Necronomicon: The Dawning Of Darkness: Game Walkthrough and Guide

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February 28, 2022
8 minutes
94

By Jonny Gamer

Necronomicon: The Dawning Of Darkness: Passage
Necronomicon: The Dawning Of Darkness: Game Walkthrough and Guide
IF You Played in "Louvre-Last Curse", You Can Immediately Move to the Meaning. The Interface In The Game IS Exactly The Same (SINCE THE SAME DEVELOPER).
For the others Briefly about some game moments…
1) The Cursor in the Game May Be:
"arrow" – Move in the Specified Direction;
"Hand" – Take, Move The Subject;
"Hand with gear" – Influence The Subject (Open, Pull and T.P.)
"Gears" – The Possibility (and undecessy) of influencing anything;
"LUPA" – Consider.

2) STRUCTURE OF INVENTORY (Called by Right Mouse Button):
"Objects" – MOST Automatically GETS Here "Brought" – KEYS, MATCHES, MONEY, ETC.;
"map" – After You Break The Area Map, This Option Will Allow You to Quickly Move from One Location to Another;
"Archive" – Here You Are Stored for Documents (Books, Letters, Newspapers). THEY CAN BE "to Read" Directly or With "Loupes".
"Sakvoyuzh" – After You Have Found A Sac Bath With Magical Attributes, It Is Removed Everything You Need to Compile Spells.

3) press "ESC" You Can Download, Save Or Leave The Game.

AND NOW – FORWARD!

CD1

But. STANTON HOUSE – 1
1) You’re Tearing Away From Reading A Knock On The Door.
GO OUT INTO THE CORRIDOR AND OPEN THE DOOR. After A Conversation With Edgar Holenithi in Inventory, The Prism Will Appear That Edgar Handed You.
2) Barely Moved Away From The Door, As a New Visitor Appeared – DR. Eglton. After His Visit, The Doctor Will Appear in the Innovation Card.
3) Go Back to the Cabinet Inspect The Table with the Phone and Take A Small Key.
4) Go To the Desk, Inspect IT and Open The Middle Box.
Take Money From There Money and Ignition Keys.
5) Leave The House. Go to the Gate, Sit On a Motorcycle and Start It With Keys.
Go To The Right – In The Village of Pavetaux.

IN. The Village of Pathtaux – 1
1) go ahead. GO FOR THE STREET AND ENTER THE PASSAGE BETWEEN THE HOUSES. Turn Left, Then – Again to the Left. IN A DEAD END ON BENCH SITS A WOMAN NAMED MA. Talk to Her Twice.
2) Give Her A FEW COINS – SHE WILL SEND YOU FOR INFORMATION IN A GROCERY SHOP.
3) Take A GROCERY "Crumb & Son" – Light Building On The Direction of the CHURCH) Side of the Central Street (You Have Already Passed by Him).
4) Talk Three Times WITH A GROCER.
5) To The Left of the Grocers Are The Box with Cards. INSPECT IT AND TAKE THE CARD. Add Money From The Inventory and Give All the Grocers. NOW YOU CAN MOVE USING THE OPTION "map".
6) Inspect The Counter To the Right of the Grocher and BUY (AS BEFORE MAP) Boxes of Matches.
7) Using The Map, Go To the House of Edgar Oceedly. (You can Reach There and Walk – From the Shep to the Left and To the End of the Road).

From. House Edgar Oceedlyley – 1
1) Call The Call to the Right of the Door. Butler Will Say That Edgar Is Not At Home. (Do Not Show Perseverance – IT Applies Strength, YES So That Your Adventures Will End, Barely Started.)
2) WITH THE HELP OF THE CARD, GO TO THE HOUSE OF THE PARENTS OF EDGAR (On the map – Next To Your House).

D. House House Oceedlyley – 1
1) ENTER THE HOUSE. You Will Meet Father Edgar. He Will Hold You in The Living Room and After A Small Conversation Will Be Released for a Glass Soda.
2) INSPECT THE PORTRAIT OF GREGOR HERSHALL OVER THE FIREPLACE.
3) Here You Still Have Nothing More – You Can Leave.
4) Use The Map to Return to the Village.

E. Village – 2
1) Visit The Grocer and Talk to Him. For a Reasonable Fee, He Will Remember Something Interesting. Pay and Leave.
2) Go to the Harbor (On the Street – The Sea Is Visible On That Side).
3) Left, At The Pier There Is A Motor Barcas. Talk to the Captain. He Will Report That The Information You are Interested in Can Be Preserve in the Archives of the Local Newspaper.
4) A New Object Will Appear On The Map – GO There.

F. Editorial "Providence Gazette"- One
1) Talk to the journalist.
2) Turn Around and Enter The Archive Room. LOOK IN THE BOX FOR THE PERIOD "1741-1760" Article on mysterious disappearances ("The Case of Missing Soldiers", AND IN THE BOX "1741-1760" Article "The Case Of Fire" AND TAKE THEM. Articles Will Appear in the Option "Archive").
3) Using The Map, Return to the Village.

G. Village – 3
1) Go to the Captain and Talk to the Captain. He Will Advise You to contact A CERTAIN Blackfish and Will Indicate How to Find It
2) Blackfish House with Your Back – With Two Windows and Two Barrels in Front Of The Facade.
3) Try to Enter – Blackfoot Does Not Want to Talk Worthout Alcohol.
4) Go to Grocery and Talk With A Grocer.
5) Give Him Money – And A Bottle Of Good Whiskey Will Appear in the Inquente.
6) Return to the Blackfish House, ENTER AND GIVE THE WHISKEY TO THE OWNER. He Will Tell You A Couple Of Terrible Stories and in Conclusion Will Send To A More Informed Person – Arthur Prokopu.
7) Mr. Prokop – The Same Gentleman That Smokes Sitting On The Bench (You Passed by Him, While We Went to the Shop and Back). Tell Me That Blackfish Sent You. Prokop Promises You to Find Some Documents From Your Family Archive and Will Appoint A Meeting Tomorrow.
8) Go (On Foot Or On The Map) To the House of Edgar.

X. House Edgar Oceedlyley – 2
1) Come in the House and Go to the Living Room.
2) RETURN HOME

I. STANTON HOUSE – 2
1) Come in the Living Room and Call DR. Eglton (Apply A Business Card To Phone).
2) Visit The Parents of Edgar.

J. House of Commonwealth Family – 2
1) Come in and Talk with the Father of Edgar. THEN RISE TO THE SECOND FLOOR IN THE EDGAR ROUM (THE SECOND DOOR ON THE RIGHT).
2) Directly Opposite The Door – Desktop. Take The Key From The House of Edgar in The Second Box on the Right.
3) Turn Around. From The Bottom of The Door) Take the Diary of Hershalla
4) Go to the House of Edgar .

THEN. Home Edgar – 3
1) Open The Door Found by The Key.
2) Open The Middle Between The Bureau Standing Between The Windows and Take An Encrypted Letter.
3) Open The Right Box and Take The Letter of Simon About. To G. From.
4) After Meeting With Edgar, Send (On the Map) Home.

L. House Stanton – 3 / House Edgar – 4
1) Talk to DR. Eglton.
2) WHEN YOU STAY IN THE THE HOUSE OF EDGAR, GO TO THE THE THE LOCKER IN THE THE LEFT NEIGHBORHOOD AND OPEN THE TOP BOX. Take The Key From There-"Heart" (IT IS Not Visible, But It Lies On A Plate and Gets to You in the Inventory). Move The Plate and Take A Plan Under It.
3) Use the Card to Return Home.

M. STANTON HOUSE – 4
1) Show DR. Eglton Found Plan.
2) A New Location Will Appear On The Map – Bungalows (On the Road to the Village). Go to there.

N. Bungalow – 1
1) OUTSIDE:
– Go Home To the Left and Go to the Back.
– Examine The Wall on the Left And Take A Pair of Keys Hanging From The Right Edge.
– GO Out and Continue Bypassing The House.
– INSPECT THE RUSTY CAR BODY. Open The Toolbox Found In The Sets of Keys and Take The Mount from There.
– Go to the Entrance Door and Open IT Using Mount.

2) Living Room
– Go to the Left Wall and Click The Button – The Wardrobe Will Move and Niche in the Wall Will Open.
– INSPECT IT AND OPEN THE BOX LOCATED THERE WITH THE KEY-"Heart".
– Take The Key-"Saturn".
– Take the Talisman "Saturn" (INSPECT IT IN THE INVENTORY AND REMEMBER THE SYMBOL OF THE PLANET – HE IS ON THE LEG OF SATURN)
– INSPECT THE ENGRAVING ON THE OPPOSITE WALL: REMEMBER THE METAL SYMBOL (Next to the image of the figure with oblique).
– See Hershall Diary On The Page "Saturday" – REMEMBER SIGNS UNDER THE Image.
– INSPECT THE BEDSIDE TABLE TO THE LETTER OF YOU AND TAKE THE LETTER OF HERSHALLA SIMON.

3) Room In Front Of The Staircase (Left)
– Go to the Window, Turn Right and Slide Standing On the Floor.
– EXAMINE THE FLOOR AND OPEN THE HATCH.
– Castle Code:
< PLANET SYMBOL: SATURN (Below)
< Metal Symbol: Tin (at the top of the right)
< ARCHANGEL NAME: CASSIEL (IT CERRESPONDS TO SIGNS FROM THE DIARY)
– Open The Lock USING THE KEY-"Saturn".
– Go Down to the Dungeon.

4) Dungeon – 1
– Go Forward and Light The Torches on the Walls on the Walls (I Counted Them 8 Pieces: Each "Step" 6 ON RIGHT WALL AND 2 LAST ONES LEFT).
– Having Reached the Lattice, Burn The Torch On The Left Wall and Enter The Right Door.

5) Cabinet – 1
– Burn (Perhaps The Last Match) Candlestick to the Right of You.
– Pull The Lever On The Wall.
Insert The CD2 and Give Confirmation (Left Mouse Button With Cursor "Arrow Forward").

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