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Imagine the Possibilities Productions
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Game Created by Shadowiii & Mr. B, with music by Setu Firestorm

Walkthrough created by Shadowiii

	Pitch Black 2 Walkthrough


Table of Contents

-Introduction
-Different Endings
-General Tips
-Walkthrough
	-First Half
	-Second Half
-Puzzle Answers
-Item List
-Story Parallels
-FAQ
-About

*****Introduction

This is the official Pitch Black 2 walkthrough. Here you'll find information regarding how to beat the entire Pitch Black 2 game, and how to get the various endings. It also contains information regarding author's notes concerning the story itself. These are MAJOR spoilers, so I highly recommend you beat the entire game of Pitch Black 2, so you get the entire feel of the game for yourself before moving on. 

The walkthrough somewhat assumes you know where stuff is. If you don't, there are maps included. Note: the included maps are a bit outdated, but the locations are correct relative to the main halls. 

The walkthrough does NOT contain oil information. It DOES, however, tell you how you beat the entire game. I also point out areas that are optional (whether or not you want a better ending). 

Enjoy the walkthrough!

*****Different Endings

Pitch Black 2 has four different endings, depending on how you played. These endings rely on two items, and the combinations of gotten/not gotten thereof. The two items are:

Gargoyle Killing Item: Sword or Lyric
"Good" Maria Item: Necklace

The sword/lyric is either one or the other (or both) depending on how many friends you save. The lyric is the better of the two. 
The necklace you can only obtain in the first half. It changes Maria's reaction to you during the end. 

Here are the endings:
Worst: Sword and no necklace
Bad: Lyric and no necklace
Decent: Sword and necklace
Best: Lyric and necklace

Saving the friends usually relies on information obtained during the first half of the game, so be sure to write things down!

*****General Tips

-Write down everything you see.
-Pick up everything you can, examine anything that you can in every side room. 
-If you fail at something once, it never hurts to try a few more time. 
-Sometimes Julia can't solve puzzles because she doesn't have enough information about something. Don't give up, keep looking around and maybe you'll find a clue. 
-Remember what is in Latin and what isn't. Later, send Sauke out to examine the text and see what it says. 

*****Walkthrough (Part 1)

Note: I recommend playing in "nobams" because the game still has all the songs, just is easier. Yeah, I'm a wimp, but the encounters are a bit fritzy. 

~~First Floor~~

-Front Hall
Ok, you watched the intro and are now caught up on information regarding Julia. It seems her friends have buggered off into the house again, so she has to go find her friends. Fair enough. Head right, to the Library.

-Library
Read all four books, and the scrap of paper on the floor. Note espeically the book talking about the water flow of the house, as well as the book about who the bell tolls for. Head right to the Study/Chalkboard Room.

-Chalkboard Room 
Read the scrap of paper on the table 
<o>
<f>
<ir>
Well, I'm sure it'll make more sense later. Examine the chalk board. There are four letters not covered in blood...'e','s','j','u'. I'm sure they'll make more sense later...
We are done here, head back to the Front Hall. 

-Front Hall
Head to the upper left, to the stonework room. 

-Stonework Room
Grab the hammer and the rock here. Examine the hole. You see something and hear water...but you can't see anything? Check the statue and read the inscription. 12 years before the creator died, huh? Better keep that in mind...leave and head back to the Front Hall.

-Front Hall
Head to the upper right, to the gallary. 

-Gallary
Examine the picture of the monk. There are numbers on the bottom right hand corner. 
9   6
  1   5

I'm sure these'll come in handy later. Now, remember the book that read "The Bell Tolls Twice for Thee"? Examine the bell...you have a hammer, smack it twice!
You get another scrap of paper...let's see, it says
< od|
< a |
<gin|

Now we are getting somewhere! Leave the Gallary and return to the Front Hall. 

-Front Hall
We are done here for now, head up through the passage into Main Hall 1.

-Main Hall 1
Walk up, and enjoy the cutscene with Maria. She seems interesting, eh? Anyway, take the left door into Main Hall 2. 

-Main Hall 2
Lots of fun stuff to do here. First, on the left hand side is a scrap of paper with some numbers and letters, as well as a message regarding "salvation." Examine it...
A=4 E=9 I=3 O=10 U=7
S=15 G=29 J=8 P=84 R=67
B=35 N=45 M=73 W=5 H=1
Q=53 V=13 T=2 Y=93 C=9

Well, that's a load of stuff that isn't helpful now. But remember the hint about salvation...

For fun (and plot, so you can see where I'm getting at with the first floor exit puzzle), go examine the door. You know the code, don't worry about getting it wrong. Note it mentions the "Words of Man" and the "Words of God". Hey, don't we have the Words of Man already? That chalkboard was showing knowledge through man...but how can this work out? Think again...salvation! The letters were 'e', 's', 'j', 'u'. Rearrange them and you get...Jesu! Latin for Jesus! Convert that with our code sheet we just so happened to find, and we get 8-9-15-7, or 89157. Enter that for the first number, and the first lock comes off! What about the second part? We'll get to that in just a second. 

Now, head to the right into the Bedroom.

-Bedroom
Well, this room looks nicer then the others. It is pretty much intact, and has nice pictures! For plot, examine the picture of Jesus and notice the writing in the corner. Now, check the Bible...wouldn't that be the "words of God"? Sounds good enough to me! But where is the code?!

Look closely. See the darkened letters? 'u', 'r', 'h', 's', 'i', 't', 'c'. Hmm, the first one was Jesu (Jesus in Latin), so I guess this one is Christu (Christ in Latin!). But before we go back upstairs, there are a few things we need to get on this floor first. 

Head into the Bathroom, for good measure. 

-Bathroom
Examine the plug. We'll use this later. Now you can leave again...

-Bedroom
Back to Main Hall 2...

-Main Hall 2
Now we have the solution to the first floor exit puzzle, but first lets check the last two rooms on the floor. Head to the far left to the Kitchen. 

-Kitchen
Snag the knife off the table, and examine whatever you wish here. Head left again, to the Meat Room. 

-Meat Room
Ugh! Corpses of animals...anyway, take a look-see around. There is a marking on the floor..."Requiem 1608". I guess that marks the creator's death? Hmm, the statue stated that it was finished 12 years before its creator's death, so that would be 1596. Well, I'm sure that'll come in handy. I hope. Nothing else here, back to the Kitchen.

-Kitchen
Head back to Main Hall 2. 

-Main Hall 2
We figured out "Christu", so what is it in our number code? 9-1-67-3-15-2-7, or 916731527. That's our code to get up! Julia seems pleased with herself, and you are probably glad that awful puzzle is over. Don't worry, we have just began. Go upstairs to the second floor.

~~Second Floor~~

-Hall
Ah, a new floor, a new set of puzzles. For now, you can't do anything here, so why bother? Walk down a little and you get another Maria cutscene...she seems a bit ticked off, eh? Oh well, too bad for her. Time to find a friend! Head down to Hall 2.

-Hall 2
Head to the upper right, to the Room with other girl (great name, huh?)

-Room with other girl
Hey, it's Sauki! But she seems kinda, you know, STUCK. So, let's get her out! The lock seems to be a decapitated gargoyle head. Hmm, where have we seen a gargoyle that is missing a head? While we are at it, do we know the date it was made? Enter 1596 and get Sauki out. Enjoy the cutscene. 

-Hall 2
Now you can swap between Julia and Sauki. She's the same, except she can read Latin, which is pretty useful. Plus, she'll make another puzzle possible, but we want to do that totally last. For now, take control of Sauki and head to the Library 2. 

-Library 2
Read all the books. Note the "Sacrafice to the God of Death" crap. Hooray for Latin. Read anything else you'd like, then had back to Hall 2.  

-Hall 2
Head across to the Study. 

-Study
There's a few important things here. First, read the paper. Since you are on Sauke (hooray for Latin), she can read the "Orion". Well, that'll come in handy later. Examine the picture of the wife...note the numbers? 
 1  8
7  4

Hooray! We are winners. 
**Optional: The following is to get the necklace. If you want a different ending (ie a crappy one), don't bother. Check the dresser. It seems stuck. Tug it a few more times and you'll open it. Take the old monk's clothes with you.**

Head back to Hall 2. 

-Hall 2
Ok, screw this sucky place. Let's go somewhere cool. March Sauki down to Empty Statue (leave Julia). 

-Empty Statue
This room has a retarded name, because it isn't an empty statue anymore. At any rate, let's get some important stuff done. Head straight down to the Balcony. 

-Balcony
Examine the chimes. If you are playing "Bams", listen carefully to the sound playing throughout the room. Note the three chime combo? If not, the No-bams chimes read 1-4-3. Just remember that (or the tune). Ok, back to "Empty Statue". 

-Empty Statue
Head to the lower right, to the Storage Room. 

-Storage Room
Hmm, first examine the crack in the wall. You can't reach it! Wait, you have something skinny enough to open that sucker up! Check it again, and use the Knife you got in the Kitchen to press the button. You can now go down to a new passage! Enter the Cage Room.

-Cage Room
Yuck, this place isn't very friendly. Anyway, examine what you want, but be sure to grab the Sacraficial Knife off the cages before you head back.

-Storage Room
Now, we are going to do one of the toughest (and dumbest) puzzles in the game. Fair enough? Make sure you are on Sauki, then hit the switch with the drop on it. Sauki will hold the switch while you get temporary control of Julia. Also, the water is now on. Goody! Maybe that floating thing on the first floor will float up in the headless statue room? Not bloody likely, fool! Ha ha! Er, I mean...you are now on Julia until you solve this puzzle, and she whould be in Hall 2. 

-Hall 2
First, let's get some crap done with Julia. Walk up to Hall. 

-Hall

Head to the right, and up the Passage to the third floor (observatory)

-Observatory
There's a telescope...that should come in handy. Remember the note? "Orion"? Well, time to align the telescope to Orion! If you don't know, Orion is the figure of a man with a bow, and has three stars in a line as a belt. Choose it, and hit Enter or Space. It won't say anything, but you probably got it right. We'll know soon enough... Head back to Hall.

-Hall

Head back to the first floor. 

~~First Floor~~

-Main Hall 2
I'll spair you the troubles: the water isn't all the way up. This is because the pipes go under the bathroom, and the water is coming out. However, you have a handy rock, so this is an easy fix. Head right to the Bedroom.

-Bedroom
On to the bathroom!

-Bathroom
Use the rock on the drain. Now we are done, back to the Bedroom.

-Bedroom
I bet you can figure this out. Back to Main Hall 2. 

-Main Hall 2
Ok, time to get that crappy floating thing. Head down to Main Hall 1.

-Main Hall 1
Onward to Front Hall!

-Front Hall
Head left and up to the Stonework Room.

-Stonework Room
The stupid thing should be floating now. Go grab it, and our yellow paper will be complete!

Blood 
of a
Virgin

Sacrafice to the God of Death, eh? We've got this sucker nailed! At any rate, since you solved the puzzle, you get Sauki back. Julia is hotter, though, so just stick with her. Headk out of the Stonework Room.

-Front Hall
Up up, head up to Main Hall 1.

-Main Hall 1
To Main Hall 2

-Main Hall 2
To the second floor. 

~~Second Floor~~

-Hall

Head left, into the Gargoyle/Sacrafice room.

-Sacrafice Room
You hadn't been here yet, but aligning the telescope to Orion moved some of the pillars out of the way. Examine the the statue (God of Death). Time for some virgin blood, eh? Well, Sauki wusses out and runs away, so Julia goes up by herself. Good job! We are on the third floor, the first part is almost over. Don't worry, the first part is WAY longer then the second part, so you aren't too far away. 

~~Third Floor~~
-Side Hall
For fun, head up and to the right and check outu the Ritual Room. The Third Floor is pretty much full of dark and gloomy stuff, so you'd better get used to this stuff. Anyway, when you are ready to continue the plot, head down the hall and south until you get to a door on the left to the Second Bedroom. WAIT! Locked? Oh crap! But wait...marriage? Combine the numbers on the picture of the monk with the numbers on the picture of the young lady, and you'll get...
9168
7145
or, 91687145. Enter that, and go in.

-Second Bedroom
Ugh! This place seems a little...iffy. At any rate, read the blood-stained diary on the floor to understand about Jessia, the monk's wife. Kinda creepy, eh? Examine the mirror and the picture if you want (so THAT is where the missing picture in the gallary was!), and then climb through the hole next to the bed. Don't worry, nothing is going to pop out and eat you.

-"Repentence" Room
This is one of my favorite rooms, just because I like the way it looks. Examine everything, and be sure to grab the KEY from the Bible. Head back to the Bedroom.

-Second Bedroom
We have the key, so we are done here. 

-Side Hall
Head straight down, into the Hall. 

-Hall

**Optional Portion for Necklace:
If you got the coat, now you can use it. Head down to the Manaquine room. 

-Manaquine Room
Examine the girl manaquine, then the guy one. Put the coat on him. (if it won't let you, you need to be sure you read the Journal, and examined both manaquines at least once). The secret passage will open, take it. 

-Grave
Wow, serious plot stuff here. Examine everything carefully, and take the necklace off the gravestone. Head all the way back to the Hall. 
***

Head right. You have the key, so prepare to enter what I believe is the most gruesome room in the game, the Animal Sacrafice Room. 

-Animal Sacrafice Room

Wow. This isn't good. Looks like the monk got caught up in something beyond his control...examine everything carefully, then head right. 

-Plot Room
Stupid name, sure. Watch the cutscene with Maria, and enjoy the little twists. Good job, you beat Part 1!  

*****Walkthrough (Part 2)

~~First Floor~~
-Front Hall
So, it looks like everything is just back to the way it was, right? Well, not quite. This is the second half of the game. Your new goal is to get into the basement (using the traditional PB style: through the living room fireplace!) and confront Maria. However, you need to find your friend(s) first. Parts of this game look different. I don't want to spoil the ending, so just enjoy this little tid-bit on your own, eh? :P

Ok, first things first. The map is pretty much the same, but there are new items and stuff in the various areas. You may notice the puzzle are very, very similar to Pitch Black 1. Yes, this is on purpose. So, to start off lets go left and up to the Stonework Room.

-Stonework Room
Grab the WHETSTONE. Hoorah! Head back to the Front Hall. 

-Front Hall
Head left and down to the Library

-Library
Wow, lots of different stuff. Read the monk's journal to understand the truth about the gargoyle, house, Jessica, and the child. For fun, go to the Study Room

-Study Room
Notice the chalkboard? Yeup, that's a map of the first floor. Nothing here really, however, so head out...

-Library
Back to the Front Hall

-Front Hall

***OPTIONAL: For Lyric
Head for the Gallary. 

-Gallary
Look, both the Monk and Jessica's picture are intact. Look at them both to get the IIIKEY. Head back to the Front Hall
****

We are done here, so head straight up to Main Hall 1. 

-Main Hall 1
In the upper right you'll find a key. This'll open the bathroom, where a suprise is. We'd better head there now...first go to Main Hall 2. 

-Main Hall 2
Head right to the Bedroom.

-Bedroom
Grab the bottle by the mirror (ah, good memories), then unlock the Bathroom door and head in. 

-Bathroom
Enjoy the cutscene. You now have the key to get to the basement, but the Living Room door is barred shut. To open it, you'll need to find a switch on the second floor. But the door to the second floor is currently tied off...well, no worries right?

-Main Hall 2
Head for the kitchen. 

-Kitchen
The water seems to be on now. Fill the bottle with water. Head into the Meat Room.

-Meat Room
This room is quite gruesome looking now. Grab the knife on the floor, and use the whetsone, water, and dull knife to sharpen it. Hooray! PB1 style, baby. 

-Kitchen
Out we go to Main Hall 2. 

-Main Hall 2
Use the knife on the 1st to 2nd floor door, and head up. 

~~Second Floor~~

-Hall
There really isn't that much here, as we are closing in on the ending. If you don't want the lyric, you only have to do two things here. Head down. 

-Hall 2
Head left into the study.

-Study
Flip the switch. Hoorah, the fireplace room now has access. we win! Head back to Hall 2. 

-Hall 2

Now you have to make a choice. If you want the sword, go to the Sword portion. If you'd rather get the lyric, do the optional part here. 

****Optional: For the lyric
Remember on the map of the hall, it stated that the both the 2nd library and the stoarge room had access to the cage room? Well, the storage room way is blocked off, so head to Library 2. Your IIIKey should open it. 

-Library 2
Read all the books, then head right. You'll find a musical puzzle. Remember the tune playing on the balcony? Well, in case you don't, the number code is 1-4-3. Enter that, and enter the cage room. 

-Cage room
Enjoy the cutscene. You should get the lyric.

*****

****For the sword (if you don't get the lyric)
Simple, head down to Empty Statue room from Hall 2. Then, head into the Armory.

-Armory
Grab the sword. Head back to Empty Statue

******

Ok, now you either have the lyric or the sword (or both, but if you get the lyric it overrides the sword). You've solve all the puzzles in PB2! Head back downstairs, all the way back to Front Hall, and into the Living Room.

-Living Room
Use the key. Make sure you have the items you want for whatever ending you are hoping for, then go down to the basement.

-Basement
I'm pretty sure you can figure it out from here. Follow the path to the final room, and enjoy whichever ending you got. 

That's it! 

*****Puzzle Answers

Super-condensed answers for your enjoyment. Mostly number codes. 

~First Half

Code for First Floor Door: Jesu Christu, or 89157 916731527

Code for Sauki Lock: 1608 - 12, or 1596

Code for the Third Floor Bedroom: Two paintings combined, or 91687145

Three scraps of paper
	-One: In the Study Room (chalkboard, on the floor)
	-Two: In the painting of the bell. Read the book about who the bell tolls for, grab the hammer, and pound the bell twice. 
	-Three: Raise the water level, use the rock in the bathroom, and go grab it from stonework. 
	It reads: Blood of a Virgin

Telescope Puzzle: Orion, the one with three stars as a belt (the hunter). 

Manaquine Puzzle: Get the cloak from the study (try the drawer multiple times). Read Jessia's journal. Look at both manaquines, then put the cloak on the one. 

Key to Animal Sacrafice: Hidden in the Bible in the repentence room. 

~Second Half

Bedroom Door: Key is found in Main Hall 1, in the upper right. 

Library 2 Door: Key is found if you examine both portrets of the Monk and Jessica in the gallary. 

Living Room Door: Flip the switch in the study

Way to cut rope to second floor: Get the knife (meatroom), bottle (bedroom), water (kitchen), and whetstone (stonework). Combine them to get a sharp knife. 

Cage Room: Music combo, or 1-4-3. 

Key to basement: On whoever who rescue first. 


*****Item List (in no particular order)

Locket - Gotten from Grave site. Used for an ending. 
SKnife - Gotten from the kitchen. Used to get into Cage Room.
OldRobes - Obtained by trying the study dresser three times until it opens. 
Rag - In the game, but never used. Original intended to plug the kitchen sink for the water-rising puzzle, but we decided that puzzle was tough enough already. :P
BloodKey - Obtained in the Bible in the Repentence Room. Used to open the Animal Sacrafice Room. 
BKnife - Bloody knife. Gotten from the sacrafical room. Used to sacrafice blood to the God of Death. 
IIIKey - Gotten by looking at both portrets in the gallary. Opens the 2nd floor library. 
Bottle - Gotten in the bedroom. Used to fill with water (turns into WBottle). 
DKnife - Dull knife. Gotten from the meat room (second half). Turns into SKnife2
WBottle - Take the Bottle, use it on the sink in the kitchen. Bottle filled with water, used to sharpen DKnife. 
BKey - Bathroom key. Found in the upper right of Main Hall 1. 
Hammer - Gotten from the stonework room. Used to pound the bell picture twice. 
Rock - Gotten from the stonework room. Used to clog the bathroom drain. 
Wetstone - Gotten from stonework room. Used to sharpen DKnife with a WBottle. 
FireKey - Same as PB1, used to open the firepace to the basement in the Living Room. Gotten from whoever you save first. 
Lyric - Used for an ending. Gotten from whoever you save second. 
SKnife2 - Gotten by using the Wetstone, BKnife, and WBottle. Cuts the rope to go to the second floor. 
Ability - Gotten from the very beginning. Use it to combine the BKnife, WBottle, and Wetstone (just like PB1). 
Fuel - Used to power your lantern. If you run out, you'll have to run around in the dark (not fun). 


*****Story Parallels

In an attempt to not spoil the ending, I'm just going to let you think of this for yourself, and give you hints. However, if you want a direct analogy of what went through my mind, here's how it works. 

Compare the story of Julia, Maria, and their friends to that of Roger, Jessica, and their child of ages past. There is very blatant parallels between their stories (in fact, they are very close to exactly the same, though Julia's story can change depending on which ending you get). If you still need help, think of it this way. 
Maria deLaron = Roger deLaron
Julia = Jessica deLaron
Friends = Roger deLaron III (son)

I'll leave the rest for you to figure out. :P

*****FAQ

Q. Why'd you do the first floor puzzle in Latin instead of English?

A. I felt it would be way to obvious if I did it in English, so I tried making it a bit tougher. Unfortunatly, that ment no one got it unless they spoke Latin (or a romantic language), so it wasn't such a good idea after all. I probably should have had the letters on the various "words of God" and "words of Man" be in order, but I guess it's too late for that now...

Q. Is there a different ending besides the four mentioned? Can you have the game end before you enter the second half?

A. For those who have beaten it, they may want an alternet ending (maybe one that takes place before the second half). However, there are only the four mentioned.

Q. What is the difference between the four endings?

A. Whether or not the gargoyle is truely destroyed, and how Maria feels towards her friends. This effect what happens after. 

Q. Why does the second half of the game look so much different? I mean, the side rooms are the same rooms but they look completely repaired. 

A. I'll leave that up to you. Use your imagination! What just happened, especially with regard to the ending? What is Julia seeing?

Q. What kind of things from Pitch Black 1 carry over into Pitch Black 2? 

A. Both Julia and Laura are from Pitch Black 1. Also, the journal of the Monk is almost exactly the same. The house layout is somewhat similar (though a lot bigger). Also, the second half of the game is almost exactly the same in terms of puzzles (there was even going to be the "spikes" except we ran out of time :P). We did our best to keep everything as similar as Pitch Black 1 as possible, so one could believe it was the same house and, essentially, the same story. 

Q. Why did you want to make Pitch Black 2? Pitch Black 1 had a great ending and was nice and short, but this game is way long, hard, and doesn't leave as much open as Pitch Black 1 does. 

A. In truth, PB2 was what I wanted PB1 to be like. I really wanted more floors, more puzzles, and a lot more rooms. Lots of stuff that was cut was put back into PB2 (the meat room especially). Also, the focus in PB2 changed from PB1. PB1 focused mostly on the gargoyle, whereas PB2 you never even see him once. Rather, PB2 focuses on the backstory of the gargoyle and the monk who created him, and leaves what is going on in that house up to you. It finishes the story that was ment to be told (PB1 was supossed to be mostly about a madman who did horrible things in his house years past, but lack of graphical ability [or googled images] made that impossible. However, I got to do more of it in PB2)

Q. In Pitch Black 1, there is a skeleton on a throne in the basement. It never explains who this is, and he isn't in PB2. Who is that guy?

A. To the best of my knowledge, that is Roger deLaron, after he committed suicide. However, I really can't say myself. :P

Q. Where/when does this story take place?

A. I'd have to argue someplace in Europe, as the monk's story takes place in the 1600s. However, the feel of the game is definatly American. I really can't say.

Q. Some things in PB1 are removed in PB2. What exactly are they? why were they removed?

A. Some rooms I took out were the Pitch Black room, as well as the gargoyle statue that seemed to "follow" you around. Also removed was the spikes and switches, as well as the passageway through the library (and the switch in the bathroom). What you need to know is that, though the mansion is similar, it isn't the same mansion. Every play Castlevania? The castle is ESSENTIALLY the same every time, but stuff is totally different. The house has changed. It adds to the mystery...

Q. I am haveing problems reading your scripts. How does this crap work?

A. Mr. B wrote the lighting script, so I can't comment. Side room scripts work like this: there is a constant while loop checking the pixel position of the pointer. Each room has different "squares" of pixel area mapped out for where the pointer will react (for example, a square may be over an item you can get or something you can look at). If the pointer is in there, it will change and you can examine the object. That is probably also why the OHR lags a bit...

Q. I enter a sideroom, and it takes forever to load. WTF?

A. Just hit any key. It's a slight break in the code so that all the scripts can close, or else we'd get a lot of buffer overloads. When you press a key, the new scripts will open and you'll be wherever you were suposed to be. 

Q. I found such and such bug in such and such side room.

A. Some people have issues playing it, I know. Tell me where they are and I'll try to fix them. 

Q. WTF is up with Library 2, I come out like the wrong side or something.

A. Yeah, shut up, I made a mistake. XD 

Q. Why isn't Uncommon in the special thanks?

A. Because I forgot. Sorry Uncy! :( He donated the font, as wella s playtested the first side room version. I think I managed to put him in this time, though. XD

*****About
*****Credits
Most everything: Shadowiii & Mr. B
Sleep deprivation comissioner: Shadowiii
Music: Setu Firestorm
Walkthrough made by: Shadowiii

Special Thanks:

Mr. B - For always pulling through, even when I don't. ;) You rule school, dude. 
James "Spam Man" Paige - For making the OHRRPGCE engine.
Setu Firestorm - For churning out the soundtrack in one weekend. 
PCI - For ending up being a guy on my hall floor. WHAT WERE THE ODDS OF THAT?
Uncommon - For being a sexy guy, as well as donating his italics font and playtesting a first version. 
Squall - For fixing  really simple thing that I didn't see early on. Plus, he's my ~~FUN~~LOVI~NG~~YET~~DO~~WN~TO~EAR~~~TH~~GRAND~~FATH~ER
Chaos Nyte - For re-sparking the interest in the co-op puzzles. 


This entire work is copyrighted 2005 by Shadowiii and Mr. B. Copying, distributing, or tampering/editing the file without the permission of the creators is strictly prohibited. Please just ask!

MSN:
shadowiii@hotmail.com

Email:
Shadowiii: negamask@gmail.com