Rowena’s Curse by Lady Rowena (C 2003)
**************************************************
Expert
Walkthrough by Ponterbee (with much help from Nightwalker)
Introduction
Let me start off by saying that this
mission is scary. Not, for the most part, by what you actually see but because
of what you DON’T see. The mansion itself has a very gothic-horror feel to it.
Some have said that the storyline seems similar to the film thriller “Ringu”
(or “The Ring” as the inferior American version is called) but in fact the only
similarities are a female in a well. The fact of the matter is that “Rowena’s
Curse” is a much deeper, compelling story that unfolds like an HP Lovecraft
tale. And, of course, YOU are the hero who discovers the truth, clue by clue.
It is for that very reason that I HIGHLY suggest not
using this walkthrough until you have once completed the game or are
hopelessly, completely stuck.
I am not at liberty to reveal a
hidden “Easter Egg” in the game and I neither confirm nor deny it’s existence. J
UPDATE! Lady Rowena has given me
permission to reveal it,
so it has been added! The
info is at the END of the walkthrough in case you want to
try to find it on your own
1. The Old Barracks
You begin the mission after jumping
over the wall onto Cedric Bafford’s country estate. Pick up what’s left of your
gear (compass, lockpicks, blackjack) and find your journal. Ponder why you
bought your new sword at Val-U-Mart as you get caught up to date. Lady
Isabella’s father has entrusted you with the task of solving the mystery of her
disappearance- and to rescue her if she’s still alive. Two maids have also
vanished previously and Sheriff Truart’s finest have uncovered nothing.
Head through the hole in the southeast
and collect 5 water arrows floating in the flooded under-basement. When you
have them all climb the ladder into the old barracks.
You’ll find yourself in a small
generator room that has good shadow coverage you’ll need to employ after
picking the lock on the nearby door. It’s a blackjack puzzle of sorts- 3 guards
(one stationary), you need to take care of without being seen, so just study
their patrol routes and it’ll be a cinch. Bring them into the generator room
and tuck them in for the night.
When they’re down you can freely
explore the old barracks without fear of capture- just don’t make much noise.
In the guards lavatory you’ll find 3 more water arrows in the old wooden
bath-basin.
Down the hall a bit you’ll hear spider
sounds coming from a room on the right- Don’t go in there right now. We’ll be
coming back down here a little later. Go into the first room on your left and
read the letter written by Larry, who has a thing for the new maid, Lisette. A
loaf of bread is in the 1st chest and a broad arrow is in the 2nd.
Proceed to the next room and you’ll be in the guards
quarters. Another broad arrow is in a chest behind the door and a useful
noisemaker arrow is in the chest to the left of it. The chests on the other
side of the room contain yet another broad arrow and a bit o’ copper (1X5 : 5 total). The table holds 3 more small stacks of copper (3X5 : 20
total).
Go into the next part of the room to
discover 4 more chests. Betcha one of them holds a broad arrow! Don’t wake up
the sleepy guard as you investigate. They hold : a small stack of silver (1X12
: 32 total), a broad arrow (surprise!), another broad arrow, and a bottle that
makes noise and wakes up the guard so he can kill you when you drop it. Try to
avoid doing that. There’s
a letter on the floor by Captain Drowsy (Ethan…and no, he’s not a
real captain) that reveals he’s seen a ghost.
Disregard his superstitious nonsense as
you go back out into the hall and enter the last room on the right. A slightly dingier looking
guards room that has 3 chests- two hold scrolls with information right up your
alley. Hidden loot in the northwest cubbyhole. You
just need a key from that no-good dirty thief Silas. The other chest contains
<gasp!> a broad arrow! Hey, you may laugh but you’ve got quite an arsenal by now.
Let’s get out of here now…the dust is killing me.
2. The Courtyard…and Beyond!
FIRST- let’s take care of Dirty Larry
(Willy) standing by the window in the northeast. He’s easy to knock out. Now,
turn around and
hop over the low wall by the broken cart. You can creep up close to the path
the guards take. You’d best quick-save too, in case your timing is off and
another guard is right behind the one you’re attacking. Blackjack each guard,
one at a time, as they pass by you- mindful of the distance of the next guard.
Chuck their bodies by the cart. You’ll know you’re done when you have Daniel,
Daryl, Dorian, and Derek all laid out in a row. You might want to pickpocket a
few arrows from Dorian before you knock his block off for the stat.
From Lady Rowena: If you decide to go off on
your own at any time, make absolute sure you break into Barker’s place in the
south so you can collect the moss arrows. We’ll be heading there after this
side trek.
Now we’re going to go out that door on
your left. Just do this quick and it’ll all be pie from here on in. This door
leads to the front gate. We have to come back here eventually so we may as well
make it safe now, rather than later. You can also get some pickpockets that
would be extremely difficult coming from another direction.
From the shadows, lean and open the
door. You have to wait on the patrolling archer. Once he comes by and starts to
head north, wait about two full seconds then RUN and hug that wall on your
right. Keep running until you smack into the corner. The guard by the front
gate SHOULD just be wondering if he heard something. He did 4 out of 5 times
when I tested and the time he searched he gave up before he found me. Once
you’re here, save your game. Douse the torch above the nearest guards head with
a water arrow so you can blackjack him. No need to do the same to the next
torch. Just hug the front gate, creep up, and he’s yours without so much as a peep from him.
Now you just have to get Grant the
archer and that’s simple. Pickpocket his arrows first then put his body by
George and
Head through the door
in the east. If you hug the wall it’s a small matter to KO Frankie by
the cemetary gate. Fernando can’t see you from this far (he’s guarding the
small gated door in the north across the lawn) so you can peek into the
cemetary- don’t get too attached, though, because we won’t be going in there
for a looooong time. You’d best be mindful of Trevor, Terence, & Truman.
They come through the next east door,
but during long intervals. Once you feel safe, notice the long wide shadow
stretched across the lawn east to west. From the east, crouch and crawl SLOWLY
toward the stone ‘gazebo’ in the west. So long as you go slow,
Fernando will just keep on whistling. Get the frogbeast egg once you’ve reached
your destination. Just hug the wall and you can stop Fernando’s whistling once
and for all. He might get suspicious, but you can blackjack him from about 2
feet in open light. Just stay crouched.
The “T” trio doesn’t stand a chance
against you now. Just merrily whack them over the head one by one as they head
east. Go through that last eastern door just to familiarize yourself with the
area. All the way north is an unlocked gate that leads to the front of the
chapel. Don’t go there yet, though, unless you enjoy backtracking even further.
Instead, head all the way back to the courtyard. You’ve just completely cleared
out the entire front area of the mansion with one water arrow. Congratulations.
3. The Mess Hall & Kitchen
Once your’e back, go
to the door in the southwest. Pickpocket the door and enter Barker’s
home. He’s the nosy caretaker.
He must be into some new kind of
aromatherapy because there’s 10 moss arrows in a
basket on the living room floor. Plus, he’s not very careful with his money.
Get the 3 stacks of coinage on the bedside table (3X20 :
92 total). Read his journal behind the curtain in the library. Now leave and go
west to the N door by a torch.
This is the mess hall on your map. A
serving girl comes through the far north doors so wait for her to leave before
sashaying around the table to blackjack the guard from his left (he’ll see you if you come the
other way). Move his body to the back room quickly before the girl comes back.
You need to take care of her also because you’ll be in this area a few times
and she gets noisy if she sees you. Once she’s keeping the guard company,
explore the mess hall. On the bookshelf find a mine and nine more broad arrows.
Above the swords take the scouting orb and an orphan flash bomb
A posted notice informs us that a Lady
Lucrethia has lost her key and if anyone finds it, please leave
it in the chapel window sill. Leave through the double doors in the north.
To your left are a bunch of barrels
and crates. Get the two frogbeast eggs against the wall.
SECRET #1: At the top of the beam, to the left of the
eggs, is a lever facing the wall.
Frob
it and descend into an underground shelter to get the 3 bags of
spice (3X40: 212 total).
Enter the kitchen (the west building)
wary of Mike. He’s the Bluecoat warming his butt by the fire. Just make sure
he’s facing north as you slide inside, hugging the wall. Once you’re safe in
the niche by the fireplace you can blackjack him. There’s
a couple of nosy guards who enter the kitchen from the eastern door so watch
out for them as you attack the cook. The guards are Sonny and Steven, but I
call them ‘target practice’. Once they’re in a heap with Mike and the cook, go
see what’s cookin’.
Mmmmmm….silver coins in a cash box! My
favorite! (1X12 : 224 total). Plus a nice little vase
(1X50 : 274 total). In the sink there’s a water arrow
and another small vase (1X50: 324 total). Wash everything down with a bottle of
Cedric’s finest hidden under carrots and cucumbers by the stove (1X50 : 374 total). Next, collect every thief’s favorite
snack food- 3 Healing fruit! Admire the painting of the cute little bunny
rabbit before raiding the storeroom. Cheeses and deer legs are good for you so
take them. You never know when you’ll take 1 shield of damage from a fall or
something.
Go through the door to the right of
the storeroom. Get your goodie bags ready ‘cause it’s
time to grab some FLATWARE! First and foremost- shut off the light at the far
east of the dining room. You don’t have to be super quiet,
just don’t do The Peppermint Twist on the loud tile floor.
OK- from the first (left) hutch get 6
wine glasses (6X25), a large vase (1X100), a couple of china plates (2X10), 2
gold vases (2X100), and from the bottom doors 2 gold candlesticks (2X50). 944
total after that haul.
From the next hutch get 6 more wine
glasses (6X25), 3 china plates (3X10), 2 gold vases (2X100), and a bottle of
fine wine from the bottom doors (1X50). Now you’ve got 1374 total loot.
Go into the parlor and hit the
lightswitch. There’s a winged statue (1X15 : 1389
total) on the west table and an urn (1X20 : 1409) on the next one. Be quiet and
wait for the guards to pass as you collect the vase just out on the hall table
(1X100 : 1509). Go back in the dining room and do the
same thing for the 2nd vase (1X100 : 1609
total). Head back into the kitchen and leave the building the way we came in.
We’ll go through that kitchen door in the NE corner by coming the other way.
4.
The
Basement Areas
Once you’re outside, go through the
eastern door into a small dormitory that sleeps the kitchen help. Lisette is in
the first room, parading herself by the window enticing guards. You can do this
part without knocking her out, but why waste all that effort on a tease? Just
barge on in and put her to bed with your blackjack.
SECRET #2: At the far end of the
room look for a hidden switch near the floor by a bedside table. Frob it and
the bed will slide forward like it’s preparing for takeoff. Collect the silver
nugget (1X50 : 1659).
Now go back into the hall and head
into the cooks room. A book tells us that ring was lost in the storeroom that’s
being occupied by a female guard. Take the purse that contains the money Cook
was scrimping and saving for years in a locked chest (1X100 :
1759). Open the dresser.
SECRET #3: There’s a small
switch in the top left corner. Go through the secret passageway that is
revealed.
At the end of the passageway look up at the right and frob the switch to open a secret
door to a new area in the basement. To the left is a medium-sized generator
room patrolled by Shane.There’s a ladder in the dark niche straight ahead that
leads to a small sitting room with 3 gold coins on the floor (3X20 : 1819
total). Go back down the ladder into the generator room to deal with Shane (if
you haven’t already). A safe place to dump him is in the niche with the ladder,
BTW.
Leave this room by the north and go
right. Follow the hall and pass the slanting exit to the small outside
courtyard (we’ll be going up here in a little while) and hide in the shadows.
Wait for Sal, who’s patrolling the large generator room, and knock him out when
you get the chance.
Go to the edge of the doorway leading
into the tiny furnace room and lean left. Heeeeere’s SILAS! Get his key and hit
him when he’s facing the fire. Pull his head out of the flames if he falls into
them! Get the hidden purse behind the furnace (1X100 :
1919 total). Notice the small grating in the corner- this is a cramped secret
passageway leading to the far east side of the manor,
where Truman, Terence, and Trevor patrolled. If you want to get the hardest
pickpocket in the game, unlock the gratings NOW, then return back here to the
furnace room. Now go into the large generator room Sal was guarding.
SECRET #4 :
Crawl between the 2 generators and frob the lever on your right by the floor.
This opens another secret area. I personally never used this as a shortcut but
some might. There’s a ladder that leads to a small comfy little niche with a
lever. It opens a swinging glass door so you can hop out onto the top floor
hall where 3 meanies will club you senseless. There is one fun benefit to this
secret--- taunting the guards behind the glass provides hours of entertainment!
J
Turn left after exiting the large
generator room through the opposite side we entered from. Go down the hall with
the blinking lightbulb and find the wine room. Go in quickly and blackjack Sean
who’s living the High Life. Find a hidden purse between 2 floor casks (1X100 : 2019 total).
We now have to return to the old
barracks. Go up the west hall (the locked door on your right leads to the ‘new’
barracks- we’ll arrive there from another path) and enter the kitchen From here, you should be able to find your way back to the
old barracks… First, let’s take care of the spider room. There’s nobody to hear
them scream now. Hop on a table and you can use them as target practice with a
couple of the broadhead arrows you’ve been hoarding. Get the purse from the
locked chest behind the dilapitated bunkbeds (1X100 :
2119).
Now go to the niche in Silas’ room and
use his key to steal his ill-gotten booty (you can smash the small crates with
your blackjack- just make sure the door across the hall is closed so you don’t
wake up Ethan). Collect a large vase (1X100 : 2219), 2
wine glasses (2X25 : 2269), a gold vase (1X100 : 2369), and 2 gold plates (2X
50 : 2469 total).
5.
The
First Floor
Go back to the area where Silas was,
but now it’s time to go up that incline to the inner courtyard (there’s a statue
in the center). Check your compass. You need to go to the WEST double doors.
There’s good shadow cover right near the doorframe. Plop down a moss arrow onto
the tile in front of you. You can now move to the left quietly as you KO
Reginald, Richard, and Alex. Do it slow and
carefully…there’s a guard patrolling the walkway above at intermittent times.
You can gauge the distance between guards by turning your gaze northwards…you
can see through those north double-doors so you’ll know if a guard is right behind
the one you’re about to attack. When all 3 have been dealt with, you’re safe to
enter the house without being molested.
Turn left and go through the door at
the end. The blackjack-proof guard has a purse you need to steal. You have ONE
moss arrow to play around with. Either use it here, or
Chapter 12. It’s up to you. You can creep-crawl to get close enough to lean
forward and grab this purse, so long as you’re patient. Return to the courtyard
once you’re $100 richer (1X100 : 2569 total)
Go through the north double doors and head on
down the left hallway. Enter the door on your left and you’ll be in Lt.
Wilson’s room. Read the scroll on his desk. Seems the lady who lost her key now
wants to meet in the garden at midnight…Hmmmm. Open the top and bottom doors of
his filing cabinet. You’ve got mail. A mildly concerned
Sheriff Truart…and a fire-snorting livid Sheriff Truart. Now unlock the
middle door with your lockpicks to find the White Room Key.
Enter his bedroom slowly and silently…Read
his diary on the bedside table when you get the chance. So, he truly loves this
Lucrethia…something tells me he’ll be at that rendezvous point in the garden.
You now have a new objective not to kill him. Well, we’re not killing anybody
ANYWAY, so all right.
Leave the room and go to the next
hall over. Get there by going left so you can see the very intimidating stairs
leading to the second floor. The door down this hall leads to the storeroom. We
already know there’s a lady-cop in there. Thankfully she’s snoring away. The
only thing of interest in here is the lost ring you read about earlier in the
Cook’s room. To get it, go between the couch and overturned chair. Face east.
Click. You got it. Let’s go. (1X100 : 2669 total)
We’re gonna go up those stairs very
very soon but there’s 2 small areas we should get out of the wat to eliminate
any needless backtracking. Go down the southeast hall (if memory serves) and
stop before the last left hallway. There’s a guard pacing down this hall (which
leads to a locked chapel door). When he’s far enough away from you, creep into
the darkness. Simply lean forward and blackjack him when he gets close enough.
Turn back and go through the south
door. Find a purse sitting on the floor beside a chair (1X100
: 2769 total) through the right archway (mind the tile!!!). Put out the
pilot light on the right with a water arrow, then crouch-creep to the small
sitting room. Get the purse (1X100 : 2869) in here,
then return to the stairs, north of the storeroom.
6. The Second Floor
Slowly creep up the stairs and wait for
an opening between guards. You’ll need to get to the Yellow Room to the right
(check your map). Wait for 2 guards to pass, then wait
a few seconds before moving so nobody hears you. Don’t run to the door, walk
VERY FAST. Have your lockpicks all ready and you’ll get in with just a few
seconds to spare. You might notice an old lady on the floor but now’s not the
time to get chummy. You have to deal with Rupert and Robert as they make their
rounds.
SECRET #5 : On the right side of the SE window is a small switch.
Activate it and the wall
to the right slides so you can collect a small statue (1X15
: 2884).
It’s now time to loot some of the top floor. Head south and grab the two
display masks in the middle of the hall (2X120 : 3124
total). Get the purse sitting out on the balcony (1X100 :
3224 total).
Now it’s Adventure Time! If you don’t
want the arrows, just skip ahead to the next paragraph. Mantle
onto the railing so you’re looking down at the archer. Save your game
here if he doesn’t move. You need to drop down onto his head (you won’t take
any falling damage this way) then QUICKLY take his arrows before he alerts (You
can’t get the arrows by running out the front door because he’s alerted before
you can get to him). It may take a few tries the first time you attempt this
but it gets easier with practice. Once you succeed, RUN!!!! Head through the
east door and don’t stop until you reach the grating that leads you back to the
furnace room. Nice work, Indiana Jones! That was the hardest pickpocket in the
game…unless you wanted to use 5 water arrows and 2 moss arrows from the
staircase landing.
Wait a while in the furnace room till
things settle back down before returning to the second floor. Just play a
little solitaire or black…jack…erg…(and the winner for
Worst Joke In A Walkthrough for 2004 is….!).
7. The Yellow Room
ANYway, go to the Yellow Room. Here lies
poor Nellie whom you have so coldly neglected while you wasted time
Guard-Diving for 3 measly broad arrows. Read the scroll by her crumpled body to
discover she was hit from behind mid-sentence. Take her spectacles from the
bedside table (1X50 : 3274 total) then hit the small
lever at the side of the dresser. Following the passage leads to an ominous
door that you cannot enter at the moment. Climb back up, leave the Yellow Room,
and enter the room next door.
8. The Blue Room
Pick the lock on the door and
enter the Blue room. Pick open the chest for a shiny new gold nugget (1X100 : 3374). Go into the bathroom to find a man totally
transfixed with his bathtub. This man is Percival. Creep up quietly, one small
step at a time, and relieve him of his pitifully light purse (1X25 : 3399 total) before knocking him out.
Read the letter on the table to
discover that this fop wants to marry the fair Lucrethia- and is already making
plans to turn her into his very own Barbie doll…Why, if only this mission
allowed killing I’d…Maybe next time I’ll toss a frogbeast egg into the bathroom
then shut the door. Well, for this time around just check the left side of the
doorframe leading into that same bathroom and frob the small lever. Another secret passage leading to another ominous door.
Hmmm…I believe I’m seeing a pattern! Leave Poopy-Pants Percy’s room and go
left. Time to visit the White Room. Get your key
ready!
9. The White Room
Upon entering, collect the large
vase on the coffee table (1X100 : 3499) and the small
vase on the vanity (1X50 : 3549). There’s a wine glass (1X15
: 3564) on a gold plate (1X50 : 3614) on the bedside table. This is,
indeed, Lady Isabella’s room. Collect the diary under her pillow and read it
for valuable information about the house and it’s
inhabitants.
After you’ve finished, the house
seems to take on a whole new feeling…and one can’t help but be tempted to just
run away. We now have a chapel key so it’s about that time to leave. First, you
may be wondering where the lever is to open up another ladder to another
door…check behind one of the furnishings. Also, don’t neglect the ring by the
downstairs tub (1X100 : 3714 total).
Since the room is so close, go left
after you leave and check out Rowena’s door. There’s a note for you on the
floor…looks like we’re being watched…bet you wish the guards were still around,
huh? Take the gold cup (1X75 : 3789) and a bottle of
exquisite wine (1X 100: 3889 total) from the table. There’s also an impressive
plate, but you can’t have it. The shish-kabob probably stained it beyond
repair.
10. The Chapel
Since it’s easy to get lost, I
don’t think it would be amiss to give directions for getting back to the
furnace room…Go down the nearby back stairs- turn right- go out the double
doors into the courtyard- go down the incline to the basement areas- turn left-
the furnace room is at the end on your right. Follow the crawlspace until
you’re back outside where you lost the guards earlier when they chased you
across the front lawn. Now go left and through the open gate. Hug the wall as
you move left, then shoot your noisemaker arrow to the
north. Charlie will get anxious and go off searching. When he gives up, and as
he returns to his post, take his purse (1X100 : 3989)
and pop him on the back of the head.
Make
sure you WALK up behind him, because he’s still on alert. Go check out the
window to the west.
SECRET #6 : Under the window frame is a small switch that opens a
grate behind
you. Crawl in to grab some fine wine (1X50 : 4039).
Go around and up to the chapel door.
Save the orphaned candlestick who’s about to jump to it’s death atop the eave (1X50 ; 4089 total). Use the Chapel Key and enter.
This part can be hard…if you have
more trouble than I did, don’t be ashamed to use frogbeast eggs- that’s why Lady Rowena gave them to you! The simplest way to
continue is to toss a moss arrow down onto the white area of the floor in front
of you. Creep onto it and move right until you’re enshadowed. Shoot another
moss arrow towards the right corner and forward a bit (get the most out of your
moss arrow!), then shoot your third one forward some more. Finally, shoot your
fourth one between the front 2 pews. As the archer patrols, steal some arrows,
then knock him out. Move left and lean to reach the
stationary guard with your blackjack. You should have 4 moss arrows left now.
Collect the Red Room Key which someone kindly left on the window sill. Take the
2 gold candlesticks from the altar (2X50 : 4189). Go
through the door to the right of the altar.
11. The Jail
Though it’s not at all necessary,
you can go through the door on your right a ways and knock out a guard, then
knock out another behind the next door.
Whatever you decide, follow the
tunnel down to a door. Enter, go down a slope a little ways, and douse the
left-most torch with a water arrow. Knock out the 2 guards- stationary guard
first, then the second when he reappears from the back.
Go to that back area to discover
some jail cells. Go inside the first one and read the crumpled paper. You’ll
read about some of Lord Duncan’s tyranny. In the next-middle-cell read the
scroll next to the former occupants remains to learn that there’s a ring
somewhere in here. Just check the corner near the floor to the right of the
cell door (1X100 : 4289). There’s nothing else to do
here right now, so head on back to the second floor of the house and use the
Red Room Key. If you KO’ed the 2 guards on the way down to the jail, it’s just
that much shorter a trip.
12. The Red Room
Another note awaits you…After
reading it, unlock the door to find Lucrethia in the
flesh standing by the fire. If you want the pickpocket, you’d best move fast
and shoot a moss arrow inside the threshhold (so long as you held onto your
spare one). Just make sure you have three left if you want to avoid a library
bloodbath. Move quickly and quietly behind the curtain to the left. The middle
coat rack acts as a lever to open the secret passage down to the 4th
ominous door. Get down here to hide if she searches for you, then
wait until it’s safe to climb back up to take the very important Garden Key
from her side.
Knock her out gently before
searching the room for goodies…there’s a gold vase on the fireplace mantle (1X100
: 4389), a large vase on a stand under the gaslight (1X50 : 4439), a tiara on
the sink (1X75 : 4514), and a ring on the bedside table (1X100 : 4614). If
you’re in the mood for some light reading, there’s a book of poetry near the
fireside and Lucrethia’s diary on another bedside table.
Well,
it seems Lucrethia feels the same way about Lt. Wilson as he does about her!
>From what we read in his journal, he doesn’t have the foggiest idea that she
even liked him, never mind being enamoured with him!
13. The Garden And The Hole
Go down the ladder in Lucrethia’s
closet and frob open the secret door halfway down. Hop out into an outside area
that is a very popular patrolling area for the guards. No less than 5 guards
are connected to this area so use caution when removing them. A flash bomb to
take out 2 isn’t out of the question…If THREE are in a line of sight, I
certainly recommend it. Just make sure you hide the bodies by the secret door
before another guard comes by.
The Garden Key opens the east door.
That just leads back to the front of the chapel, so go through the door in the
north, where all the guards came from. If you KO’ed them all, then you’re safe
to move freely. Move around the yard until you finally end up near the back
porch- you looked out at this area from the back stairs on the first floor. Hug
the side of the house and crawl/run until you’re safe in the shadow behind (and
to the right) of the archer Brian. The guard patrolling a ways ahead is Lt.
Wilson, awaiting the arrival of Lucrethia, who won’t be coming. When he’s out
of sight, creep up behind Brian, relieve him of some of his arrows, then blackjack him. It LOOKS like he’ll see you, but he
won’t if you’re quiet.
Go into the garden and knock out Lt.
Wilson. Since it’s a special objective not to let him die, put his body
somewhere warm and safe before searching the area. Around to the right is the
front of the shed, covering the accident site. Pick open the door and for God’s
sake- don’t run on in or your mission will end in a hurry. There’s a huge
gaping hole here…Peering into the dark abyss, stop and wonder just how deep
this thing is…
Keep wondering as you go back into
the house, collect Percival’s unconscious body, bring him back down here to the
hole, and throw him in. Hmmmmm….judging by the time it took to hear a ‘thud’,
I’d say it’s about 120’ deep.
No!!! I’m kidding! It’s more like
95’. Seriously though, NO KILLING. Not even ignorant
snobs like good ol’ Percy. Fall or bunny-hop onto the rope and descend to an
opening in the north rock wall. After walking a little way, you’ll hear a loud
crash…Turning around reveals the fact that you ain’t getting out of here the
same way you came in. Just continue on.
Soon, you’ll arrive in a cozy little
chamber containing THE GATE TO HELL!!! You need to obtain the Holy Sword before
going through. Douse the two torches with water arrows for later. Collect a
gold nugget to the west (1X100 : 4714) before going
north. Lend the spider a broad arrow before grabbing the gold statue it was
probably trying to mate with (1X75 : 4789 total). To
the east is another hallway to the south and a skull inserted into a large
stone wheel. Get in close and frob it.
You’re transported to an area with
large arrowhead-shaped stones and a pressure plate in the middle. Stand on it
and wait for the stones to stop. If you’re facing the skull, go into the first
cubbyhole to the left, Grab the boulder and return to the pressure plate. When
it’s completely open, go to the first cubbyhole on the RIGHT. Drop the boulder
in the path of the closing stone and it’ll stop moving. You’re now safe to
collect the treasure, and it’s quite a haul. 6 large blue gemstones (6X15 : 4879), 2 small pots (2X20 : 4919), 2 large pots (2X20
: 4959), 2 green LC jars (2X20 : 4999) a gold statue (1X75 : 5074), a
Serpentile Torc (1X350 : 5424), and a tapestry (1X150 : 5574 total).
The two other large stones in the
chamber reveal switches that will open the other stone. When
it’s opened, head on in to discover the Holy Sword that can only be retrieved
once you have all four elemental keys. Uh-huh. 4
keys…4 ominous doors. You can see where this is going!
Get back to the skull and frob it
again. You’re back in the underground area, so take the first left. No need to
move forward, just turn left and go. Use the baby spiders as target practice
and continue on to a ladder. Climb it to get to a long hallway leading to
another ladder. After you’re through climbing this one, you’ll find yourself
in…Rowena’s room.
14. Rowena’s Room
You’re in the downstairs area of
Rowena’s bedroom. Yes, Rowena slept here! And she also drank here so take the
two gold cups by the bath (2X25 : 5624). Head on
upstairs and grab a small vase (1X50 : 5674) and a key
from the small table. This key lets you out of here when we’re done.
Be taunted by the 3 potions that you
really really want but can’t have as you read her next note. When you’ve
finished, stare into her eyes that adorn her portrait and ask yourself…”Would I
take keys from this woman?” The answer of course, is YES. So take the Library
Key so we can continue our quest. Then rob Rowena blind- take a gold nugget
from the right chest (1X100 : 5774), some gold coins from the left (1X25 :
5799), 2 masks hanging on either side of the archway leading to her bed (2X50 :
5899), and a gold urn from the bedside table (1X20 : 5919 total). Leave the
room and head down the back stairs.
15. The Library
Your shiny new Garden Key will
unlock the bullet-proof glass panel that seperates you from the backyard at the
bottom of the stairs. This is unnecessary, but I thought you should know just
in case you left something valuable back at the accident site.
Head south down the hall and unlock
the library door. Be careful as there’s a couple of library policemen in
there…You should certainly use your last moss arrow(s) here, unless you want to
go crazy with frogbeast eggs. You should still have 3 left…shoot one by the
threshhold and another towards the left leading to the carpet so you can get in
and hide. Hit the light switch after you enter. Wait in the darkness, then just
lean forward so the guard walks right into your blackjack. NOTE: It takes 2
frogbeasts to take down one of these guards so you MUST knock out one first if
you plan on using them.
Shoot your last moss arrow from the
end of this small carpet towards the next rug on the right. You need to get
close enough to the daydreaming guard to knock him out. It might seem like he’s
too far to hit, but he isn’t. Just make sure he doesn’t burn to death when he
lands in the fire.
On the second bookshelf- the side
facing the door- there’s a frobbable book. Just to your right on the bookshelf,
and up a little, a secret panel slides open. Read the scroll and then put it
back, unless you need it for your scrapbook. The panel slides
closed by frobbing the book again.
Go up the stairs and KO Barker. Wow!
People really DO get knocked out while they’re writing in journals! Read his
latest entries to discover Lord Cedric recently entered the Gate To Hell with the Key Of Alastor, which is why it was missing
from the secret compartment in the bookcase. Also, there’s a button around here
somewhere that Barker just discovered. Look up and you’ll find it quickly.
Press it and a bookcase swings open in the east.
Enter this new area and you’ll
discover a locked door and a wall safe. Pick the wall safe open to collect Lord
Duncan’s Diary and 2 keys. One opens a chest and the other opens the locked
door. DO NOT use this key on the wall safe or you’ll lose it forever and be
stuck. Unlock the door and skootch along the chapel rafters to the chest. Use the other key you
just got to unlock it and collect the Well Room Key. Getting scared yet? And
where the hell’s the well room? Read Lord Duncan’s diary.
16. The Well Room
From reading Lord Duncan’s entries,
we can gather that A) Rowena and Jervis were dragged down to the dungeon and
thrown into a well, and B) Lord Duncan had some serious anger management
issues. OK. We were already IN the dungeons and there certainly was no well in
there, unless one of the guards ATE it…but it also said in the journal that it
was cemented over…so we’ll need some powerful explosive force to get in, once
we know what wall to blast. Plus there’s a trap waiting once we DO get in.
Hmmm…I wonder if it’s too late to just go home and rob the Eastwater bank
again. But an innocent woman’s life is at stake- so we must carry on. With
people like Duncan, Cedric, and Percival living under this roof, it might not
be such a bad idea to torch this place to the ground once we’re done.
A very useful shortcut is to just
drop down onto a pew. You’ll take one shield of damage but you have enough
snacks to open up a fruit stand. Just eat one, or two, or thirty to get your
life point back.
Head through the door leading back to
the dungeon and upon close inspection, you’ll see that “one of these walls is
not like the others”…the one across from the medieval torture device so
lovingly called “The Rack”. It’s a small niche that indeed, looks like it’s
been pasted over. Now we need to find something to blow it up…Let’s go find
Percy.
(NOTE from
the Walkthrough Writers Guild Of America: It has come
to our
attention that there is no less than THREE jokes pertaining
to this “Percy”.
We have contacted Ponterbee and
demanded that he immediately cease
and desist all future references to this character or he
will be hearing from
our attorneys and risk being blacklisted by the WWGA. Thank
you.)
17. The Barracks
There’s one more area around here we
haven’t investigated yet. The ‘new’ barracks. Leave
the chapel through the north door to get outside, then
head west. Use the Garden Key on the door if you didn’t earlier and you’ll be
in the part of the yard you hopped into from Lucrethia’s room.
Go north, then west all the way past
the garden, then turn south. Use the Garden Key here,
too, and you’ll spy the barracks building to the right. This area is guarded by
Bluecoat Bill. Get rid of Bluecoat Bill when he’s looking the other way. You
may have spotted an archer perched on top of the barracks. Just yell “Fire in
the hole!” and toss a frogbeast egg up there if you’re not interested in
pickpocket stats. He’s got some more arrows and a purse (1X100
: 6019 total) you can grab by climbing the ladder on the right side. Go
inside the barracks when you’re finished.
The chests contain a tasty baguette
and another purse (1X100 : 6119). There’s a copy of
the Garden Key on a table.
SECRET #7:
Hop onto that table to find a small switch on the window frame.
Activate it to get 3 stacks of
copper (3X5 : 6134 total) where
the bookcase slides.
Leave and go to the shack next door.
Pick the door lock and enter. Aha! Here’s the
explosives we need. Before you start lugging the barrel back, make absolute
sure you have a clear path to the dungeon. If you don’t believe me, pick up the
barrel and put it down three times. They’ll be picking Garrett off the wall for
months. Grab the fire arrow and flares then pick up the barrel.
18. Return To The Well Room
When you’re back there, place the
explosive down near the niche you need to destroy. Keep pressing into the
barrel until it’s nice and secure inside the niche. Get far away to the corner
by the right of the stairs and save. Toss a flare at the barrel. If you hit it
right and the barrel is in deep enough, you should have taken no damage, the
wall is gone, and you saved a fire arrow. Look where the banner used to be to
collect 3 more stacks of copper (3X5 : 6149
total).
Use the Well Room Key on the newly
revealed door and head on in. Well, here’s the trap! Bars slide down behind
you. But that’s OK! Frob the torch-holder on the other side of the room and
another way out appears. Time to shimmy down into the well…Ooof! Alright, now
we ARE trapped. Eat some more snacks to get the lost shield of health back.
There’s Rowena’s skeleton. Say a
little prayer before swiping her key that’s next to her. Investigate the
pentagram and you’ll find a sheet of parchment that contains a magical
incantation. Read it. Hmmmm…nothing. Check out the
candles surrounding the pentagram and you’ll find they’re frobbable. Doing so
makes them turn alight, and when they’re all lit – tadaaaa! A
way out. Climb this magical nether-light as you would a rope arrow or a
ladder. Hop out of the well (be careful you don’t fall back in and join Rowena
& Jervis’ fate) and head down the hallway you opened up.
Climb the ladder and use Rowena’s Key on
the back of the portrait to enter a strange new room. The Book Of Alastor lies on a desk awaiting your perusal. There are
some eerie passages contained within concerning our hostess Rowena. Everything
should be crystal clear by now. Rowena sold her soul for immortality, fueled by
a neverending hate and Lord Dumbfu- er, that is, Lord CEDRIC woke her up and
now appears to be one of her minions. Hopefully Isabella is still safe.
Pick the chest for a really shiny
new ring (1X100 : 6249) then collect the expensive
rosaries (1X100 : 6349), large urn (1X20 : 6369), and Hummel figurines (2X15 :
6399 total) from the display case. Leave after unlocking the door with, for
some odd reason, Rowena’s Key and you’ll be back in the chapel again- greeted
with yet another message from the lady of the hour.
It’s now time to go back to the 2nd
floor colored rooms. Something tells me that Rowena’s Key will unlock all those
ominous doors.
19. Return To The Blue Room
You can do these in any order- I’m
writing them up clockwise; just jump ahead to the chapter you need if you
prefer doing them in an order of your own. If you prefer to follow the
walkthrough, head on back to Percy’s room and descend the ladder. Rowena’s Key
unlocks this- and the other 3 ominous doors.
When you enter the small room,
you’ll have to descend a well, in honor of Rowena. Hey, she suffered at the
bottom of a well, so you can too! Near the bottom of the ladder is a cavern
entry to the side. There’s a chest with broad arrows in the water below. Get
them now or later, it matters not (so long as you have some in your arsenal).
This key is pretty easy to get. There’s quite a few spiders in the cavern…but also a very
useful shallow pool of water. Searching spiders have tendency to drown
themselves. You can shoot a couple with broad arrows (on the left side of the
cave), you can lure a couple to their death with broad arrow ricochet noises,
and/or just run out into the light…when a bunch come at you, just run back to
the ladder and fall into the water. They’ll drown themselves after giving up.
Experiment and have fun with the little beasts!
When the coast is clear, collect 3
gold nuggets lying around the back (3X100 : 6699
total) before dropping down into the south tunnel. There’s another spider to
shoot (or stab) at. You’ll soon come to an open underground lake area. You need
to drop onto the first stone platform and jump from one to the next to reach
the small metal hatch on the wall to the left of the pedestal (with the Water
Key on it). Use quick-saves to be safe.
NOTE: There are a couple landings
you’ll make where you’re ‘hanging’ off the side of the stone platform. Try to
mantle up onto the rock when that happens, because jumping is sure way to land
in the water!
When you reach
the metal hatch, open it and frob the skull. This opens the one to the
right of the Water Key pedestal, so jump into the water. Swim around the floor
to collect 3 gems (3X100 : 6999 total) before mantling
up onto the small rock that will lead you to the newly uncovered skull. Frob it
and you’ll be able to get to the Water Key. You’ll have to hop back into the
water and get onto the small flat rock in the southwest. Jump your way back to
the starting point, then make your way back to the first skull. Now you can
jump to the newly placed stone platform and from there, to the Water Key. Grab
it and head back. When you return to the path to the cave area, you’ll have to
back up and do a quick run-jump to grab the edge before mantling up and out.
Get onto the ladder, climb out, and make your way to the Yellow Room.
20. Return To The Yellow Room
Unfortunately, Nellie’s still
dead. Say a prayer for her (and one for yourself) before descending the next
ladder leading to the Earth Key trial. Once you’ve descended the ladder, get
the broad arrows in a chest before entering the well. You’ll be in another large chamber with an
indestructable tree-beast and 2 frogbeasts. This puzzle looks tough, but really
isn’t.
First, crawl to the southeast
corner. Shoot the frogbeast with an arrow (move west a bit- Kermit the
Exploding Frog is in the north). When the evil tree goes off to investigate, go
to where it was on stakeout and toss the boulder to the northwest a ways. Frob the switch in the niche before creeping to the northeast
corner. Wait until it’s safe before heading
west.
Toss aside the boulder blocking the
northern niche in the wall. When the tree goes berserk, crawl
in and frob the switch. Wait for it to calm down before you exit. Move
to the northwest corner and slowly approach the boulder blocking the next niche
(where a frogbeast sits, who’s been holding in a secret so long he’s just
BURSTING to tell it to someone). When you have the boulder, toss it away. Hide
until you’re okay to shoot that second frogbeast. It’s a good idea to throw
another boulder east so you can frob the last switch undetected.
When all 3 levers have been
activated, it’s time to crawl under the central rock formation. You can now
climb up to retrieve the Earth Key. It’s OK to feel bad for the treebeast as
you make your escape. He’s going to be awfully lonely without his froggie friends L.
21. Return To The White Room
Descend the ladder within the White Room (if
you haven’t found the lever that opens it up yet, it’s behind the bed). Follow
the corridors to a huge area with moving & stationary platforms hanging in
the air above. Climb the ladder in the north and hop onto the first platform.
Jump to the larger platform in the southeast then wait for the moving one.
When it passes underneath you, be
ready to drop onto it when it reappears. Ride it very carefully as you approach
the next platform. Drop onto it and jump into the opening in the wall to ascend
another ladder.
Make sure you save here because this
can be tricky. When the small moving platform approaches you, be ready to jump
onto it. Ride it with EXTRA caution because it’s a longer ride. Jump to the
platform that holds the Air Key Pedestal once your close enough. Retrace your
steps to the exit and return to the Red Room.
22. Return To The Red Room
The same deal here. Descend the
ladder in Lucrethia’s closet and then the well. This is the easiest of all the
‘Key Quests’ because, if you followed this walkthrough to the letter, you
should have 4 water arrows left. There are 3 fire elementals guarding the Fire
Key. Destroy them and you’ll have one water arrow left. Use it any way you want
to- it’s no longer necessary.
IF, on the other hand, you do not
have water arrows, you’ll have to: creep along the right, quickly mantle up to
grab the Fire Key, and then run like hell to the ladder and climb up (praying
to the Builder that a fireball doesn’t hit you in the ass).
NOTE: You can destroy the fire
elemental that guards the Fire Key with your blackjack. It takes many hits but
it won’t attack so long as it doesn’t rise up out of your reach. Do NOT attempt
this if the other 2 are still alive! Also, beware the hot steam that arises
from the cracks in the floor.
23. Unfinished Business
Once you have all 4 keys, return
to Rowena’s room. Follow the secret tunnel from her downstairs bathing area
until you reach the chamber with the Holy Sword. Use your elemental keys and
the sword is yours. Yeah! Time to kick some ASS! Let’s get back to the Gate To Hell and start some trouble!
Hmmmm…another note is waiting for us
from You-Know-Who. Dammit! Every time you think you’re out, Rowena pulls you
back IN! She’s put a hit out on Lord Duncan and you’re the button-man. Well, he
was scumbag so let’s go send him to hell, where he belongs.
Go back to Rowena’s room and use the
Locker Key on the door to the right of her desk. Collect a journal, healing
potion, and Cemetary Key. Read the journal to discover just how twisted Lord
Cedric has become.
Leave the room through the door and
go right & down the back stairs. Go out the back door (after unlocking it
with the Garden Key) and head right. Keep following the grounds until you’re
back at the cemetary. Use the Cemetary Key on the gate and listen for Duncan The Unfriendly Ghost. When he starts moving to the right,
charge on in and draw your sword. Cut him down to avenge Rowena, Jervis, and
all the others he tyrannized back in ‘da day’. Now it’s clear why Rowena has
been helping you so much- but don’t expect any more help, now that you’ve
outlived your use.
Let’s grab some loot before
returning to the Gate: Two locked crypts to the left contain a tapestry (1X150 : 7149) and a gold urn (1X100 : 7249). At the other
end of the graveyard there’s a cashbox sitting behind a headstone containing a
purse (1X100 : 7349). Once you’ve successfully
disrespected the dead, return to Rowena’s room to get back down to The Gate To Hell.
24. The Gate To Hell
When you’re heading down the
underground hall towards the Gate To Hell, move
quietly. The sinister Lord Cedric Bafford is patrolling in the gate chamber.
Since you doused the torch earlier, you can creep close to the gate, pickpocket
Alastor’s Key, and get in a good backstab shot. You probably won’t take him
down with one hit, but you’ll weaken him considerably enough that he should
pose no problem. Once he’s dead, unlock the gate with your new key and read the
final note from Rowena.
The devils that lurk beyond are not
nearly as tough as they appear. The first time you meet one, it can be quite a
frightening experience. They’re big, ugly, and smell funny. Two overhead
strikes from the Holy Sword does the trick quite
nicely- just back up before you move in to hit it over the head. They can hurt
you pretty badly if you’re not careful. There are a few shadowy niches in the
walls you can hide in on the way down if you’re sneaking.
At the crossroads near the pit,
wait for the patrolling devil to move left before backstabbing it. Turn around
quickly to concentrate on the next, who was stationary on the right.
Deal with the far-off one you can
see standing across the pit before taking the healing potion and gold statue (1X75 : 7424) on the sarcophagus. Two more devils need
dealing with on the next level down- they may be coming for you if they heard
you kill the last one.
Just keep going down this way- and
make sure you collect the next 2 gold statues (2X75 : 7574
total). When you reach the bottom, you’ll be greeted with a very popular small
dark cave in the wall. This is where you should hide, plan your attack, and
store bodies. Get the silver nugget here, too (1X50 :
7624 total).
You should explore the right tunnel
first once you’ve eliminated the patrolling beasts. A stationary devil awaits
you down here, but he’s no problem when using the shadows to get close enough.
Gather the silver nugget (1X50 : 7674 total) before
exploring the small rising tunnel in the southeast corner. Oh my God…they
killed Lenny! Those bastards! Oh well, take his Front gate Key.
Proceed north, then west. Here is a
huge area with devils and zombies. You should kill one zombie at a time, when
you can get to the cells safely. Open the gate (if it’s shut) and swing at the
zombie from the side so that you’re safe when it’s destroyed. There is
rejoicing when your cause of death is ‘exploding zombie’. When you’ve killed
one, rush back to the safety of the first area until things settle down…just
don’t save- if you save while a zombie is wandering back to it’s cell, it will
freeze to it’s last position if you reload (you’ll have to put it on alert and
wait for it to give up again for it to return to it’s cell in this case).
Start with the zombie on the right,
then the left. You may have to fight devils after the first 2 zombies are dead
because the light might give you away when you approach the next zombie-cell.
Lead your foes to the back area so you won’t have to worry about zombies
joining the fray.
Once the room is clear, get those 4
priceless golden bones from the cells (4X100 : 8074
total). Open the gates and go right. The “Seal Of The
Sleeper” is here, but there’s no dire need for it. But DO get the healing potion
and torc in here (1X150 : 8224 total).
Now head to the
other end. Mantle up into a crawlspace and creep to
the opening on your right.
25. Rowena
This is it! The final battle to save
Lady Isabella from being Rowena’s latest sacrifice.This battle can be a bear
the first time you tackle it, but believe me- it’s not that bad.
First, drop down behind Rowena.
That way, you can charge up to her and get in a good hit before she goes
atomic. Put away your sword and run quck behind a pillar. Do a quick save and
pop out from behind the pillar left- then right- to get in a hit here and
there. You’ll be fighting her dopplegangers too, but they vanish once their
dead. Try to save (in safety behind the pillar) after each Rowena-duplicate is
destroyed. Once you get into the rhythm, it’ll be a piece of cake. You shouldn’t
take any damage at all.
Rowena will get weaker and weaker…slowly
transforming into a hag-like zombie (or a zombie-like hag), and soon will be defeated.
Once Isabella returns to consciousness, ignore her. Finish Rowena off or she’ll
release her caged minions. When she’s dead for good, the monsters will collapse
in their cages. You’re safe.
Knock out Isabella so you can carry
her to safety- but leave her because there’s still a
few things left to do. Fall down into the hole by the altar and you’ll see 2
disoriented she-zombies outside the small tub of blood you dropped into. Grab
the key by the side of the tub which unlocks the final secret. You can destroy
the she-zombies using the pillar for cover from the exploding body parts if you
wish.
Go up either slope to get into the
halls that held Rowena’s pets. Take the first corner path to reach a lever that
opens the cage doors (it’s in a small niche in the wall just past the first
dead devil you pass).
When you’re back in the main
chamber, pull the lever in the floor by the east gates. Then go and pick up
Isabella. Turn right and look for the crumbling passage in the eastern corner.
Put Isabella down and head into it. Pick up the gold nugget on the ground (1X100 : 8324 total). You’ll shortly come to a grating. Slide
it open and you’ll be looking into the area below the large room with the
zombie cells. Follow the last zombie in the procession (or destroy a bunch
first- you should still have a fire arrow and a mine at least) quietly. You’ll
be led around to a locked gate protecting treasure. Use the key the 2
she-zombies were guarding to enter. You can now retrieve 2 gold skulls (2X150 : 8624) and the Horn Of Quintis (1X300 : 8924 total).
SECRET #8: There’s a switch behind
the coffin. Activate it before hiding from the zombies as they make their next
pass. Follow them back out into the front area and you’ll notice that the wall
moved forward- grab the tapestry the wall was hiding (1X150 :
9074 total) before clambering back into the tunnel by the grate or onto the
ladder.
Whatever way you go, make sure to
go back and get Isabella. It’s a long way back to the front gate- you shouldn’t
have any problems if you KO’ed all the guards you came across, though. When you
finally arrive at the front gate, use poor Lenny’s key to open it. Thumb your
nose at the guards keeping vigil on the front porch and then carry Isabella to
safety.
THE END
Epilogue/ Spoiler: The Easter Egg
in “Rowena’s Curse” is thus (if you weren’t able to discover it for yourself)…Reading
Lucrethia’s journal basically gave you the instructions. “How I wish I were to
wake up in the morning with him next to me” or words to that effect. Simply
place Lucrethia and Lt. Wilson together in her bed. A special message will
appear on the objectives screen and some special supplies will be made
available to you in the room.
Thank you!!! : to Lady Rowena for
making such a literate, cerebral mission that still manages to frighten, for
proofreading the walkthrough and giving me her thoughts (and kind words), and
for giving me permission to reveal the Easter Egg…I know it’s not exactly Carly
Simon giving me the OK to reveal who she’s singing about in “You’re So Vain”,
but I still feel honored.
Thank You!!! : to
Nightwalker for her excellent notes that helped me collect all the loot, and for
proofreading the walkthrough and making corrections I’m too blind to see.
Thank You!!! : to
Epithumia for giving my walkthroughs a home. Without him, I’m just a moron with
too much typing time, and the only ones who’d be reading them would be my
kitties.
Thank You!!! : Falettinme Be Micelf
Agin.