TIPS: - Look before you touch anything. There are a few ways to die here-- I've tried to keep it from happening without warning, but it's still possible. - Take everything! Items you've used will be removed from your inventory; and really, there aren't too many of them, anyway.
Prologue: - Cutscene: Exposition time! You can click through to speed it up if you prefer.
Scene 1: In the woods.
This is an easy one: go forward, not back.
FATALITY TIME! If you try to go back, you get killed. Hope you saved!
Scene 2: High on a hill. - Take the axe on the log.
Scene 3: The Village - Try opening various doors. Only two locations are actually searchable from here: The first house on the left, and the house directly to the left of the rising smoke.
- The Vicarage. The front door is locked! Conveniently, the side door is not!
Scene 4: Vicarage, front room. - Look at everything. Go through the door to the left.
Scene 4a: Vicarage, bedroom. - Freak out and run away!
Scene 5: The Village. - You can search the Murrays' house, or go back to the Vicarage. You'll have to do both to proceed through the game. Sorry.
Scene 4a: Vicarage, bedroom. Take two! - Look at everything. Take the lantern.
Scene 6: The Murrays' home, exterior. - Examine the Creature. Enter the house.
Scene 7: Murrays' home, Lord Bright's study. - Examine everything. Open the cabinet. - Try to open the desk; it's locked for now. - Take one of the vials of blood. You can try to use it on the ErythroBot torso, but it won't work. Once you have it, you can leave again.
Exit back to the village screen, then go down the road towards the manse.
Scene 8: The Road - There's a patch of churned-up mud in the roadway-- take the key you find there, then go _back_ to Bright's study (scene 7).
Scene 7: Murrays' home, Lord Bright's study, take 2. - Unlock the desk, lift the desk lid, and read the book inside for more exposition! - Then it's back on the road again...
Scene 8: A clearing - As you enter the clearing, we have a cutscene. When it's done, then it's on to...
Scene 9: The grounds. - More walking. More text. Go on to...
Scene 10: The Manse, exterior. - Look at everything. Then go in.
Scene 11: The Manse, foyer. - Look at the doors before you open them!! You can go to the left, or the right, or up the stairs. Going left takes you to a storage room; to the right, and it's a memorial room. The stairs to the right lead you to the right wing of the house. The stairs to the left lead you to...
Scene 12: The Memorial - Just look around and get some more backstory.
Scene 13: Storage - Well, if you're in here, you're screwed. As Felicia notes, the wear and tear on the door and carpet suggest there are more 'bots inside... and indeed there are.
FATALITY TIME! The door locks behind you. When you try and move around, you get chased and caught by an ErythroBot. Restore!
Scene 14: Upstairs, right wing. - Open the middle door.
Scene 15: The Lab. - Look around. Ick. - Tip over the bowl beneath one table. Ick, again. - Go to the small room to the right, and take the book you find there. Examine the book! - Exit to the right wing, and back downstairs.
Scene 16: Upstairs, left wing. - Examine the doors. - The door to the far left is the door to Lord Bright's cell-- chat for a bit. - The door to the right is the door to Margaret Abbott's study. Go inside.
Scene 17: Margaret Abbott's study. - Look around. Get some more backstory from the cabinets. - The cabinet at the upper right corner of the screen-- see that? That's what you need to open, in order to deactivate the ErythroBots. Here's how: - Use the metal card on the cabinet. - Use the vial of blood on the empty slot. - Push the big, green button. - Smash the hell out of the machine with your axe!
Scene 16: Upstairs, left wing, take 2. - Hack the door to Henry's cell open. You have a lantern and a big, heavy book. Hopefully. Go into the cell.
Scene 18: The prison. - Have a brief dialogue with Henry-- which is interrupted by Margaret herself! - Now, we have a nice, easy, timed puzzle. She threatens you both with a handgun, and you have one of two choices: throw the lantern at her, or throw the book.
If you throw the lantern, it's
FATALITY TIME! Margaret shoots you in the shoulder, and when you revive, you find yourself in the lab again... strapped down to a table, awaiting vivisection.
If you throw the book, you knock Margaret out, and we have a really fast cut to the...
EPILOGUE. Some final chit-chat between you and Henry, and then it's the end. Thanks for playing!
Back to Armageddon Margaret
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