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Nolder
by Zoetrope Interactive
Walkthrough by MaGtRo November 2007
Gameplay: This is a first person point and click game. ESC key
accessed the main menu. The main menu has New game, Load,
Options, Credits and Quit selection.
The Options menu has Video, Gameplay, Sound and Advanced
selections. Under Video options, resolution, gamma correction, noise
effect, fullscreen effects and auto configure selections are seen. Under
Gameplay options, the selections for cursor style, mouse sensitivity,
dialog speed and tutorials are seen. The sound selections are for SFX,
music and ambient volumes. At Advanced options, particles, shader
effects, glow effect and antialising selections can be chosen.
Right click accesses the inventory bar seen at top of the screen. The
items can be examined using either right mouse click or selecting the
microscope lens icon right of the bar. There is a think (brain) icon that
opens a think frame. The think frame has the inventory bar on top, list
of clues seen during gameplay on the left and the combining and
information frame on the right.
There are 50 save slots. The saves can be labeled and overwritten.
At the start of the game, there is a difficulty setting that needs to be
selected. The choices are: standard with hints that are available
immediately and automatic research button available, Detective, with
hints shown later in the game and manual document researching and
senior detective with no hints given.
This walkthrough will help you finish the game in a certain order.
Actions can be done in different order.
I did not find some secrets and some of hidden clues.
Enter the last door on the left and see a 'beautiful room'. Pan
down and see a man on the floor.
November 5, 2011: Howard wakes up from a nightmare.
Howard's place:
Bedroom: The cell phone rings. Answer the cell phone and talk
to Arthur. Loath Nolder escaped from the hospital last night
(dialog and clue).
Howard's mind: Right click to access the inventory panel. Click on
Howard's mind (brain icon) and see a new think frame. The left panel
shows the List of Clues taken during gameplay. The top is the
inventory bar. The right side is where the items, thoughts or clues can
be combined to make a new item or new clue. It also has the frame
that shows the explanation of the clues or findings seen on the left.
Look around the bedroom. Check the drawer below the phone
and see a book of poems titled: I and My Nightmares by Edward
Pickman. Inside is a poem titled Time of the Triumphant Witch.
Check the radio and answering machine. No messages even
though Arthur said he left messages (clue).
Pan left and enter the walk in closet. Open the bottom drawer of
the cabinet. Under the right clothes, see a pistol and a ring with
the family symbol. It was handed down through generations by
the fathers of the family. Exit closet.
Check the date on the clock at the other table. See Howard's
dreamcatcher hanging from the ceiling fan.
Open the drawer in the hallway. Open the box inside and take
the car keys.
Exit through the door on the left. Go down to the end of hallway.
Howard's office: Look around.
Go to the desk and check the in-out tray right of the keyboard.
See the Register of Deaths of Clark Field, the man Loath Nolder
supposedly murdered.
Pan to the other side and take the 4 investigation pictures of the
office of Loath Nolder's office. Exit the office.
Map: See a map. The places that have been triggered will appear here
and can be accessed.
Loath Nolder's office: Someone was here.
Click on 5 year old calendar (clue) on the wall by the door.
Go behind the desk. Take the letter opener beside the red phone.
Check the earthquake and archeological discovery articles in the
newspaper.
Open the top left drawer of the desk. Read the 'Wellsmoth: Myths
and Legends of an Ancient Town' book. Study the paper beside
the book that has a list of symbols.
Stand behind the desk. This will position you to view the
office the same way it seen in the other 3 pictures.
With view on the screen, take the picture of that view and
place it on one of the small frames at top of right side
thinking frame. Highlight it. Click on the think/combine icon
below it. Howard will make a comment about that picture
and view.
With the scene of the picture on the wall across the desk,
Howard says Hmm, there is something different with this
picture.
Use the letter opener on the back of the picture. Take the
envelope from inside the ripped back.
Open the think frame and place the envelope and letter opener
on the squares. Click on the gear icon.
Items inside the envelope: letter, Clark Field notes and key. Right
click to examine all of them.
Turn left and go forward to the main living room. Check the
picture of the brothers on the fireplace mantle.
Take Part 2/4 of Clark Field's notes. Read them and learn about
his exploration of the well. He found a place with saurian statues
and a figure on a throne. There are sounds and smoke.
Upstairs: Climb the stairs. Look at the messy area by the stairs.
Go left and forward.
Go left and check the bathroom. Go back out and check the door
on the left.
Enter the room left of the clock. Check the partially burned book
on the bed. It mentions about soul metamorphosis and the
Dversahe belief that the starting metamorphosis of the soul are
depicted with the eclipse of the sun.
Go to the drawer at the corner. Open the top drawer and take
the rusty key. Exit the room.
Library: Enter the room right of the clock. Look around the
library. There are notes, masks, statue on the floor. We will check
this place later.
Cellar: Enter the rear door left of the stairs. Go down the stairs
and enter through the rusty door.
There's a cloth with slimy substance right of the door. Check the
messy desk.
Use the rusty key from the bedroom on the door right of the
electrical panel.
Well room: Enter and look around. See a well that Clark Field
mentions on his second set of notes.
Look close at the ladder at right rim of the well and then look at
the lantern.
Look inside the well, click 3 times and Howard says the ladder
will not hold him.
Look up and see pipes overhead the well. Use the rope taken
from the partially restored room upstairs on the pipes.
Take the lantern at the rim of the well. Climb down the rope.
Click on the gap at left where smoke is coming from. Click on the
collapsed ceiling (clue).
Howard decides to leave. Exit the tunnel, up the rope and out
through the well door.
Climb the stairs and look close at the shovel (clue). The shovel
has wet mud on it.
Go upstairs and leave the house. Howard does not feel well and
there's something in the air (clue).
Nightmare 1 The Madness: Turn right and enter the apartment. Go
to bedroom and lie down to rest.
Hear knocking on the door that woke Howard up.
Go back to the bedroom and see that the radio is back on. Turn
the radio off again.
Go back inside the apartment. The light goes off before opening
the bedroom door.
Open the scheduler and enter 1753. The scheduler asks for
a date.
Check the red briefcase on the table and learn about the
hallucinogenic drug called Dversahe.
Take Clark Field's note 3/4 and see several tapes that Clark
Field has recorded.
Read the note and learn about the meeting at Ivar's place
with 3 other strange people.
At the hallway, turn around and look down. Look close at the
bones. Take the bone and the torch.
Go forward until the door that is stuck. Use the bone on the door.
Realize that it is too big.
Go back down the hallway. Midway, see a rock on the floor. Use
the bone on the rock to splinter the bone.
Go back to the door and use the sharp broken bone on the door.
When the cogwheels are placed, test if it runs. Look at the left of
the panel and see a hole.
At the end of the hall, take the handle (metallic object) on the
floor. Hear something.
Click to open the metal thing above each of the tomb recesses.
At the last 9th recess, see that the symbol is the same as that of
Howard's ring.
Use the ring on the symbol. Howard wants to investigate. Pull out
the coffin.
Call Arthur on the cell phone. Click on the up arrow, see Arthur's
name and then click on the green phone icon. Arthur will have
the medicine analyzed (dialogs).
Look at the trashcan on the floor. Take the note. It reads 10-11-
2011: Meeting at the cabin after midnight. Gerald.
After the talk (dialog), turn around and hear something. Turn
back and see that he is gone. Look down the cliff and see that it
is too misty to see anything.
Take the paper from the ground. Read the quatrain. Go back to
the car.
Ivar's cabin: Look around the yard.
Bedroom: Enter the room left of the hallway. Look around.
Go to the foot of the bed by the folding screen and look down.
See a locked trap door.
See and take paint thinner at the bottom cabinet of the left
hutch.
Take the wooden stick with metal hook propped on the stove's
side. There's a metal pot on the stove.
See a trap door at the ceiling. Use the stick with metal hook to
open the trap door.
Look around the secret room. Turn around and see jars of
preserved sea life.
Check the books left of the telescope and read about a talisman
preparation.
Underline:
Loft: Look around and see 2 roll top desks that are locked.
Strange man: Exit the loft, go down and try to leave the cabin.
A strange man stops you, Loreid. He asks if you got the note?
He gives a key ring and tells you to come back tonight (dialogue
and clue).
Look up and see the moon. Click on the moon and see an eclipse
occurring.
Go back to Ivar's cabin: See that there are lights at the loft.
They are having the meeting. Let's continue and check the cabin.
Look close and use the key ring on the trapdoor lock. Climb
down.
Exit the room and continue down the corridor through another
door.
Go forward twice, turn to the right wall and click on the eye
symbol (clue).
Enter the fenced in area and check the empty crate. Exit
the room.
Look close at the prison cell on the left. Talk to the crazed
prisoner (dialog). I wonder who this prisoner is.
Take the candle from the table and then enter the right
cell. See a jacket on the floor.
Click the jacket to get Clark Field's 4/4 notes and key.
Nolder:
Enter and see that it is dark. Try to leave but the strange
man stops you.
In the think frame, combine the 5 pieces to get a tablet that has
dots on them.
Note that the markings on the combined stone pieces are the
notes for the didgeridoo.
Use the cell phone to call Arthur. Find out that the medicine has
a neural medicine mixed with strong hallucinogen.
Use the paint thinner taken from the hutch cabinet on the metal
pot.
Big roll top desk: Look close at the lock and use the key
ring given by the strange man on the lock.
Take the old map. Examine the old map and turn it around.
See drawings on the back of the map.
Other roll top desk: Go to the desk at the corner. Use the
key ring to unlock the desk.
Use the softened brush on the inkpot to get brush with ink.
Use the key found on the locked roll top desk at the
corner of the loft.
Open the top left drawer of the desk. Read the 'Wellsmoth:
Myths and Legends of an Ancient Town' book.
Study the paper beside the book that has a list of symbols
and numbers.
Open the red safe at the galleries under the cabin. Click on
the maps and Howard will take the correct map I-00548
automatically.
Look close at the marking area at top of the safe. Place the
selected map on it.
Storage room: Enter through the door at far end of the room.
Look around and check the items around this gloomy room.
Use the 3 sticks taken from the roll top desk in Ivar's cabin
on the white holes in the face.
Insert sticks on: top left, top middle and bottom right
column or if you count the top as one and go clockwise:
insert sticks on 1 3 and 6.
Wall of Sleep: Go down the hall and enter the left door.
Vortex room: Exit the room and enter the room across
the hallway.
Go to the end of the room. Look under the worktable and open
the box. Read more letters of JO about moving his laboratory
inside the house. Look at several pages of pictures of inhuman
beings.
Look close at the drawings on the floor. Check the jug by the wall
that emits smoke.
In front of the door, turn left and see a raven. Click on raven and
read what he says (Easter egg).
Look around at the room. Climb the stairs left of the room.
Open the chest and take the 2 blue seal pieces. Read the book
'Children of Dis'.
Exit the tower through the trap door and down the spiral stairs.
Hallway:
Pan left and open the grill door. Take the key and the blue
seal piece at the back of the alcove.
The bottom picture shows the end position of the star and
the symbols on the points.
Place the biggest seal piece with the point at the center on
the right side of the indentation. Place the 2 smaller pieces
on the left side.
Cave: See that it is dark. Howard will not go forward and goes
back out.
The battery of the flashlight is giving out. See the water filled
path to 2 arched doorway of the cavern.
You can go back down if you want and check that door again. It
is now blocked.
North gate: Enter the north gate. Go around to the left side and
see a locked gate.
Click on the books and Howard will look for the name Poer that
was seen at the attic room in Ivar's cabin. It is not there.
Back room: Enter the door at the end of the inner stairs.
Look around. Go to the foot of the stairs and open the trap door
on the floor.
Find and read the book. Read the journal of Robert Hart the
cemetery watchman.
The clue Ring with a snake figure is now in the clue list.
Tower: Climb the stairs, through trap door and up until the top.
Look at the broken stairs and Howard notes that the damage was
intentional. Look up at the ceiling of the tower.
Go back down to the secret panel under the stairs. Use the rusty
dagger on the panel.
Take any book and click twice. Howard finds the book with Poer's
name.
Enter the west gate that is at right after exiting the north gate.
If you wander around first, you will see an open crypt on the left
side with poisonous gas emitting from it.
Turn the middle eye first and then arrange the 2 on the
ends using the rim of the end disks.
Enter the side doors and look at the tombs with names on them.
Take the rope from the floor beside the last tomb on the right
side room.
Go back to the main hall. Go through the next door and then the
other door.
Look up on the wall and see the symbol of this place - Wolfsprey.
See the familiar seated statue on the throne and the saurian
statues.
Use the rope on the gate. Go down the rope and into the well.
Go to the last recess. Pull out the coffin. Open the coffin. Take
the medallion with the symbol of Howard's family - Loreid.