From: <Saved by Microsoft Internet Explorer 5>
Subject: Daemonica walkthrough
Date: Mon, 5 Jun 2006 17:42:07 +0200
MIME-Version: 1.0
Content-Type: multipart/related;
	type="text/html";
	boundary="----=_NextPart_000_0090_01C688C7.5D8D0430"
X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.2869

This is a multi-part message in MIME format.

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: text/html;
	charset="Windows-1252"
Content-Transfer-Encoding: quoted-printable
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica.htm

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD><TITLE>Daemonica walkthrough</TITLE>
<META=20
content=3D"Daemonica, GameBoomers, walkthroughs, walkthru, cheats, =
adventure game reviews, RPG game reviews, Action game reviews, games, =
computer games, pc games, video games, adventure games, rpg, roleplaying =
games, puzzle games, computer game reviews, reviews"=20
name=3Dkeywords>
<META content=3D"Daemonica walkthrough" name=3Ddescription>
<META content=3DMaGtRo name=3DAuthor>
<META http-equiv=3DContent-Language content=3Den-us>
<META content=3D"MSHTML 6.00.2900.2873" name=3DGENERATOR>
<META content=3DFrontPage.Editor.Document name=3DProgId>
<META http-equiv=3DContent-Type content=3D"text/html; =
charset=3Dwindows-1252"></HEAD>
<BODY>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D5>Daemonica</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>by <FONT color=3D#800000>ra</FONT>images =
and=20
Meridian4</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><B>Walkthrough by MaGtRo&nbsp;&nbsp;&nbsp; =
April&nbsp;=20
2006</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Gameplay: </B>&nbsp;&nbsp; Daemonica is a third =
person=20
point and click game. The main menu has Story, New Game, Load Game, =
Options,=20
Credits and Quit Game. The story is necessary to learn the background of =
the=20
main character and contains some clues. Under Options menu, the music, =
sound,=20
gamma adjustments, resolution, visual effects, shadow, always run and =
simplified=20
combat can be found. Under Controls at bottom left, descriptions of the =
mouse=20
and keyboard keys can be learned. The use of inventory, bottom left =
control seen=20
during gameplay and health condition are also presented.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">There are 10 saved game slots that can be =
overwritten. Left=20
click skips the intro, dialogue and some cutscenes.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">F1 displays help. Help explains the game =
manipulations.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Use the directional arrows to see different =
perspective of=20
the area. Also, press/hold the "thumb wheel" switch and move the mouse =
around;=20
this will replace the arrow keys to get&nbsp;the different perspective. =
Scroll=20
the thumbwheel to zoom in on the screen view.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Click on INV at bottom left or I key to open the =
inventory=20
screen. In inventory, there are flasks at top left for potion making, =
the map at=20
bottom left, diary at top right and drop item at bottom right. Read the =
diary=20
often to get clues. The impressions about people that have been =
interviewed are=20
stated. Potion making has the how to in potion preparation and =
description of=20
the different herbs. 'My notes' describes the record of what has been =
done and=20
to find out the different quest that is needed to be done. The diary can =
be=20
closed using the down glove icons and selections can be done by the up =
glove at=20
bottom center of the pages. Close the inventory frame using the X at top =
left.=20
The map can be accessed by clicking on the compass direction at bottom =
left or=20
the M key. The map will automatically mark the different important =
places=20
visited and can be clicked on to jump to that place =
immediately.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Hints</B>:&nbsp;&nbsp;&nbsp;&nbsp; <B>Herbs</B> =
- To save=20
time later, pick up any herbs seen while walking around the area. The =
herbs can=20
be found based on their description in the diary. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book =
Antiqua">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;&nbsp;&nbsp;&nbsp;=20
<B>Combat</B> - During the combat part, be sure to have enough health =
points=20
before fighting. Also place the sword icon on the opponent and rapidly =
left=20
click to barrage the opponent with hits. The space bar raises the sword =
in a=20
defensive position.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Read the Story to learn the life of Nicholas =
Farepoynt, the=20
Beast Hunter. He is a Haresh al-Dorem, the one who speaks with the=20
dead.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 1 </FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Blind Justice</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">The items in inventory are <U>Invitation from the =
Mayor of=20
Cavorn</U>, <U>dagger</U>, <U>bags with herbs</U> and <U>potion =
preparation=20
set</U>. Select the Invitation from the Mayor of Cavorn and click it on=20
Nicholas. Read the invitation to find out why Nicholas is here. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Follow the path to the Town Gate. Talk to the =
guard. Talk to=20
the Mayor, Phillip SaintJohn. Follow the Mayor to your house. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<DIV align=3Dcenter>
<CENTER>
<TABLE style=3D"BORDER-COLLAPSE: collapse" borderColor=3D#111111 =
cellSpacing=3D0=20
cellPadding=3D0 width=3D"90%" border=3D0>
  <TBODY>
  <TR>
    <TD width=3D"50%">
      <P align=3Dcenter><IMG height=3D355=20
      src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/map.jpg" =
width=3D362=20
      border=3D0></P></TD>
    <TD width=3D"50%">
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">1. My House</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">2. Scaffold</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">3. Mayor Philip SaintJohn's house</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">4. Blacksmith John Cobb</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">5. Broken Jug Inn</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">6. Doctor Clement Baker's house</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">7. Landlord Galfrid Limsey's =
house</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">8. Herbalist Maud Litcott's house</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">9. Swamp</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">10. Funeral Pyre</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">11. Monastery</FONT></P>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">12. Undertaker Roger Duncombe's house</FONT>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">13. Mines</FONT>
      <P style=3D"MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px"><FONT=20
      face=3D"Book Antiqua">14. Weird=20
Place</FONT></P></TD></TR></TBODY></TABLE></CENTER></DIV>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the different places in town so that they =
can be=20
marked in the map with a red X. Click on the red X in the map to jump to =
that=20
location. If you click on a place in the map and get a green arrow, the =
game=20
screen will show a green directional arrow until you reach that place =
marked=20
green X on the map.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Herb collection:</B>&nbsp;&nbsp;&nbsp; While =
checking the=20
town, pick up as many as possible (up to 10) different herbs. Based on =
the=20
potion part of the diary:&nbsp; pink <U>Bloodstone weed</U> - found =
anywhere,=20
orange <U>Devil's Luck</U> - found anywhere, lavender colored =
<U>Watersleep</U>=20
- found close to river, white <U>Tear of Stone</U> - found near rocks =
like the=20
hill beside the undertaker's house and yellow <U>Gwynlock</U> - found in =
swamp.=20
They will be needed for potion making later. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>Warm Welcome</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Talk to the different people to help in=20
investigation:&nbsp;&nbsp;&nbsp; </B>&nbsp;Exhaust all =
dialogue.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Broken Jug Inn - Talk to Robert Mollins, =
innkeeper;=20
  Galfrid Limsey, old Harrel and the Mayor.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to Blacksmith John Cobb at his shop and =
learn about=20
  his family and the Mayor. Learn that Duncombe died very young, would =
be 19 in=20
  September. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to Doctor Baker at his house. He greets =
Nicholas in=20
  some kind of code. Learn about Eleanor, the dead woman. There's a well =
at the=20
  back of the house.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to John Limsey, stepson of the Landlord. He =
can be=20
  found behind the Landlord's house practicing his swordplay.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to Mary Harrel tilling the soil across the =
street=20
  from the Landlord's house.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to Simon Lyse fishing at the bend in the =
river west=20
  of town and south of the herbalist's house. Learn that he has feelings =
for=20
  Emma, the maid.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to Maud Litcott, the herbalist at her =
house. There's=20
  a bucket left of door.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to Helen SaintJohn, the Mayor's wife at =
left pond in=20
  the swamp.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Talk to Emma, the maid inside the Mayor's house =
and learn=20
  that she feels the same way about Simon, the fisherman. There's a =
bucket by=20
  fireplace.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Duncombe's house:</B>&nbsp;&nbsp;&nbsp; Go to =
Duncombe's=20
house. Pick up <U>tinderbox</U> from chest by door and <U>spade</U> by=20
fireplace. There's a&nbsp;bucket at foot of bed. Look around outside to =
check on=20
cemetery and funeral pyre.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>A little privacy</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Need a lock on the Nicholas' house=20
door:</B>&nbsp;&nbsp;&nbsp; Talk to blacksmith and he will let you keep =
the lock=20
if you find the key. Go to the right lake at the swamp and look around. =
Nicholas=20
will see the key in the water. Talk to Simon, the fisherman and inform =
him about=20
Emma's feelings for him. He will fish the <U>key</U> for you. Talk to =
blacksmith=20
and he will give the <U>lock that goes with the key</U>. Go to Nicholas' =
house=20
and click the lock-key on door.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Get a drink for the guard at the scaffold where =
the body=20
of Duncombe is hanging:</B>&nbsp;&nbsp;&nbsp; Talk to Mayor at the Inn =
about the=20
guard. Talk to innkeeper and get <U>wineskin</U>. Go to Mayor's house. =
Try to=20
take wine from table at Mayor's house. Talk to Emma to get <U>wineskin =
with=20
wine</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Potion Preparation at the cellar of =
house:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place the potion preparation set on table. =
</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click herb bag on potion preparation =
set.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Select the herbs needed. Green dot counts how =
many are=20
  selected. Left click to add herb and right click of mouse to remove=20
  herb.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Check the potion making in the diary to learn =
the=20
  necessary amount needed to prepare the potions.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">When all the necessary herbs are selected, click =
on the=20
  top left flask to make potion. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">The prepared <U>potion</U> will be in=20
inventory.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Take Duncombe's body to Nicholas' house=20
cellar</B>:&nbsp;&nbsp;&nbsp; Prepare Drowsy Eyes potion. Check Potion =
Making in=20
the diary and see that the ingredients are: 1 Gwynlock, 1 Watersleep and =
one=20
Devil's Luck. Click prepared <U>Drowsy Eyes potion</U> on the wineskin =
with=20
wine. Give the drugged wineskin to the guard by the scaffold. Use dagger =
on rope=20
close to wood to cut down Duncombe's body. Automatically bring the body =
to=20
Nicholas' cellar.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Prepare to go to Temple of the=20
Sacrifices:</B>&nbsp;&nbsp;&nbsp; Prepare Soulgreep potion.&nbsp; Check =
Potion=20
Making in the diary and see that the ingredients are: 2 Gwynlock, 2 =
Watersleep,=20
1 Devil's Luck and 2 Tears of Stone. Read the Temple of Sacrifices part =
in the=20
diary. Click the Soulgreep potion on Nicholas.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B><I>Help from beyond</I></B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Call Duncombe's soul at the Temple of the=20
Sacrifices:</B>&nbsp;&nbsp;&nbsp; Use directional arrows to look around. =
Go to=20
door right of the mural of a hanged man and automatically voice an entry =

request. Enter the right side chamber of a strangled man. Face the =
different=20
side altars and select the appropriate answers. Left mouse click to =
cycle the=20
selections and right click to select the answer. Face the Altar of Path =
and=20
chose Love as the word he will listen to. Face the Altar of the Sign and =
chose=20
Rephen as the sign the soul was born in. The answer can be found in the =
diary=20
and the blacksmith stated that Duncombe was born in September. Face the =
Altar of=20
the Demon and select Dahn-en-nyan as the name of the devil. This is =
found in the=20
diary and the story.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back at the center of the Temple and see that =
the door=20
beside the sun wall is now open. Enter and Nicholas will automatically =
call out.=20
If correctly done, the soul will come and talk to Nicholas. If wrong, =
Nicholas=20
will be sent back to the house. Talk to Duncombe to learn about a =
brooch.=20
Duncombe wants his body burned.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>A promise is a promise</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Burn Duncombe's body:</B>&nbsp;&nbsp;&nbsp; =
Take=20
Duncombe's body and automatically place it on the funeral pyre below the =

Monastery. Use the tinderbox on his body.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>An insignificant trifle</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Find the Brooch: </B>&nbsp;&nbsp; Talk to the =
Mayor at=20
his house. Talk to the blacksmith to get him to convince the Mayor. Talk =
to=20
Mayor at his house again. He threw the brooch at the cemetery. Go to =
cemetery=20
behind Duncombe's house. Pick up the <U>brooch</U> under the fern plant =
close to=20
the backdoor of Duncombe's house. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Brooch owner:</B>&nbsp;&nbsp;&nbsp; Show the =
brooch to=20
all the main characters. Finally show it to Landlord Galfrid Limsey at =
the inn.=20
<B>Save Game here</B>. Talk to his stepson John practicing his swordplay =
behind=20
the Landlord's house. John describes the way he lost the brooch. A sword =
fight=20
ensues. In simplified combat, just continue to hit - click on John with =
the=20
sword. The mayor is upset and he wants Nicholas to find his =
wife.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>The safety of four walls</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Find Helen SaintJohn: </B>&nbsp;&nbsp; Use the =
map to=20
jump to the swamp. Go to left of the left pond and talk to Helen. She =
will not=20
go home.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Talk to people:</B>&nbsp;&nbsp;&nbsp; Talk to =
Blacksmith.=20
He wants you to come tomorrow and talk to him. Talk to Doctor at his =
home. The=20
chronicle will be ready tomorrow.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Time to rest</B>:&nbsp;&nbsp;&nbsp; Note that =
Nicholas'=20
energy is very low. Go back to his house and sleep. Strange voices spoke =
to=20
Nicholas in his sleep.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 2</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Voice and Darkness</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Nicholas woke up with less than adequate health =
condition.=20
Once outside the house, learn about Simon the fisherman and the blood on =
the=20
wall of the house. Pick up the <U>broken fishing rod</U> right of the =
blood=20
stains.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Talk to people:</B>&nbsp;&nbsp;&nbsp; Talk to =
Mayor and=20
then Galfrid Limsey both found at Broken Jug Inn. Go to swamp and talk =
to Helen,=20
Mayor's wife (?Clarice).&nbsp; Talk to Maude. Check to see young Limsey =
hanging=20
at the scaffold. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to the Blacksmith and he would train you in=20
swordsmanship. He mentions to go to Maud the herbalist for a potion when =
needed.=20
When the health condition becomes very low - Go to cellar of Nicholas' =
house and=20
prepare Sneeya's Breath potion for minor injuries. Click the potion on =
Nicholas.=20
That makes Nicholas feel better now. Continue to train heal Nicholas =
until John=20
the blacksmith teaches you another thrust technique. Prepare Sneeya's =
Touch=20
potion for a complete recovery or major injuries. Train with John until =
he says=20
that's enough. You truly are excellent.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">During the walkabout, meet and talk to Mary =
Harrel. She is=20
looking for her husband.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to Emma, the maid&nbsp;at the Mayor's house =
about=20
everything. She will look for Simon at the marsh. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B><I>Lost Documents</I></B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Search for the lost =
documents</B>:&nbsp;&nbsp;&nbsp; Talk=20
to the doctor and find out that the chronicles and documents he prepared =
for=20
Nicholas were stolen. Talk to doctor second time and ask about 'some =
details'=20
<B>completely</B>. Go to the cornfield across from the Doctor's house =
and look=20
close at trampled fields-cornstalks.&nbsp;There's a well behind the =
doctor's=20
house. Go back and talk to the doctor about the new finding at Limsey's=20
field.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to Landlord Limsey at the Inn. He talks about =
Harrel=20
and his field. Go back to the doctor and tell him about find something =
out -=20
that Harrel is the thief.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B><I>Harrel, where are you?</I></B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Find Harrel</B>:&nbsp;&nbsp;&nbsp; Ask John the =

blacksmith about Harrel. Harrel bought a rope from John. Talk to Limsey =
at the=20
Inn about Harrel. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>What others do not see</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to Maude, the herbalist about Harrel. She =
needs a=20
special herb, snake's tongue. It can be found only after drinking =
Azraim's eye.=20
She gives the recipe and <U>serpentica</U>. <FONT size=3D2><I>When you =
hear the=20
voice of the wooden watchman, who guards the marshes day and night, go =
under his=20
gaze until the land disappears into the depths. Wait there for your =
winged=20
guide. It shall show the way. When you bring the snake's tongue, you =
must have=20
all the potion out of your body.</I></FONT> </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to Nicholas' cellar and prepare the <U>Azraim's =
eye=20
potion</U> - 1 serpentica, 1 tear of stone, 2 Devil's luck and 2=20
Gwynlock.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<DIV align=3Dcenter>
<CENTER>
<TABLE style=3D"BORDER-COLLAPSE: collapse" borderColor=3D#111111 =
cellSpacing=3D0=20
width=3D"70%" border=3D0>
  <TBODY>
  <TR>
    <TD align=3Dmiddle width=3D"50%"><FONT face=3D"Book Antiqua"><IMG =
height=3D213=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/sound.jpg"=20
      width=3D216 border=3D0></FONT></TD>
    <TD align=3Dmiddle width=3D"50%"><FONT face=3D"Book Antiqua"><IMG =
height=3D213=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/riverwatchman.j=
pg"=20
      width=3D216 border=3D0></FONT></TD></TR>
  <TR>
    <TD width=3D"50%">
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Go to the right wooden watchman close to the =
right=20
      pond in the swamp and behind the wooden posts. The left wooden =
watchman is=20
      closer to Maude's house.</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Wait until Nicholas hears a =
sound.</FONT></P></TD>
    <TD width=3D"50%"><FONT face=3D"Book Antiqua">Turn towards and go =
forward to=20
      the river's edge with the compass showing North. Face the=20
  river.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Drink the Azraim's eye potion.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Wait until a bird flies overhead going east =
(towards right=20
  of screen).</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Follow the bird or its shadow. Go south side of =
the pond,=20
  across a path and just south of the bridge to go to the =
monastery.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><FONT=20
  face=3D"Book Antiqua"><IMG height=3D269=20
  =
src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/snaketonguebird=
.jpg"=20
  width=3D358 border=3D0></FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Pick up the <U>snake's tongue</U> close to the=20
  river.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to Maude and talk to her. She will remove =
the=20
remnants of the Azraim's eye potion from blood. Wait a bit (go outside =
and pick=20
up herbs or enhance your health) and then talk to Maude. She says that =
Harrel is=20
in the mines.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the main gate at middle south of the map. =
Talk to=20
Peter Walding the town guard. Go to the Inn to talk to the Mayor. The =
mayor=20
would not give permission to open the gates.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go north of the Blacksmith and on the path by the =
light=20
post, see a hooded man. Talk to the Benedictine monk. The Abbot wants to =
talk to=20
Nicholas. The <U>key to the monastery gate</U> is given.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>Back to God</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Visit the monastery</B>:&nbsp;&nbsp;&nbsp; Use =
the key=20
given by the monk on the metal gate of the monastery. Look at the statue =
on the=20
courtyard. Talk to Abbot Michael. He wants you to talk to a suicidal =
monk,=20
Brother Thomas. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the area lower right of Duncombe's house. At =
bottom=20
right corner of screen, see Brother Thomas at edge of cliff. Talk to the =

Benedictine monk and he mentioned something lost. He jumped... Pan =
around and=20
see that he might have fallen outside the town wall. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the monastery gate and use the key to =
open the=20
gate. Talk to Abbot Michael about Eleanor. Learn about the loss of the =
precious=20
stone and spying in town. After telling about Brother Thomas, the Abbott =
asks=20
another favor. He wants the monk's body taken care of and he will get =
the=20
necessary permission to go out of the town walls.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>A place of final rest</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Outside the town walls</B>:&nbsp;&nbsp;&nbsp; =
Go to Inn=20
and talk to the Mayor. Go to town's main gate. Talk to guard =
twice.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go forward left of town gate, by rivers edge, wall =
and then=20
cliff side to look for the monk's body. See pool of blood by cliff side =
and meet=20
the robber.<B> Save game here!</B> A sword fight is done. The robber is =
dead.=20
Check the body and take the <U>cassock</U> of the monk. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Walk around and see 3 standing stones - weird=20
place.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>One and a half dead</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Mines</B>:&nbsp;&nbsp;&nbsp; Enter mine and use =
tinderbox=20
on torch on wall. Take <U>lit torch</U>. Go forward and light torches on =
the=20
way. See a shaft with a rope on the left corner. That must be the rope =
Harrel=20
borrowed from the Blacksmith. Go down the shaft. The torches are lit =
down the=20
shaft. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go forward as far as possible. Nicholas will see =
the stabbed=20
body of Harrel and talk with Greer, the man that disappeared and the =
reason=20
Nicholas was invited here. He is now a zombie. <B>Save game here!</B> A=20
swordfight ensues. Win the fight and Greer runs away. Try to pick up =
Harrel's=20
body. Use the monk's cassock (soutane) on Harrel. Nicholas enters town =
and=20
placed Harrel's body in his cellar.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Talk to Harrel:</B>&nbsp;&nbsp;&nbsp; Look for =
Harrel's=20
wife, Mary close to the town fence at W or SW of map. Learn that Harrel =
was born=20
on St. Patrick's Day - March 17, Lertyan under the Altar of Sign in the =
Diary.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the cellar. Prepare Soulgreep potion - =
2=20
Gwynlock, 2 Watersleep, 1 Devil's Luck and 2 Tear of Stone. Use =
Soulgreep=20
potion. At the Temple of Sacrifices, go to the door beside the one =
murdered by a=20
weapon. Enter the side room. At the Altar of Path, select wealth. At the =
Altar=20
of the Sign, select Lertyan, the shepherd of dreams. At the Altar of =
Demons,=20
select Dahn-en-nyan. Enter the side door beside the sun symbol. Talk to =
Harrel.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Monastery:</B>&nbsp;&nbsp;&nbsp;&nbsp; Tell =
Abbot Michael=20
about the watery grave of the monk.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Doctor</B>:&nbsp;&nbsp;&nbsp; Tell the Doctor =
about=20
Harrel. He will tell Nicholas about everything tomorrow. Go to Nicholas =
house=20
and sleep.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 3</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua" size=3D4><B>Shadow of Past</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">After several strange dreams, Nicholas is awakened =
by=20
banging on the door. Exit and talk to Fabius a Roman. He must have come =
in=20
response to the Doctor's letter.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>Too Real recollections</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Emma</B>:&nbsp;&nbsp;&nbsp; Go to the swamp and =
see Emma=20
with Bonny, Simon's dead dog. Talk to Maude about insane Emma. She gives =
the=20
recipe for Mist of recollections potion. Go to the cellar and prepare =
the Mist=20
of recollections potion - 3 waterleaf, 1 Gwynlock and 1 tear of stone. =
Go back=20
to Emma at the swamp and give her the potion. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>Hide and Seek</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Find the doctor</B><FONT =
size=3D4>:&nbsp;&nbsp;&nbsp;=20
</FONT>Go to Doctor's house and talk to a rambling Mayor. Maude the =
herbalist=20
will not undergo the second potion search for Doctor Baker. The =
blacksmith does=20
not know where the doctor is. Talk to Mollins at the Inn. Talk to the =
guard at=20
main gate. He let the doctor out. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Use the map to jump to the mines. Go down the =
shaft and go=20
forward.<B> Save game here</B>. Fight with Greer again. This time he's =
killed.=20
Talk to Doctor Baker. He is seriously hurt by Zombie poison.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><IMG height=3D283=20
src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/mineshaftexit.j=
pg"=20
width=3D287 border=3D0></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the main mine exit above. Go to top =
part of the=20
mines by clicking on the rope that Harrel used. See picture =
above.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the cellar and prepare <U>Sneeya's =
Touch=20
potion</U>. Go back to the doctor at the mine and give him the Sneeya's =
Touch=20
potion. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Automatically be at Nicholas' bed. Quickly, ask =
the doctor=20
his birthday. It is June. Take the doctor's body. Go to the Temple of =
Sacrifices=20
by preparing and drinking Soulgreep potion. You can pick&nbsp;more herbs =
inside=20
and outside the town walls. Enter the side room of one mortally wounded =
by a=20
poison. His sign is Talanos and his path is knowledge. The devil is the =
soul=20
bearer. Talk to the doctor at the other room off the hall by the sun=20
wall.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Learn about the devil and what the Brotherhood did =
to=20
silence the knowledge of the devil. The devil was controlled by Yakos. =
The=20
Doctor sent information to Rome about what is happening in Cavorn. The =
passwords=20
are <I><FONT size=3D2>For so is the will of God, that with well =
doing</FONT></I>.=20
The reply is <I><FONT size=3D2>ye may put to silence the ignorance of =
foolish=20
men</FONT></I>. The riddle for the location of the stone is: <I><FONT=20
size=3D2>Where I stood, autumn had surrendered its reign, but spring =
still slept.=20
It slept like the dead in their dreamless sleep, lying all around. And =
before my=20
eyes, in the direction where the day falls asleep, in the ground I found =
what I=20
sought.</FONT></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B><I>Mystery of the monastery</I></B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Monastery</B>:&nbsp;&nbsp;&nbsp;&nbsp; Talk to =
the Abbott=20
and find out that 2 of the brothers are missing. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B><I>A small service for =
Fabius</I></B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Cemetery</B>:&nbsp;&nbsp;&nbsp; Find and talk =
to Fabius.=20
The guard he wants is north of the herbalist hut by the swamp.&nbsp;Pick =
up a=20
<U>piece of cloth</U> in front of the SaintJohn's crypt with a face in =
the=20
front. Take note of Phillip and Helen's plaques and the dates on the =
side of the=20
crypt.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Monastery</B>:&nbsp;&nbsp;&nbsp; Show the Abbot =
what was=20
found&nbsp;- piece of cloth at the cemetery. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>Half of the path to doom</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Cemetery</B>:&nbsp;&nbsp;&nbsp; Read all the =
epitaphs on=20
the crosses at the cemetery - <I><FONT size=3D2>It slept like the dead =
in their=20
dreamless sleep, lying all around.</FONT></I>&nbsp; Read Jonathan =
Winter's=20
epitaph close to the monastery - Winter by name, fire by heart - =
<I><FONT=20
size=3D2>Where I stood, autumn had surrendered its reign.</FONT></I> The =
monastery=20
is north of Winter's cross. Go left of Winter's cross to go west - =
<I><FONT=20
size=3D2>direction where the day falls asleep</FONT></I>. Use the shovel =
on the=20
soft ground close to the wall. Take the <U>stone</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><IMG height=3D279=20
src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/softground.jpg"=
=20
width=3D286 border=3D0></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Maud</B>:&nbsp;&nbsp;&nbsp; <B>Save Game before =
coming to=20
Maud's house</B>. Maud is dead. A zombie is present but is not =
responsible for=20
Maud's demise. She was strangled. A sword fight with the zombie is done. =

Automatically take Maud's body to Nicholas' cellar.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Helen and the =
Mayor</B>:&nbsp;&nbsp;&nbsp;&nbsp; Helen=20
comes. The next morning after the interlude, the Mayor is waiting =
outside=20
Nicholas' house. Helen goes home. Go to Mayor's house. The Mayor =
poisoned=20
Nicholas and drowned Helen.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 4</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Onset of Darkness</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Nicholas decides to go back to the Temple of =
Sacrifices to=20
bring Helen back in spite of Clarice's advice. Go to the cellar and see =
that=20
someone had removed the bodies. Prepare several Sneeya's potions. If =
there is a=20
need for herbs, prepare several Sneeya's breath potions first before =
going out=20
to search for more herbs. Drop some inventories that are not needed such =
as=20
buckets, drowsy eye potion, invitation, fishing rod and brooch. The best =
place=20
to collect herbs is by monastery and by the funeral pyre. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Townspeople</B>:&nbsp;&nbsp;&nbsp; Go to the =
blacksmith=20
and see that he has killed a zombie. He had fun. <B>Save game here.</B> =
Go to=20
the inn and fight another zombie to save the innkeeper. Check Nicholas =
health=20
points to see if he needs a Sneeya's breathe potion. Go to bridge west =
of the=20
Doctors house and see Landlord Limsey lying beside a tree. Give him a =
Sneeya's=20
breath potion. Go to his house to see if the road is safe. <B>Save game=20
here</B>. Fight another zombie. Go back to the Landlord and tell him the =
way is=20
now clear. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>My dead love</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Helen</B>:&nbsp;&nbsp;&nbsp; Go to the west =
side of town=20
where the river bends. Find Helen's body. Nicholas takes her home. =
Prepare the=20
Soulgreep potion. Use the Soulgreep potion to go to the Temple of =
Sacrifices.=20
Enter the side room right of those who dies in water. Helen's path is =
love and=20
her sign is Rephen. Call the life giver devil - Marghet-en-dryat. =
Nicholas did=20
the ritual correctly but Helen is still dead.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I><B>One of the two</B></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Monastery</B>:&nbsp;&nbsp;&nbsp; Talk to the =
Abbott about=20
entering the crypt.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Crypt</B>:&nbsp;&nbsp;&nbsp; Enter and talk to =
Fabius who=20
is behind a locked gate. Go forward to a large room, turn right and face =
an=20
opening with 2 tapestries on its side. There's a locked door beyond the=20
tapestries. Go back to big room and enter the side hall. Face a cell, =
left again=20
and see a hallway with cells on the right side.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Save game here</B>. Be sure that Nicholas' =
health level=20
is good. Enter the left chamber with a zombie. Kill the zombie. Check =
the dead=20
zombie to get an <U>unknown object 1</U>. There is a water basin at top=20
left.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit the room through the doorway you entered on =
at right.=20
Enter the next right side cell. Pick up the <U>Sneeya's breath =
potion</U> from=20
the floor. Use it on Nicholas. Go back out to the hallway and pick up =
the=20
<U>extinguished torch</U> on wall at the end of the hallway.&nbsp; See a =
blocked=20
door at end of the intersecting hallway. Go left and then right at the =
end of=20
the hallway.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go across the chasm. </FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">1. The cell on the right has a <U>bucket</U>. =
Pick it up=20
  if you do not have 2 in inventory. The chest has a nice <U>dagger</U>. =
The=20
  room on the left has levers on the wall.&nbsp; One is missing a lever. =
Use the=20
  extinguished torch on the hole to use as the lever. Pull all the =
levers down=20
  to open all the cell doors. It closes the main exit to the =
chasm.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">2. Go to the second cell on the right and see a =
swollen=20
  part in the mattress. Use the dagger on mattress and pick up =
<U>unknown object=20
  2</U>. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">3. The third&nbsp;room on the left has a =
<U>bucket</U> if=20
  you do not have 2 in inventory. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">4. The fourth cell on the right has a zombie. =
Talk to=20
  zombie. He wants liberation in exchange for information. It states to =
not=20
  overlook the library that has important information. The secret switch =
is at=20
  next room. If you do not want to fight, give it liberation. If no =
liberation,=20
  he will fight with you.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the room with levers. Pull up all the =
levers to=20
open the main door to the chasm.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Cross chasm. Turn right and forward to where the =
dead zombie=20
is located. Fill the buckets with <U>water</U> from the water basin. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the hallway you came on and turn right =
to the=20
blocked door at end of the hallway. Enter the room next to this blocked =
door.=20
Press the hidden bottom at the center of the decorated wall.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D279=20
src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/hiddenbutton.jp=
g"=20
width=3D286 border=3D0></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Library</B>:&nbsp;&nbsp;&nbsp; Read the scroll =
at bottom=20
of the standing bookcase on the right. <I><FONT size=3D2>There must be 3 =
people=20
for journeys to open the demon's prison. .... decide how to lay the =
paving=20
stones correctly. Only one who knows all the elements of earthy forces, =
the=20
deadly sins and the number of the beast should be allowed in. ...prove =
their=20
identity in order to gain access to the demon. One of the keys from the =
northern=20
gate must be kept here in this room.</FONT></I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the bookcase right of the opposite door you =
entered=20
through and take the <U>decorated key</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D279=20
src=3D"http://www.gameboomers.com/wtcheats/pcDd/daemonica/decoratedkey.jp=
g"=20
width=3D286 border=3D0></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the locked door beyond the doorway with =
tapestry=20
on both sides.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 5</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Face to Face</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go forward across the bridge and meet the Mayor. =
He jumps to=20
his death. Go forward and turn right. At the end see a bridge that is =
not=20
connected to the other side.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Turn back and go right to a chamber with numbered =
tiles on=20
the floor. There are 4 side rooms (2 on each side). Place the =
unidentified=20
objects on walls of the first room at right and left side. These =
activate the=20
numbered tiles.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Numbered Tiles</B>:&nbsp;&nbsp;&nbsp;&nbsp; The =
scroll at=20
the library stated - <I><FONT size=3D2>There must be 3 people for =
journeys to open=20
the demon's prison. .... decide how to lay the paving stones correctly. =
Only one=20
who knows all the elements of earthy forces, the deadly sins and the =
number of=20
the beast should be allowed in. ...prove their identity in order to gain =
access=20
to the demon. One of the keys from the northern gate must be kept here =
in this=20
room.</FONT></I></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Stand on tile 4 and drop a bucket filled with =
water -=20
  <I><FONT size=3D2>elements of earthy forces.</FONT></I></FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Stand on tile 7 and drop bucket filled with =
water -=20
  <I><FONT size=3D2>the deadly sins.</FONT></I></FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Stand on tile 6 - <I><FONT size=3D2>number of =
the=20
  beast.</FONT></I></FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Nicholas will say that it is right. Go to the half =
bridge=20
and see that it is crossable. <B>Save Game here.</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Decisions</B>:&nbsp;&nbsp;&nbsp; Go forward and =
see=20
Fabius about to take in the essence&nbsp;(smoke) of the devil in the =
cage.=20
</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">You now have a decision to make to get one of 3 =
different=20
  endings.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">1. Agree with Fabius.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">2. Do not agree with Fabius and fight to kill =
him. Helen=20
  arrives.</FONT></P>
  <BLOCKQUOTE>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
    face=3D"Book Antiqua">a. Decide to stay with (click on) =
Helen.</FONT></P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
    face=3D"Book Antiqua">b. Stab =
Helen.</FONT></P></BLOCKQUOTE></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Based=20
on the decision, listen to what happened to the world, Nicholas, Helen, =
Emily,=20
Innkeeper, Abbott and his 2 monks and the town.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" color=3D#000000 size=3D2>This document may not be =
distributed=20
without express written permission of the author and the content may not =
be=20
altered in any way.</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" color=3D#000000 size=3D2>For Questions or Comments =
on this=20
Walkthrough,<BR>Please write to: </FONT><FONT face=3D"Book Antiqua" =
color=3D#000066=20
size=3D2><A style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" color=3D#000000 size=3D2>Copyright =A9 =
4/2006&nbsp; </FONT><FONT=20
face=3D"Book Antiqua" color=3D#000066 size=3D2><A =
style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></B></P>
<P><FONT face=3D"Book Antiqua"><IMG height=3D10=20
src=3D"http://www.gameboomers.com/wtcheats/pcAa/WtArrL03.gif" width=3D19 =

border=3D0><B><A =
href=3D"http://www.gameboomers.com/walkthroughs.html">GameBoomers=20
Walkthroughs and Solutions</A></B> </FONT></P></BODY></HTML>

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/map.jpg

[encoded data, 53732 characters]
KACgAoAKACgBaACgBKACgAoAKACgAoAKACgAoA//2Q==

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/sound.jpg

[encoded data, 13908 characters]
G7pwK0lcm9ypKgiYfxE1LXKi1qMlyiAZJzzU3KSuf//Z

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/riverwatchman.jpg

[encoded data, 11476 characters]
kVg20weqLsKFYmOcknrj0o5dDPdn/9k=

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/snaketonguebird.jpg

[encoded data, 25232 characters]

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/mineshaftexit.jpg

[encoded data, 15200 characters]
5lIHH41JfQ6RQEsBt4xmpkNHk2voses3aRqFUOcAV103eKOWatJn/9k=

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/softground.jpg

[encoded data, 20976 characters]
yT07gUwsQiPgYz9c1IxDGQQqkAeuM0ahY//Z

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/hiddenbutton.jpg

[encoded data, 17556 characters]
RtG/c//Z

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/jpeg
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcDd/daemonica/decoratedkey.jpg

[encoded data, 18384 characters]

------=_NextPart_000_0090_01C688C7.5D8D0430
Content-Type: image/gif
Content-Transfer-Encoding: base64
Content-Location: http://www.gameboomers.com/wtcheats/pcAa/WtArrL03.gif

R0lGODlhEwAKALMAAP////8tAP5CGuE8GuEoAL+/v68fAJcwGpYaAGYnGmQRAAAAAAAAAAAAAAAA
AAAAACH5BAEAAAUALAAAAAATAAoAQAQ1sMhJa0lK2S36IAGVjAeCGGhqgNs0JuXJWp3wEercuiQS
Wq9Y7iep3VQpHcdDwCl3E0EgEAEAOw==

------=_NextPart_000_0090_01C688C7.5D8D0430--
