Game
R2
Night
in Daelwyn's Rest
Walkthru
"Night in
Daelwyn's Rest" is a design based largely on the "mystery
horror" genre of first-person computer games. I have played and enjoyed
many games in this vein, including Seventh Guest, Thirteenth Hour, Shivers,
Shivers II, Phantasmagoria, Phantasmagoria II, Ripper and, though I am loathe
to admit it, Inherent Evil. Each of these games, at some point, hits a
stumbling block, often in the beginning before the player has a chance to learn
the feel of this new game.
Some of the best fun
of these games comes from scouring the Internet to find a walkthru, where
someone else has worked his way through this tough part and taken the time to
share with you the secret of his success. Following in this same vein, then, I
present the walkthru for "Night in Daelwyn's Rest." This is the leanest
path through the adventure, and several events have been left by the wayside as
they are peripheral to the quest. Perhaps you won't need it, but, then again,
perhaps you will…
Night in Daelwyn's Rest:
1.
Following the introduction, look around the Main Entry to
get a feel for the game. Notice that you can only get the description of an
item if you are looking at it. Most tables / desks can only be searched from
the side opposite the side you see when you first enter the room.
2.
Explore the hall leading out of the Main Entry, find both
locked doors. Return to the Main Entry.
3.
Enter the Study, through the door beside the stairs. Read
the journals on the table and find the skeleton key in the velvet-cushioned
chair.
4.
Use the skeleton key to open the outside door in the hall.
Enter the Cemetery. Go to the Caretaker's Shed and search his desk. Find the
iron ring of keys and read the next journal.
5.
Return to the house and go right, to the Closet. Unlock
the door and step inside. Take the cloaks; with them gone you can search the
back of the closet and find the secret door that leads to the Laboratory Steps.
Do not go through yet, or the glyph will eradicate you! Return to the main
entry.
6.
Go through the door on the right, entering the Dining
Room. Proceed through the Kitchens and into the Ruined Pantry. Unlock the
cellar door and proceed below. Open the chests in the corner and find the three
skeletons.
7.
Return to the main entry, and climb the steps. Follow the
passage to the left and find the locked, stuck door. Go back and enter the
first door down the corridor, the Storage Room. Locate the grapple and then
find the pouch of gems under the table.
8.
Return to the corridor and go to the second door. Enter
the Sewing Room. Break your way through the wall into the Master Bedroom. Read
the diary and deal with the night terror. Return to the corridor.
9.
Follow the footprints to Melissa's Room. Look at the
bookshelves and table. Return to the corridor.
10.Go to
the Attic and unlock the door. Notice the hole in the wall. Read the last
journals and talk to the raven.
11.
Return to Melissa's Room and look at the bookshelves. Then
turn and look at the table, find the talisman.
12.Take the
talisman to the Laboratory. With it there is no need to fear the glowing
glyphs. Enter the summoning circle and meet with Daelwyn and Lisavetta. Listen
to both sides of the story and decide which way you would turn; follow your
heart!
Note: The adventure is not completely over until you walk
away from the Village of Kleine. After that, you have returned to The Realm,
and the sun shines down upon you proudly.
...Download GameR2 at the Magic
Mirror...
Collected reviews
on Game R2:
As soon as I
was able to, I downloaded and played your contest entry. I cannot believe you
were able to pack so much text into it. Text here, text there, everywhere you
look... I especially appreciated the ability to "look" at a room's
features. You might be interested to know what I played the module without
reading the walkthrough, and I had no trouble understanding (and following) the
plot. I think I even did a thing or two out of sequence, and it still made
sense. (When I stepped back into a corridor, and saw the young girl's tracks, I
didn't follow them... Instead, I went to explorer the attic, and only after
getting the message from the raven did I go to the girl's room.) I've also used
the characters that I saved after Assault on Raven's Ruin, and I found the
module to be quite challenging. Especially since the only magical weapons were
a broad sword +2 and two silver daggers. ;-)
Wanted to let
you know that I downloaded R2 - Night in Daelwyn's Rest and played through it.
I realize it's a contest entry, but figured I'd take a look at it anyway while
I wait for you to finish Temple of Elemental Evil. I will keep this a short
note so as not to keep you away from working on that for too long! (Hint,
hint.)
Anyway, I
thought R2 was a nicely atmospheric piece that gave my party a rather spooky
time of it. The journals did a nice job of telling the story from various
points of view, and I also liked the way you provided two different choices for
the ending (though the big ol' demon kicked my party's butt, so I'm not sure
what happens if you manage to beat it.) The only problem I had was that my
party had no magic weapons, so I had to edit the Night Terror to get past it.
My party might have been a little lower than the recommended levels, but it
made it through relatively unscathed.
Anyway, just
wanted to let you know my thoughts on R2. As always, a top-notch design!
Follow Mr. Flopsy Ears back to The Westlands
page.
All
of the preceding modules and game worlds are trademarked property of TSR Inc,
which is now the property of Wizards of the Coast, Inc. I take no credit for
the stories or ideas presented here, I merely converted them to a playable format
for SSI's Unlimited Adventures game.