![](/uploads/1/2/5/5/125509159/408553382.jpg)
Dark Fall - Walkthrough by Allia - v1.0Table of ContentsI. Revision HistoryII.
'Train Tunnel'B. 'Platform 1'C. 'Platform 2'E. 'Cave of Song'G. 'Room 3A (Arther Johnston's studio)'J. '3rd Floor Bathroom'K. '3rd Floor Storage'L.
![Walkthrough Walkthrough](http://www.darklingroom.co.uk/darkfallgames/darkfall/screenshots/darkfall1_9.jpg)
For Dark Fall: The Journal on the PC, Walkthrough by Puzzle Master.
'Room 3F (George Crabtree's office)'N. 'Room 3D (Betty Penfold's room)'O. 'Room 2B (Matilda Fly's room)'P. 'Room 2C (Arther Johnston's room)'Q. 'Room 2D (Polly and Nigel's room)'R. 'Room 2E (Andrew Verney's room)'S.
'2nd Floor Bathroom'T. 'Room 3B (George Crabtree's bedroom)'U. 'Room 3E (Edith Penfold's room)'V. '1st Floor Bathroom'W. 'Room 1E (Gloria Grable's room)'X.
'Room 1A (Quilt room)'Y. 'Station Hotel Bar'Z. 'The Trials'2. 'Dark Fall'III. Revision Historyv1.0 - 07.21.02 - Walkthrough complete.II. WalkthroughThis walkthrough is a complete, step-by-step description of completing the game.If you only want general hints, consult Timothy in the game or check the'hintsand help.html' file on the CD. There are many letters and notes you canread and pictures you can view in the game.
Most of these aren't necessary foradvancing in the game and will not be mentioned in this walkthrough. However,feel free to enhance your gaming experience by exploring these optional itemsand areas.This game was created with Macromedia software. Not exactly the most commonsoftware used to create games. The game does not need to be installed likenormal games.
The only files placed on your computer are save game files. A noteabout loading saved games: if you cancel out of the Load Game screen, it willautomatically load the last saved game.There are some parts in the game where you must wait for a dialogue or someother event to finish before you can take action. Also, I have noticed thatcursor 'hot spots' sometimes disappear and it takes moving the cursor over theleft, right, or bottom part of the screen to make the 'hot spot' work again.Subtitles can be turned on and off with the F1 key. They are turned off bydefault every time you exit the game.Important items will be highlighted throughout the walkthrough with asterisks,i.e. Pick up the.polka-dotted cow. If you mess up on any puzzle, you can justzoom out, then back in to reset it.A. 'Train Tunnel'After the intro of the message from your brother Pete, you awake to findyourself in a train tunnel.
![Dark Fall The Journal Walkthrough For Pc Dark Fall The Journal Walkthrough For Pc](/uploads/1/2/5/5/125509159/496152518.png)
You will not be able to save your game until themiddle of the next section. You are greeted by the voice of a young boy, TimothyPike. Move forward down the tunnel. Turn right to face the wall with thenewspaper on the ground, turn back left and continue forward down the tunnel.Here I found a game bug.
If you do anything other than turn left and moveforward, like turning right instead, you will not be able to continue forwarddown the tunnel. There will be no forward cursor.
If you deviate from thesesteps, you must turn right to face the wall with the newspaper on the groundagain to reset that part. Leave the tunnel, turn right, and climb up ontoPlatform 1.B. 'Platform 1'Move forward through the alley. Turn right and open the door to the power shed.Pull the chain on the light bulb on the ceiling to turn it on.
Open the cabinetin front of you. Pull the left lever, then the right. Power is now restored tothe station and hotel. Leave the shed. Timothy leaves you and mentions you canfind him and a note on the wooden footbridge if you need help. It's the whitebuilding above the train tunnel. You can now save your game if you want to.Turn around and move towards the cart.
Turn left and enter the Gentlemen'sbathroom. Inspect the toilet on the far left. Now inspect the hole in the wallinside the stall. Note the symbol on the wall and the word 'LARSUS' written nextto it. This is the first of 12 'lyrics' you must find. Leave the bathroom and goback to the train platform.
Turn right, move forward, turn right again and openthe door to enter the foyer.C. 'Foyer'Turn right and inspect the ticket vending machine. Turn the handle on it andpick up the.coins. it dispenses. Zoom back out and go through the doorway tothe left of the stairs. FYI, the stairs lead to Timothy and his note.
Turn rightand pick up the.lantern. sitting on top of the cubby-holes.
Leave the officeand return to the main foyer area. Go into the Waiting Room.Turn right and inspect the table. Pick up the PDA sitting on the blueprints.Turn it on by pressing the lower-right button. Choose the paper icon on thebottom to access Pete's journal. Select each page at the top, 1 through 8, toread it.
Page 5 talks about a strange anomaly Pete encountered with thetheodolite, his surveying device. It happened when he had it set at 271x632. Healso mentions a name that just popped into his head when this was happening,'KARS'. Close the PDA and return to the main foyer area.Turn left, move forward, and turn left again. Inspect the phone on the left.Pick up the receiver and use the coins in your inventory.
Nigel tells you abouthe and Polly's locked room in the hotel. The room key is hidden in a silverteapot. Leave the foyer and return to Platform 1. Turn left, move forward, andturn right. Cross the tracks to Platform 2.D. 'Platform 2'Turn right and move towards the surveying device. Inspect it and press the greenbutton with the circle to turn it on.
Press and hold the '+y' button until theleft setting is at 271. Use the '-x' and '+x' buttons until the other setting isaround 632. It will still work if you get near enough, like 630. The screen willdistort and an image will fade in and out. This is the 'KARS' symbol.
Turn offthe surveying device and continue forward along the platform. Turn left to facethe fence. Go through the fence to the left of the Dowerton sign.Move forward through the bushes. Turn left and move towards the barn. 'Barn'Use your lantern. Move forward once, then turn around. Climb the ladder to enterthe loft.
Turn right and inspect the wooden box. Pick up the.screwdriver.Climb back down the ladder and continue forward past the car. Turn left andinspect the floor by the car. Lift the hatch in the floor and enter.F. 'Cave of Song'Move forward twice, turn left, and move forward again to the pillar. Click onyour lantern to put it on the small rock on the right and light up the room.Number the holes in the pillar from top to bottom along the connecting line 1through 12.
Inspect the first hole at the top and sketch the symbol shown as #1.Continue until you have sketched all 12 symbols. We have already found thelyrics for two of these symbols, so go ahead and write 'LARSUS' and 'KARS' nextto their appropriate symbols. 'KARS' is symbol #2 and 'LARSUS' is #8. Pick upyour lantern and return to Platform 2.Turn right and move forward twice to the base of the footbridge stairs. Turnleft and cross the tracks to Platform 1.
Turn left and move to the other end ofthe platform. Turn right and open the door to the Buffet room.G. 'Buffet'Move forward, turn left and inspect the lower part of the shelves. Pick up the.electromagnetic tracker. This device can alert you to the presence ofparanormal activity. Press the bottom-left green button on the tracker to put iton standby.
The unit's display shrinks to a thin, green line. Press the greenbutton again if you want to bring the unit back to full display.
Turn right andgo through the doors into the Reception area.H. 'Reception'There is a phone ringing in the back office. It will ring many times throughoutthe game. Answering it is optional.Move forward twice, turn left and inspect the desk.
(I noticed the calendar onthe wall above the desk shows April with only 29 days, not 30.) Open the drawerand click on the 'Etto self-raising Flour' ad to reveal a card. Inspect the cardto find a unique safe code. Note the 6 positions on the cross shape, 5 of whichare numbered with dots. Close the drawer, zoom back out, and turn left. Moveforward once back into the reception area and turn around. Inspect the safe onthe floor.
Click the left side of the cross to move the ball to the firstposition. Then up, center, very bottom, then right.
Turn the handle to open thesafe door. Pick up the.bar key. on the top shelf. Remember, if you mess up onthe puzzle, you can just zoom out, then back in to reset it.Turn left and inspect the ink blotter on the counter. Drag a blank sheet ofpaper from the left onto the center of the ink blotter.
Click on the fountainpen. A series of numbers and lines appear on the paper. Move the paper so the'1' on the right is over the biggest ink spot on the blotter. If done correctly,you will hear a spirit complain about Betty wasting paper by doodling. Thefollowing pattern emerges from the ink spots on the blotter:4 5.-.
3 1 O-O /.6.7 / / / / 2/OTurn left, move forward, turn right, climb the stairs to the 1st floor hall.Move forward once, turn right, climb the stairs to the 2nd floor hall. Moveforward once and wait for the lights to each turn off, then on again. Don't wetyourself. Turn right and climb the stairs to the 3rd floor hall. Only one of thedoors in this hall is labeled, so I will sketch the floor layout below and labeleach room for easier reference: storage 3F 3D 3B stairs down bathroom 3E 3C 3A Move forward and enter room 3A.I. 'Room 3A (Arther Johnston's studio)'Turn right and inspect the table.
Click on the red painting of George to reveala piece of paper. Pick up the.paper. Zoom out and turn right. Inspect the cupsin the cabinet, not the stove above.
Click the handle connected to the hose onceto turn on the gas. Zoom back out and now inspect the stove on top of thecabinet. Press the second button from the left to turn on the gas, then thefirst button to light the stove. Click on the paper in your inventory to hold itnear the flames. The following words appear:Betty: TYMAFly: MORCANAGrable: FRENICEdith: IXIAMClick on the paper to put it back in your inventory.
Click the second button toturn off the stove.FYI, if you open the cabinet you will find a note with a cryptogram. You canfind a clue later in room 2E on how to break the code, 'I=R so D=W'. It iscreated by substituting the letter from the top row with the letter below it,which is the alphabet backwards.A B C D E F G H I J K L M N O P Q R S T U V W X Y ZZ Y X W V U T S R Q P O N M L K J I H G F E D C B ATranslated, it says:ARTHER, I THINK IT WOULD BE WISE TO WRITE OUR RECORDS AND DRAWINGS USING YOURINVISIBLE INK. I DO NOT WANT THE OTHERS TO KNOW OF OUR PLANS JUST YET.YOURS GEORGELeave the room and go into the bathroom at the end of the hall.J. '3rd Floor Bathroom'Turn around to face the door. Click the left side of the mirror mounted on thewall once so a purple lamp can be seen in its reflection.
Turn left and inspectthe spot of white light shining on the writing on the wall. Note the followingnumbers: 00:20 00:90 00:5 00:40 These are the settings we will need for the thermoscanner later. Leave thebathroom and go into the storage room.K. '3rd Floor Storage'Turn left and move forward. Turn right and inspect the teapot on the left shelf.Zoom in close to find a key. Pick up the.Room 2D key. Zoom out twice, turnright, move forward, and turn left.
Climb the ladder to the attic.L. 'Attic'Move forward and turn right. During my first play through of the game, theboiler tank was not turned on when I first visited the attic. However, whilewriting this walkthrough, the boiler tank was already heated up and I did nothave to, could not, turn the wheel here. Inspect the slot in the tank on theright.
If flames cannot be seen, turn the wheel on the pipe. Turn back right andmove towards the ladder. Turn left and inspect the boiler tank controls. Turnthe first wheel on the left, then press the handle on the left.
This will turnon the hot water for the 1st floor bathroom.Zoom out and turn around. Move forward, turn right, move forward, turn rightagain. Inspect the suitcase sitting on the floor to the left. Use thescrewdriver from your inventory to stick it in the keyhole.
You can move thescrewdriver left, right, or down by clicking to the left, right, or below thekeyhole. Pick the lock by moving the screwdriver left, right, left, right, andthen down. It may take a few tries to get it just right. When successful, thesuitcase opens. Click on the book in the middle of the suitcase. Then click thepiece of paper sticking out on the right. Read through the letter.
At the end,you are rewarded with symbol #3 and its lyric, 'OLIVIAK'.If you like, you can play with an Ouija board at the other end of the attic.Activate the board by touching the planchette (triangle-shaped device). You canask the spirit questions by typing them below and clicking the 'Say' button. Askit questions like: What is your name? Are you dead? Can you help me?
What do youwant? Sorry, the spirit will not respond to questions like 'Who will win theWorld Soccer Cup?' Go back down to the 3rd floor hallway.
Stand facing the door to room 3F.M. 'Room 3F (George Crabtree's office)'This door is locked from the inside. Inspect the lower part of the door.
Use thepaper in your inventory to slide it under the door. Use the screwdriver to pushthe key out of the hole onto the floor inside. Click the paper to drag the keyout.
Pick up the.Room 3F key. Use the key to open the door. It's the last keyon the right in your inventory.Inside, move forward and turn left. Zoom in on the desk and open George's bluejournal there. On page 21 he talks of trials he must solve. He says the solutionto the first trial was recorded on a bed cover made by Edith. She wove thepattern as follows: 1 2 3 4 Turn around and face the other desk.
Inspect the piece of paper on it. NoticeGeorge's sketch of the pillar in the Cave of Song and the numbered holes, justlike we have them. Also note the Magic Lantern Slide Index. Zoom back out andopen the box of slides. Push the button on the bottom left to turn on the MagicLantern (projector). Insert slide number 5, top-right slide in the box.
Zoom inon the man shown on the wall under the far-left framed picture. He is holdingsymbol #10.
If we look back at the Magic Lantern Slide Index, slide number 5 islisted as 'MORTYM'. 4 lyrics down, 8 to go.Turn off the projector, turn right, move forward, turn left, and move forwardagain. Inspect the stereoscope. Turn it on by pressing the button on the table.Insert the bottom-right film tube, crank the handle, then look in the eyepiece.Watch the film called 'Trial 2: Elements'.
Note the order in which the elementsare shown. Fire, lightning, wind, and water.Let's leave this room now and go into room 3D.N. 'Room 3D (Betty Penfold's room)'Turn left and move forward. Inspect the trumpet sitting on the floor. Click thetop-right side of the trumpet twice to spin it around.
Inspect the piece ofpaper wrapped around the middle of it. Notice the 5 notes circled and marked as'needs practice'.C-p-d-d-d-d-These notes are G, G, A, B, C.Leave the room and go back down one flight of stairs to the 2nd floor hallway.Turn around and enter room 2B.O. 'Room 2B (Matilda Fly's room)'Inspect the desk, then inspect the clock. Notice the 4 buttons on the base ofthe clock. Number the buttons 1 through 4 from left to right. Pressing button 1results in a low-pitched click, while button 3 results in a high-pitched click.The high-pitch means you pressed the correct button in the correct order.
Tosolve this puzzle press 3, 1, 2, then 4. Check the paper in the hiddencompartment. It has symbol #5. Consulting the list of names and lyrics we foundearlier, we can match the lyric 'MORCANA' to this symbol because this is MatildaFly's room.Leave the room and continue down the hall into room 2C.P. 'Room 2C (Arther Johnston's room)'I'm not 100% sure this was Arther's room, but it seemed to be the logicalchoice.
It makes no difference either way.Turn right and move towards the closet on the left. Open it and inspect the boxon the shelf. Notice the pattern is identical to the one we found on the inkblotter. Press the buttons in the order shown:4 5.-. 3 1 O-O /.6.7 / / / / 2/OInspect the piece of paper on the left, then the paper on the right. They showus symbol #1, 'LUSSA'.
Close the box and the closet, then leave the room. Usethe key to the right of the coins in your inventory to enter room 2D.Q.
'Room 2D (Polly and Nigel's room)'Inspect the corkboard directly in front of you. Notice the menus tacked onto it.Zoom out, turn left, move forward, and turn right.
Inspect the corkboard here.Inspect the bottom-right note. Nigel mentions at the bottom that the password toaccess PC terminal 2 is the only thing he likes on one of the menus. Zoom outand return to the first corkboard.Did you notice the empty Chinese food containers on the desk? Check the DragonInn menu.
Their phone number is 53. Go back in front of the computermonitors and inspect the box on the left side of the desk. Click on the cellphone. Enter Dragon Inn's number and press the green button to dial. Anautomated service answers the phone.
It checks the number you are calling fromand mentions you having a standing order with them. Press the star key (.) twiceto order your usual order. The automated service confirms the order as a number15 from their menu, but informs you they are closed for the night. Return to theDragon Inn menu and look up number 15.
The password is 'chicky chow', withoutthe quotes.Move back in front of the computer monitors, then turn left. Inspect the HaddenIndustries box. Now inspect the area to the right of the stacked boxes. Pick upthe.radivision goggles. The goggles can be used in areas where you hear aspirit say 'Here.'
Turn back to face the computer monitors. Click on the left monitor, PC terminal1. This is Polly's terminal and is full of all kinds of good info.
The icons onthe left are: System Quit, Journal Entries, Sound Recordings, Image Cleaner, MyMusic, Case 0014 Personals, MetrolSat: Weather and Solar Updates, Browse WebSites, and Hadden: Peripheral Help.In her journal entries, Polly mentions hearing a record player playing the song'As Time Goes By' somewhere in the hotel. The record keeps skipping and playingthe same part over and over again, 'and when two lovers woo, they still say Ilove.' .Click on the Browse Web Sites icon. Choose the first Recent link on the top,Notice the layout of keys A through G on the pianoand where the C key is pointed out.After you're done exploring Polly's terminal, quit out of the system and clickon the right computer monitor. Enter the password 'chicky chow', without thequotes. Here you can view the rooms where Polly and Nigel placed digitalcameras.
Click on the far-right camera. This is the special thermoscanner thatwas placed in the cellar. Change the settings to those found in the 3rd floorbathroom. 00:20 00:90 alpha beta 00:5 00:40 particle densityThe thermoscanner detects a cavity in the wall and recommends a manualinspection.
Leave the room and enter room 2E.R. 'Room 2E (Andrew Verney's room)'Inspect the box on the floor. Pick up the orange astronomy book in the left box.Click it open and Andrew asks, 'Are you interested in astronomy too?' Go backout into the hall, turn left, move forward, turn left and zoom in on thetelescope. Inspect the eyepiece. Search the lower-left area for a constellationuntil Andrew comments, 'Brighter than the rest!
I don't recognize it at all.' .Return to Andrew's room and inspect the closet on the right. Click on thetallest star chart leaning in the corner. Find this new constellation to benamed 'RAKA'. Leave the closet and inspect the top drawer of the nightstand, notthe box on top. Open the third drawer from the top and inspect the blue bookinside. Open the book to find 'RAKA's index number, 12/534/76.
Zoom back outand now inspect the box on top of the nightstand. Number the small buttons onthe edge of the lid 1 through 7. Press them in the order of 'RAKA's indexnumber listed above. 1st, 2nd, 5th, 3rd, 4th, 7th, and then 6th. Inside findsymbol #12, 'RAKA'. Tucked under the box is another cryptogram. Translated, itsays:ANDREW,GUARD THE SKIN WITH YOUR LIFE!
I KNOW I SOUND LIKE A MADMAN. EDITH IS FEELINGINCLINED TO PHONE THE POLICE. YOU MUST TRUST ME.
THERE IS A GREAT EVIL WITHUS HERE IN THE HOTEL. MY RESEARCH IS GOING WELL. I JUST NEED TIME.YOUR TRUSTING FRIEND, G.C.P.S. DO NOT OPEN YOUR DOOR THIS NIGHT TO ANYONE.Leave the room and return to the telescope. Open the door here to enter the 2ndfloor bathroom.S. '2nd Floor Bathroom'Zoom in on the box under the sink.
Open it and zoom in again. Click on the photostuck to the bottom of the lid. Note the size of each rune and where they areplaced around the circle.Leave the room and return to the 3rd floor hallway. Enter room 3B.T. 'Room 3B (George Crabtree's bedroom)'Turn right and inspect the nightstand next to the bed. Open the cabinet below toreveal a box with pictures of three royal figures on the lid: Henry VIII, HenryV, and Elizabeth I.
Click the golden dial below Henry VIII until it shows'VIII'. Click the golden dial below Henry V until it shows 'V'. Click on thephoto inside. Note the size of each rune and where they are placed around thecircle. Zoom back out, then zoom in twice on the table next to the chair.Place the largest, reddish-brown rune on the right where the two chalk linescross. Place the smallest, yellow rune on the lower-right where the two chalklines cross.
Place the medium-sized, white rune on the bottom where the twochalk lines cross. Place the medium-sized, yellow rune on the top-left where thetwo chalk lines cross. If done correctly, the runes will disappear and thecenter area shows symbol #9, 'OLKAS'.Leave the room and enter room 3E.U.
'Room 3E (Edith Penfold's room)'Turn right and inspect the top shelf of the closet. Inspect the record to findthe song 'As Time Goes By' is listed as the 2nd song on the record. Zoom out andinspect the record player. Crank the handle on the front. Click the bottom-leftswitch to start the record spinning. Slide the bottom-right switch all the wayto the right for maximum volume.
Click on the far-left edge of the record to setthe needle on the first song. Now click just to the right of the needle to setit on the 2nd song track.
You'll know you have the right position if you hear'and when two lovers woo.' Over and over again. Zoom out and turn left. Aframed picture will fall off the wall and land on the bed. Inspect the fallenphoto and click on the back of the frame to reveal two pieces of paper.
Thesmall piece shows symbol #11, and the large piece shows the associated lyric'IXIAM'.Ok, we've neglected the 1st floor long enough. Head down to the 1st floorhallway.
Turn right, go all the way to the end of the hall, turn left and enterthe bathroom door on the right.V. '1st Floor Bathroom'Zoom in on the sink. Turn on the right faucet and wait for the boiler in theattic to kick in. The hot water's steam reveals symbol #7, 'MALUS', in themirror.Leave the room and enter room 1E.W. 'Room 1E (Gloria Grable's room)'Turn right and you'll hear a spirit say 'Here.' Use the goggles in yourinventory.
You can chat with Gloria if you want. Inspect the loose board in themiddle of the floor. Lift the board and zoom in on the hole.
The small piece ofpaper shows symbol #4 and the note on the right shows the associated lyric'FRENIC'. Zoom out and replace the loose board.Leave the room and enter room 1A.X. 'Room 1A (Quilt room)'Turn right and use the goggles.
Look in the lower-right part of the room to findthe quilt Edith made. Note the colors are in the order of green, blue, purple,and orange.Leave the room and go down to the reception area. Turn around and move forwardonce to the right of the stairs. Turn right and use the bar key in yourinventory.Y. 'Station Hotel Bar'Move forward, turn right, move forward, turn left to face the piano.
Zoom in onthe piano twice. There are only 7 white keys on the piano you can activelypress. They are situated towards the middle. Find the first key on the left youcan press. This is the F key.
So the scale is F, G, A, B, C, D, E. We need toplay the notes G, G, A, B, and C, so press the 2nd key twice followed by the3rd, 4th, and 5th keys. Click on the piece of paper that appears to find symbol#6. Turn right and use the goggles to find the associated lyric in the top-leftcorner, 'TYMA'.Leave the bar and turn right. Open the door next to the chair set in the stairs.Z.
'Cellar'Turn left, move forward, turn right, move forward, turn around. Number thebuttons on the post from top to bottom 1 through 6.
Press 3, 2, 5, 1, 4. Thisunlocks the silver door ahead of you.
Go open that door to enter the darkroom.FYI, the designs on the buttons are from the tables in the dining room, which weskipped since we have an inferior alphabet. And it wasn't necessary.;)In the darkroom, inspect and open the doors on the bottom of the shelf ahead.Pick up the.piston key.
Go back out to the cellar.Move forward twice and turn left. Click on the sheet metal in the middle toreveal a hole. Climb inside and turn on your lantern.
Inspect the numberedbrick. Place the piston key into the hole and turn the key. Climb through thehole to face The Trials.1. 'The Trials'Try to move forward and you are confronted with the first trial.
Click the runesin the following order: green, blue, purple, and orange. The barrier disappears.Move forward.Try to move forward and you are confronted with the second trial.
Click therunes in the following order: top, left, right, and bottom. The barrierdisappears. Move forward.Try to move forward and you are confronted with the third, and final, trial.Turn left and click on the glowing rune. Listen to the sounds as the engravingsglow. Turn back right and match the order of the sounds by clicking the runes inthe following order: top-right, lower-left, lower-right, center, and left. Thebarrier disappears. Move forward twice to enter the chamber of Dark Fall.2.
'Dark Fall'To seal away Dark Fall, we must say the 12 lyrics in their proper order. Typeeach lyric, pressing the 'Say' button after each one.LUSSA, KARS, OLIVIAK, FRENIC, MORCANA, TYMA, MALUS, LARSUS, OLKAS, MORTYM,IXIAM, RAKAThe trapped souls are freed. You and your brother Pete have a happy ending.III. Misc.If you find any corrections that need to be made in this FAQ, please email me [email protected]. I will gladly credit you in the FAQ.FAQ's written by me:-Myst III: ExileMystery Of The Nautilus, TheSyberiaDark Fall This document Copyright 2002 Allia If you're gonna share this on any other sites, just give credit where credit isdue by leaving this statement in.Look for these and future FAQ's of mine at:GameFAQs -Over -Code Central - Adventure - http://www.justadventure.com.
![](/uploads/1/2/5/5/125509159/408553382.jpg)