the 5 control panels of the
starlit corridor. Only 1 button per panel will open the next door.
- Take the
corridor on the left, which opens using the fifth control panel. You arrive in
the antechamber
5) The antechamber
- Take the 3 pyramids from the
inventory and put them down.
- Enter the labyrinth by activating the door
mechanism
6) The final Lock With your back to the door, consider the
pillar on your extreme left as pillar A, the next as pillar B, etc. Since there
are 7 pillars, the pillar on the extreme right is pillar G. Press the symbols in
the middle of the pillars in the following order and as quickly as
possible:
B C E D B F D G B
A
END
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