The Last Half of Darkness Part II Walkthrough by MrDeadly 2007. Note: This walkthrough only guides you through the necessary objects of the game. There are other things to fiddle around with and plenty of ways to die that are not explored here. There may also be better ways to move around, I don't know - I just "did it my way" :-) On last thing, there are some bugs in this game, so save often. In Strange Room, examine the bookcase and you'll find a book. Opening page 1 revials that it is "Frank's Book". Go down the ladder and pass the red-glowing room, keep moving until you get to the Passage where "someone is calling out for help...". Hit the wall infront of you, revialing a pair off eyes. Examining the eyes you'll find that it is a chained girl that is looking back at you. Take her. Go left and take the stake. Go back, then back once more and enter the red-glowing room you passed earlier. Once there, open the standing coffin. It reveals a Vampire. Operate the stake on him. He falls and you find a flute hanging in the coffin. Take it and go back to the Passage where you found the girl. Once there, go right and you'll see an old man sitting on a white blanket. Speak to him (type anything) and he'll say that he only talks to those who knows his name. Speak again - type "Frank". He now greets you and tells you to open his book at page 237. Do that and you'll get money, stuck in the book. Go right, then down the hole in the floor leading to the Dungeon. Down there, go to the room with the blue glass skull in it and go up through the hole in the roof. Now move forward and left and you'll meet a strange fellow blocking your way. Operate the flute on him let's you pass. Go forward twice and take the red key. Go back to the Passage with the hole in the floor and enter it again, then go back to the room (in the Dungeon) with a hole in the roof. Go up to the Passage and forward, then right and you'll meet a strange fellow again. Operate the flute on him. Go left and you see an open doorway with a torch burning on the left. (Important: The reason why you've been going through the Dungeon is because of the Caretaker's Dog who dwells in the Passage maze. You will meet him, perhaps several times before finding your way out. The only way to save yourself from him is to operate the torch on him. Only downside is that the torch will then go out and you'll have to navigate in darkness back to a doorway where there is a torch you can operate you're torch on for another go at the maze. I suggest you save before leaving the doorway). When you leave the doorway, go right and keep on going right as often as possible. This should bring you to the end of the Passage and a door. Use the red key on the door, open it and leave. From the room with three skulls on a board, go left. In there, a gypsy - Madam Timaz says she "tells all!". Speak (type anything). She gives you instructions, remember the word "Timaz". Go back pass the three skulls and go right. In the room with the ladder, take the bolt cutters on the shelf and go up the ladder. You enter the attic. An ugly creature sits in the corner of the room. Speak (type anything). It tells you that "A game of 21 is played in that room, bring back the RING!". I suggest you save you're game here if you're not good at Blackjack, but it's very easy... Go right. In the Blackjack room you have to bet and win enough money to beat the hooded entity and get the ring. You have 30 dollars and can bet from 1 to 30. If you did save you're game, just bet all 30 at once and try playing that way until you win. It won't take many goes. When you win you'll find yourself in the attic again with the ring in your inventory and a bunch of spirits hovering in the corner. Operate the ring on them, and they tell that "the words OUTSIDE has been marked on the ring" and give the ring back. Leave the attic and go to the room with the three skulls. Operate the ring on the skull to the far left. The skulls ask a question - answer "Outside". Cross the bridge, then go over to the hooded figure on the boat. He wants you to give him money. Speak "Timaz" and you'll find yourself on "Ghost Island". From the screen with the sign, go left - then right. By the volcano there is a palm with coconuts. Take one. Open it. Operate the bolt cutters on the little girl in your inventory and operate (throw her) into the volcano (don't worry, she was a decoy made to fool you, the girl on the rack is the real thing). Take her. Go back to the screen with the sign, go right and enter the house. Go up the stairs. Enter the door to the left and take the bottle on the dresser in that room. Leave the house and go back to the screen with the sign. Open the bottle. Operate the bottle with the coconut or the other way around. Go left, then left again. Operate the coconut-drink on the awful pirate. Watch ending. And, as you can see after the game ends - the author planed for Last Half of Darkness to be continued in a third part with the setting of a scary old mountaintop castle. In 256 colours VGA graphics! Damn, that would have been something...