____________________________________________________________________________


                  A L O N E   I N   T H E   D A R K

____________________________________________________________________________


            la mayyitan ma qadirun yatabaqa sarmadi
           [That which is not dead can eternal lie,]

            fa itha yaji ash-shuthath al-autu qad yantahi
           [And with strange aeons even death may die.]

                                           - Kitab Al-Azif
                                             [Necronomicon]

____________________________________________________________________________

                           C O N T E N T S


 1.0  Technical Issues
 2.0  A Guide On Thorough Detective Work
 3.0  The Matter of Derceto
 4.0  Appendix A (Inventory)
  .1  Appendix B (Beastiary)

____________________________________________________________________________

 1.0  TECHNICAL ISSUES

Unlike the games that run on Ween-does Exx-peee or its crappier equivalents,
Alone in the Dark is a DOS based program and will run only under the auspices
of MS-DOS. If your computer cannot run this game you will most likely need to
run it under "pure DOS." Most computers will allow users to stop windows from
initializing by hitting either F5 or F8 to bring up a boot menu. In this menu,
users have the option to bring up DOS only sans Windows. It is recommended
that a custom boot disk be made for Alone in the Dark since MS-DOS is very
peculiar about what it runs.

The boot disk should contain whatever drivers you will need for your video
or sound, as well as mouse drivers, keyboard, etc. I'm not an expert on this
area, so you will need to find out how to do it your own damn self.

The other issue lies in the case of clockspeed. A processor's clockspeed has
dramatically increased since 1992 and Alone in the Dark simply was simply not
designed to run properly on a 486/120 MHz processor. Woe to those who have
machines more powerful. I have heard of addendum programs to allow new
computers to emulate slower machines, but whether or not they exist (or work)
is enitrely another matter.
____________________________________________________________________________

 2.0  A GUIDE ON THOROUGH DETECTIVE WORK


The control schema for Alone in the Dark is immutable, although both schema
are in effect at the same. It is advisable that players become comfortable
with one or the other schema before venturing forth in earnest.


Control Set #1
--------------
Up Arrow - Walk forwards. Double-tap to run.
Down Arrow - Walk backwards.
Left/Right Arrow - Turn in appropriate direction.
Enter/Return - Sub-menu select and confirm
Spacebar - Engage action chosen.
Escape - Main Menu


Control Set #2
--------------
Keypad 8 - Walk forwards. Double-tap to run.
Keypad 2 - Walk backwards.
Keypad 4/6 - Turn in appropriate direction.
Keypad Enter - Sub-menu select and confirm
Keypad 0 - Engage action chosen. 
Escape - Main Menu


Guide to Actions

ACTIONS are what a character may do without any other paraphenelia.
This choice is what most players will resort to at the beginning of the
investigation, although Fighting will prove necessary later, it is not
as important as the Open/Search action or in the rarer Push command.
The Close action is almost never used, and is not necessary in completing
the case.

FIGHT - Unless players have a weapon readied, they will need to fight off
dangers with their bare hands. Unlike Call of Cthulhu, fistcuffs will prove
more useful in this game than in any other, allowing stingy players to
conserve ammunition if nothing else.

OPEN/SEARCH - This will be the most commonly used ACTION in Alone in the
Dark. Using this action will allow inquisitive players to find items and
open doors, chests, and other containers properly.

CLOSE - I am assuming this will close doors and other containers. This
is the least used action in the game; i.e., practically never.

PUSH - Used to shove objects into place, or out of the way. This action
will allow players to move objects as situations arise in the game.

USE - Players will attempt to use an object as logically as possible in
the current given context. Sometimes, an object may only be used properly
only if another object is in the character's inventory while at other times
an object may be used upon something in the environment. Weapons and firearms
used with this command will be equipped and ready (Hold Spacebar or Keypad 0
then press the Up Arrow or Keypad 8). Swords can also be swung side to side
by pressing the Left/Right Arrow or Keypad 4/6 keys.

THROW - Objects may occasionally be thrown. Since physical weight was never
figured into this game in terms of thrown objects, gramaphones travel in
the same arc as a well balanced throwing knife. This action may come into
play mid-way through the game.

DROP/PUT - This command is used to get rid of things in a player's inventory.
The throw action can also remove things from inventory, but the drop/put
command is applicable to every object in the game.

READ - Investigates a book by reading its first few pages. Have a care what
is read; some tomes have been known to take the life of its readers.

RELOAD - Used only in cases of firearms. It will "reload" the weapon by
adding whatever ammunition a player has on hand to the firearm in question.
There are no magazine limits in this game, and all firearms function in
a purely gaming sense.

JUMP - An action available only in certain sections of the game. Pressing the
engage action button will cause the investigator to do a short standing hop
useful for navigating over small holes and other such things.
____________________________________________________________________________

 3.0  THE MATTER OF DERCETO

Choose either character as neither has an advantage over the other. Stay and
witness the introduction as it will be a purely Lovecraftian (and informative)
sequence. Notice that the character can cross the third floor hallway with no
danger -- players will not be able to do that once they control the character.
Make a note of that and let's join the investigators in the attic.


The Attic
---------
Items: Rifle
       Oil Lamp
       Old Indian Cover
       "Fragment of the Myth of the Golden Fleece" trans. Edouard DeVielban
       Jeremy's Note

First thing's first. Use the push action to move the wooden closet in front
of the window. Next, use the push command again to move the chest over the
trapdoor by the piano. Moving these two pieces of heavy furniture will prevent
monsters from attacking prematurely as players get used to the horrid controls
and to investigate the attic proper.

Investigating the wooden closet will yield an old Indian cover, while the chest
has a very useful (and working) rifle. Another important find will be the empty
oil lamp by table near the hobby horse. More detailed investigators will find
more items in the form of Jeremy Hartwood's suicide note and a book on the
Golden Fleece, both which are not necessary to finish the game. The attic will
not hold anything more useful so once all five items have been acquired, leave
the attic by the stairs near the hobby horse.


3rd Floor
---------
Items: A Bow
       Can of Oil
       The Chest's Key
       Old Cavalry Saber
       A Vase
       The Dresser Key
       Small Mirrors (x2)
       First Aid Box
       A Small Flask

This is where you will find out if you need a slower computer or not to play
this game. If you have too fast a computer, the character will keep immediately
walk back up the stairs to the attic despite anyone's best efforts. This will
mean you are stuck coming and going in between the stairs forever unless you
find a way to slow down clockspeed.

If you somehow manage to go past that bug, invesigate the storage area for a
can of oil and a hunting bow. Clever investigators will know to fill the empty
oil lamp with the oil and discard the empty can. This done, open the door and
head out into the third floor hallway. Feel free to save the game (no ink ribbons
necessary).

The slight disturbance in the hallway's floor is a rotten spot. Venturing on it
is asking for disaster to happen. If the game was just saved, be ready to reload
if the obvious happens. Otherwise, go into the bedroom to the right of the door
that leads to the attic stairs.

Once inside the bedroom, the door will close automatically -- an omen of things
to be. Do not leave this bedroom until it has been searched thoroughly. The desk
will hold a key to the chest in the room. The chest has an old cavalry saber that
can be used as an impromptu weapon, but will serve another purpose later. Whatever
happens, good investigators will keep the saber (and any parts from it) with them,
broken or not.

When leaving this bedroom, there will be a zombie waiting just past the door.
Zombies are relatively easy to kill, if just a little gruesome. Several hits from
the cavalry saber will suffice (although it may cause the blade to break off) but
better yet, use the rifle since it will prove less than useful against other
monsters. Two shells will kill a zombie outright; I heartily agree that one-shot
decaps were better in Resident Evil.

Head into the bedroom across the one where the cavalry saber was found. A second
zombie will attack from behind. Again, use the rifle. The cavalry saber will do in
a pinch if ammunition runs out. Leave this small room by the other door. That other
door leads into a woman's bedroom. Cautious investigators will have a weapon handy
when the rat-thing crashes through the window (who said R.E. was the first?!) when
the vase by the bed is disturbed. Deal with the ambush and investigate the room
carefully. A key is inside the vase. Break the vase open by throwing it. The key
will unlock the bedroom's dresser and yield two small mirrors.

Leave this bedroom through the door by the bed and head into the bathroom.
Investigate the cabinet for a first aid box. The box does nothing by itself, but
it has a flask of mystery tonic that will add (not restore -- ADD) 10 health to
the investigator. Now is the time to clean house by dropping useless objects from
inventory. Keep only the following: Oil Lamp, Bow, Old Cavalry Saber (all parts),
Rifle, Old Indian Cover, and the small flask (if it was not used). Leave by the
doors leading to the stairs and it will be guarded by two nightgaunts.

To rid these inhabitants of the Dreamlands from the waking world, place a small
mirror on each of the small statues in the hallway. Do not get hit by the night-
gaunts or they will break the mirrors, rendering them useless and the investigator
forever trapped in the house.

Save the game and head downstairs.


2nd Floor
---------
Items: Sword
       Gramaphone
       Poker
       Shells (Rifle)
       Matches
       "The Sons of the Sun & Of Their Shadows" by Lt. Lope Vega
       "Unfinished Chapter of Terra Incognita" by Jacob Von Ostadte
       "If Rocks Could Talk or the Story of a Louisiana Plantation" by De Champfry
       "Fragments of the Book of Abdul"
       Daggers (x2)
       Sacrificial Dagger
       Talisman
       "De Bibliotheca: Reflections on the Power of the Verb in Certain Texts"
       "De Vermis Mysterii" by Ludwig Prinn
       "Book of Yael Signs of Stone Eucharistic Rituals of Forbidden Cults" by M. Vachey
       "The Sacrificial Dagger" by Otto Stern
       Key to Jeremy's Study
       "Creatures of the Night" by Hubertus the Bald
       Fake Book
       "A Brightness from Afar" by Lord Boleskine
       Bullets (Revolver)
       A Heavy Statuette
       Water Jug
       First Aid Box
       Small Flask
       "Diary of J. Hartwood"

Once down the stairs, it will be imperative not to touch anything lest it come alive
and attack the foolish. Firstly, it should be imperative to find a suitable replacement
for the cavalry saber. From the bottom of the stairs, head right and into a small
bedroom (take care not to disturb the suit of armor near the stairs). The small bed-
room will have a ghost sitting inside. Again, do not disturb the ghost (there is no
procedure to drive the ghost away so avoid it at all costs) and retrieve the following
from this room: the gramaphone, the fireplace poker, and the matches atop the mantle.
Careful investigators will choose to search the shelves by the door for rifle shells
to reload the rifle.

With matches in hand, head to the other side of the second floor landing and into a
narrow corridor hallway. The first room in that narrow hallway will lead into an
artificially dark room. Before going in, wise investigators will light the now filled
oil lamp and carry it with them inside to investigate. To use the open/search command
while leaving the room lighted, drop/put the lamp in the room (or throw it). It will
provide enough light to find things for about five (real time) minutes -- more than
enough time. The most important object in the dark room is the heavy statuette. Be
sure to investigate the shelves for some bullets which will come in handy later.
The book "A Brightness from Afar" is only a rambling account by the charlatanical
twit Boleskine. Be sure to extinguish the lamp once out of the dark room by choosing
any action command once the lamp is in the inventory.

Although the statuette's use is hinted at by a book later in the game, there is
no reason to hold off using it now. Throw the heavy statuette at the suit of armor
in the second floor landing to acquire the durable (and unbreakable) sword. Feel
free to use the sword in any combat situation, although be warned that the rifle
will be rendered useless later in the game.

Head for the bathroom; it will be the one open door initially in the narrow hallway.
The second floor restroom will be home to a purple Barney monster that is invincible
to damage. However, the sword can be used to stun it momentarily for the quick footed
investigator to find the two items needed inside that room. The first is a water jug
that can be seen in the open. Keep stunning the Barney monster with occasional sword
strikes to investigate the cabinet (the investigator will need to put the sword away)
for a first aid box. Leave the bathroom to gauge the new find. The flask inside the
first aid box will add twenty (20) health when drunk. Since there is no maximum to
the health status, it is advisable to quaff down the flask's contents and toss the
bottle and box to save room (and lighten encumbrence).

The room next to the second floor bathroom is another bedroom with some reading
material. Jeremy's Diary is available for persual only after fighting off another
rat-thing that attacks after the diary is disturbed. This fight is unnecessary but
it will allow the player to use the sword on something that can die.

Head down the stairs to the first floor.


1st Floor
---------
Items: "Demona Particularis, Signs and Rituals" by Heinrich Cassel
       The Ballroom Key
       Pirate Chest Key
       The Beautiful Blue Danube (Johann Strauss)
       Chopin's Posthumous Opus 69 (Frederic Chopin)
       The Dance of Death (Saint Saens' Danse Macabre)
       "Memories of Alistair Boleskine" ed. A. Machen
       Lighter
       Arrows (x3)
       Knives (x2)
       Matches
       Pot of Soup
       Shoebox
       Revolver
       Box of Biscuits
       Cellar Key
       Can of Oil
       Bullets (Revolver)
       Block of Wood
       "Tale of Captain J. W. Norton of the Army of the Union" by Capt. J. W. Norton
       "Trial of Captain Pregzt As Reported by Elijah Smith" by Elijah Smith

Leave the gramaphone here until it is needed later. It will allow the investigator
to carry more of other items. Turn left, walk forward, and face the two doors by the
stairs. Enter the one that is not locked at the moment and it will lead to a small
conservatory (garden). Investigate the statue in the center of the room and take all
three arrows. When the venomous spiders attack, run back out to avoid being bitten.
With the arrows in hand, head back up to the narrow hallway on the second floor.


2nd Floor redux
---------------
Past the narrow hallway is a small art gallery. Use the old Indian cover on the picture
of the mountain man or it will attack investigators halfway down the gallery. Save the
game and ready the bow. Shoot one arrow down the hallway to dispell yet another possessed
painting and put the bow away. For the truly stingy, one can throw an arrow at the
painting at the end of the gallery and retrieve the arrow later; the results will be
the same.

At the end of the gallery, where the ex-possessed Indian painting is, is another
bedroom. There are no monsters for a bit, so investigate the room for a moment. There
are, among other things: a fake book, the key to Jeremy's Study, and some parchments.
Those who are careful will find the clock in the room very interesting.

Save the game.

The middle of the gallery has a set of double wide doors that leads to Derceto's
library. As usual, there is a Spectral Hunter waiting for nosy investigators. This
monster cannot be harmed by any normal means, only by a specific weapon enchanted
in a specific ceremony. The monster is also unaffected by physical objects (except
living tissue) so it may come and go past solid objects at ease.

Though most people will drop/put the oil lamp to light up the artificially darkened
library, quick witted investigators will simply throw the oil lamp and be on their
way once the room is lighted. It is advised to proceed as fast as one can to the
stacks to the up and left of the screen. Follow the stacks to the right until an
indentation can be seen in the wall of books. The open/search command will cause
investigators to notice a secret mechanism in the indentation. The fake book will
trigger the mechanism and allow entrance to a secret ritual chamber.

Inside the ritual chamber, be careful what one reads. The best investigators know
to read any moldy old books one finds in a protected circle -- that being the
pentagram inscribed on the floor. Not doing so has ended the promising career of
many a investigator. Since the oil lamp is burning, wise investigators will search
the chamber quickly. Among the objects to be found are: a talisman, some knives,
a sacrificial dagger, two parchments dealing with various rituals, and two books
(one of which is quite infamous among students of the occult). Those who are given
to curiosity may be punished for their nosy nature, but the sacrificial dagger is
empowered to destroy the spectral hunter with a single, well placed strike.

With the creature gone, good investigators should retrieve their oil lamp. While
there are more books in the library to find (four, including the 'Fragements of the
Book of Abdul') the cost of oil may not justify searching the place throroughly.
However, a good gamer will know to save the game, search for the books, then reload
the game to find the books quickly (or not at all, depending on the mood one is in).

Once this is done, head back down to the first floor.


1st Floor redux
---------------
From the landing, head right and into the kitchen. There will be the following items
available for the careful investigator: two paring knives, the cellar key, a box of
biscuits, a can of oil, and a shoebox. The shoebox will have a revolver inside. It
will be helpful to reload it immediately (dumping the bullets in inventory to the
gun) to lighten encumbrence. Similarily the can of oil can be used on the oil lamp
in the same manner. A zombie will attack the investigator when s/he is in the coal
closet where the shoebox and can of oil are. Deal with that and use the water jug
on the water filled barrel. It will be used later. Be sure to take the pot of soup
in the kitchen.

Use the cellar key on the locked door by the conservatory and head downstairs,
avoiding the rats-that-sound-like-cats to retrieve more bullets for the revolver
and a book detailing how to use the heavy statuette found on the second floor. The
cellar also has a wood block that holds the wine barrels in place, but removing
that block will most likely kill investigators as the barrels roll away. The secret
passage it reveals is currently blocked by a 1st Instar Cthonian and going inside
the secret passage will be lethal at the moment. Go back up the stairs to the first
floor to continue the investigation instead.

Across from the kitchen is the dining room. It is also the only way inside the
smoking room. There are a total of five (5) zombies in this room. Although some
investigators are known for their penchant for fistcuffs, there is a better way
to deal with this undead infestation. Drop/put the pot of soup (actually human
flesh) on the end of the dining table. Once "dinner is served" the zombies (or
are they ghouls?) will settle down and not attack unless provoked by investigators
fool-hardy enough to attack them while sitting. If the zombies are attacked, they
will rise up to defend themselves -- since the rifle has eight (8) shells, I
personally expend all of them. Note that the zombie that initially walked can be
killed with one overhead strike with the sword, so do expend any shells on that
monster (investigators' optional option).

The smoking room can only be opened from the dining room, necessitating the encounter
with the five zombies. The lone ashtray inside the room is possessed, releasing a
toxic, acrid smoke that is unlike Earth grown tobacco. The water-filled jug will
extinguish this threat if used in close proximity of the ashtray. A cautious
investigator will wait for the smoke to clear before making his/her move and will
also flee the room should the smoke threaten to fill the room again. A record of
Chopin's Posthumous Opus and a lighter are in this room, among other things.

The key from the second floor bedroom with the clock will open Jeremy's Study. The
coat of arms inside will need completion. One of the blades in the inventory will
allow passage into the caverns beneath Derceto. Searching Jeremy's study will also
yield a record and another book. Careful investigators will know to search the rest
of the house as thoroughly as possible before proceeding further.

Save the game.

Opening the main doors to flee the house is a bad idea at the moment. Across the
smoking room is the drawing room. The walking, jerking corpse of a pirate inhabits
this room and must be dealt with to proceed further. Using old fashioned swordplay,
the pirate corpse can be chopped apart and destroyed, leaving a key to open the
ballroom. As all Call of Cthulhu scholars know, firearms cannot appreciably damage
many supernatural monsters.

The ballroom is populated by vicious ghosts. They will not attack unless disturbed
so careful investigators will take great care in avoiding all contact with them.
Investigators may also notice the obviously large key above the ballroom's fireplace
mantle. Blocked by ghosts, the only way to move them is to play suitable music. Fetch
the gramaphone from the bottom of the stairs (where the investigators had left it
previously) and play the green labelled record (Saint Saens' Danse Macabre). Avoid
the dancing ghosts and adroitly take the pirates' key above the fireplace mantle.

Once the pirates' key is secured, be sure to have the following items:

--> Lighter
--> Oil Lamp
--> Talisman
--> Pirates' Key (the key found in the ballroom)
--> Revolver (with as many bullets as possible)
--> Sword (not necessary, but useful)
--> any cans of oil that haven't been used; use them now
    and discard the emptied can.
--> any small flasks from the first aid boxes or the box
    of biscuits (if they haven't been consumed so far,
    some new players just can't seem to rid themselves
    of the Resident Evil 'pocket and chest item system')

Head down the stairs in Jeremy's Study when ready.


Caverns Beneath Derceto
-----------------------
Items: "Memoirs of a Lost Soul" by Captain Pregzt
       A Large Gem
       A Hook

A new action, jump, will be added to the action list, replacing the never used and
always neglected close command. The caverns start off seemingly benign; however,
the bridge is rotten and the planks will fall as soon as an investigator steps on
one. The best method to deal with this is to run across the bridge -- it will now
be necessary to find another way out of this madhouse.

The tunnels will lead investigators directly to a face-to-face encounter with a
Cthonian (looks like a giant worm). It may be a Yekkubian, but either way the
monster will attack almost immediately unless the investigators flee back the
way they came. It is wise to run until the investigators can turn right into
a secondary side tunnel where a rat-thing will attack as the Cthonian rmubles
past.

Continue down the tunnel where the rat-thing was encountered until the Cthonian
can be seen again; immediately retreat back to where the worm monster moved past
the side tunnel. Investigators will see the Cthonian's ass or an empty cave
entrance. If the Cthonian is still in the way, move the camera by switching from
scene to scene and wait until the worm monster is out of the way.

Save the game.

The opening the Cthonian makes will (somehow) lead to a watery dock area. Great
care should be taken, lest the investigators get soaked when rotting planks give
way. Should investigators get soaked, they will find that their lamp will be
extinguished, matches will be wetted, and the rifle -- the almighty rifle -- will
be rendered useless since its shells are wrapped in catridge paper (and not in
copper). Luckily, that small revolver is using modern copper cartridge bullets so
the rifle is no great loss. Jumping may help, but water is prevalent in this area.
Deep Ones will rise from these waters one at a time to attack investigators who are
in the water. Investigators should hurry past this area and flee to the other side
of the tunnel.

The cave will open up to dry land again, but a large spider-rat-thing will attempt
to attack investigators who have proceeded this far. This monster is vulnerable
only to gun fire (it is too low to the ground for the sword to work properly) and
the revolver should make short work of this abomination.

Some time later, investigators may come to a large hole in the ground. Besides the
obvious action of not jumping in, there is another danger in the form of a large
Leng Spider that will crawl out from the hole and attack those foolish enough to
be near the hole. The (game) solution is simple: as the spider climbs out of the
pit, investigators should place the hold between them and the spider. The spider
will foolishly proceed in a straight line to the investigator and fall to its doom.

The next area is the rock pillar room. The flying-pigeon creatures are dangerous
only if they get in the way of the investigator. The sword will be sufficient to
deal with these minor nuisances. Firearms also work, but considering the lack of
auto-aim in this game, it is not advisable to use guns unless at close range. Jump
from one pillar to the next and make way across the room. Investigators who miss a
jump will land in the drink, and find themselves detouring back to the dock like
area past the Cthonian to try again.

Save the game.

The next area is the plank bridge maze. From the bottom of the maze, make way to
the top area that holds a chest and the way forward. Falling from too high of a
height will prove fatal even for the most stout hearted investigator (i.e., players
will die regardless of health remaining). The various markers in the form of skulls
and swords will hint the observant in which path to take. Jumping may prove useful.
At the end of the maze, the pirates' key can be used to open the chest for the large
gem and a book. Push aside the rock on the ledge where the chest is and proceed until
one enters the dark maze.

Save the game.

The oil lamp will need to be used now. There is no map to this labyrinth and time is
of the essence since there is only limited fuel for the oil lamp. Proceed to the left
and navigate around any obstacles until players cannot go any further to the left.
Next, head downwards and again, navigate any turns and obstacles until it is not
possible to go any further "screen down." Finally head right and proceed in the same
fashion until one encounters a gray stone door. Inspecting the stone door will reveal
a fist-sized hole where a gem may fit. Extinguish the lamp by selecting another object
or action.

The final chamber is where a large twisted tree lies in the center of an underground
pool. Deep Ones will attack (one at a time) in addition to the fireballs the tree
monster fires at investigators. The fireballs do five (5) damage per blow, so being
struck by one is nothing; but being struck by several may prove disastrous. Brave the
pain and run up to the altar before the tree. Investigators will find the hook whether
they perform a search or not. Place the talisman and seal the tree's attacks. Relight
the oil lamp with the lighter and throw the oil lamp at the tree to put it in its
rightful place.

With the place shaking and rumbling, investigators should begin to flee. There will
be no time limit since this game was made in 1992. The falling rocks will damage
those who loiter in the cavern. To the right of the entrance where the investigators
originally came into the final chamber is a another door. Using the newly found hook
will open the door to an earlier section of the caverns. Because the bridge back to
the mansion is gone, another way is needed to get out. From the dock like area, head
back the way where the Cthonian was first encountered. Follow the tunnels until a
small opening can be found. This is the secret tunnel that leads back to the cellar
of the house.

Save the game.

All Monsters and Their Kynde will have departed Derceto since the master of the area
has been vanquished, so the investigators need not fear any more attacks or death
traps except from the result of their own stupidity, such as jumping off high areas,
falling into bottomless chasms, or walking over previously mentioned areas that will
prove lethal.

The main doors will allow investigators to leave accursed Derceto forever.
____________________________________________________________________________

4.0  APPENDIX A (INVENTORY)

Attic: Oil Lamp
       Old Injun Cover
       Rifle
       Book, "Fragments of the Myth of the Golden Fleece" tr. Edouard DeVielban


---


3rd Floor
---------
Outer room - A Bow
             Can of Oil

Bedroom with Desk - Chest Key
                    Old Cavalry Saber

Double Bedroom - Vase (Dresser Key inside)
                 Small Mirrors (x2)

Water Closet - First Aid Box (Flask inside)


---


2nd Floor
---------
Landing - Knight's Sword

Room with Fireplace - Gramaphone
                      Rifle Shells
                      Fireplace Poker
                      Matches

"Dark" Room - Book, "A Brightness from Afar" Lord Boleskine
              A Heavy Statuette
              Some Revolver Bullets

Water Closet - First Aid Box (Flask inside)
               A Water Jug

Library - Book, "The Sons of the Sun and Their Shadows" Lt. Lope Vega
          Book, "Unfinished Chapter of Terra Incognita" Jacob Van Osdadte
          Book, "If Rocks Could Talk, or the Story of . . ." DeChamfry
          Book, "Fragments of the Book of Abdul"

Ritual Chamber - Daggers (x2)
                 Sacrificial Dagger
                 Talisman
                 Book, "De Bibliotheca, Reflections . . ."
                 Book, "Der Vermis Mysterii" Ludwig Prinn
                 Parchment, "Book of Yael Signs . . ." M. Vachey
                 Parchment, "The Sacrifical Dagger" Otto Stern

Bedroom with Clock - Key to Jeremy's Study
                     The False Book
                     Parchment, "Creatures of the Night" Hubertus the Bald

"Red" Bedroom by Landing - Book, "Diary of J. Hartwood" Jeremy Hartwood


---


1st Floor
---------
Kitchen - Knives (x2)
          Matches
          Pot of Soup (human flesh)

Kitchen Pantry - Key to Cellar
                 Box of Biscuits

Kitchen Coal Closet - Can of Oil
                      Shoebox (Revolver inside)

Conservatory - Arrows (x3)

Studio - Book, "Demona Particularis, Signs and Rituals" Heinrich Cassel
         Ballroom (or Dance Hall) Key

Smoking Parlour - Record, "Chopin's Posthumous Opus 69"
                  A Lighter
                  Book, "Memories of Alistair Boleskine" A. Machen

Ballroom (or Dance Hall) - Pirates' Key
                           Record, "J.Strauss' Beautiful Blue Danube"

Jeremy's Study - Book, "Tale of Capt. J. W. Norton . . ."
                 Record, "Saint Saens' Dance of Death"


---


Cellar: Block of Wood
        Book, "Trial of Captain Pregzt as Reported by Elishah Smith"
        Some Revolver Bullets


---


Caves: Book, "Memoirs of a Lost Soul" by Pregtz
       A Large Gem
       A Hook

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4.1  APPENDIX B (BEASTIARY)

Zombie
Rat-thing
Animated Armour
Ghosts
Spectral Hunter
Rats-that-sound-like-cats
Pregzt's corpse
Cthonian
Deep One
Spider-Rat-thing
Leng Spider
Flying-pigeon-creature
Pregtz (transformed)

The thing outside my door does not wait; refer to the Call of Cthulhu Creature
Companion for all known information, behaviour and statistics.

____________________________________________________________________________


                        Arkham, Massachusetts

                   -->  simalcrum@hotmail.com  <--


             ph'nglui mglw'nafh cthulhu r'lyeh wgah'ngal fhtagn
           [In his house at R'lyeh, dead Cthulhu waits dreaming.]


                 Call fo Cthulhu is coming soon to the PC.

                         Patience is the key.

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