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Dark Fall The Journal Download [PORTABLE]

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Alia Rajwani

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Jan 25, 2024, 12:03:19 PMJan 25
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<div>Welcome to the dark, lonely world of Dowerton Station. This small train line closed many, many years ago, for reasons few can remember. No-one has shown an interest in the place, not for a very long time, until your brother arrived. He is an architect, a talented one, with great flair and imagination. He has big plans for Dowerton Station, and the small abandoned hotel, which sits alongside; quietly waiting for one last guest. All should go well, the station will buzz again with people, and the place will live once more...but it is not to be...</div><div></div><div></div><div></div><div></div><div></div><div>dark fall the journal download</div><div></div><div>Download Zip: https://t.co/6twplqZKk9 </div><div></div><div></div><div>...you receive a startling phone call, from your brother, calling you to the station. He needs help. You must leave at once. Two students are carrying out a paranormal investigation at the hotel, ghost-hunters! They may have awoken something old, something dark, and long forgotten, which is now hungry for new life, new souls and old pain. Can such a force be understood? Or stopped? It is up to you. Call upon the mercy of the dead to uncover the mystery, and discover the true identity of the Dark Fall.</div><div></div><div></div><div>Much of the gameplay is based around solving puzzles (such as translating an encrypted message, or opening a puzzle box). However, unlike most modern adventure games, Dark Fall does not keep note of any information or clues acquired by the player (for example, notes found by the player are not entered into the inventory, and journal entries read by the player are not recorded in any way). This forces the player to keep track of every clue and detail themselves. If the player wishes to recheck a journal entry, they must find the journal and re-read it.</div><div></div><div></div><div>"Somewhere in the recesses of time, a darkness is growing in strength. A force that existed at the very beginning of time and will exist until the very end of time, waiting to break into our world."[10]</div><div></div><div></div><div>The player heads to Dowerton by train. He falls asleep, and awakens in a train tunnel, where he hears the voice of a young boy, Timothy Pike. The boy guides him to the station, telling him he has lived in the area "since 41," and mentioning "the others are hoping you can help them. One of them knows you, your brother ain't it? He's the new one, only just arrived." He also says "it" doesn't know they're talking yet, but soon will. The player finds Pete's PDA, in which he writes about Nigel Danvers and Polly White, the ghost hunters. As the player explores the hotel, he discovers why it originally closed; its reputation never recovered from the night of April 29, 1947, when the guests and staff vanished.</div><div></div><div></div><div>The player discovers "it" is known as the Dark Fall, and was accidentally released by Crabtree and his friend Arthur while they were in the cellar trying to solve the mystery of the disappearance of the soldier from the Civil War. In his journal, Crabtree writes,</div><div></div><div></div><div></div><div></div><div></div><div></div><div>Arthur enlisted in the army, and was killed during World War II, but Crabtree worked to re-imprison the Dark Fall. In a journal entry dated April 29, 1947, he writes he is ready to use the symbols to recite the incantation. The player also finds Polly's electronic journal, in which she writes Nigel discovered a secret room in the cellar. However, several days later, they feel a "conscious" presence outside their door; Polly hears it calling her name, but Nigel hears it calling his. In her last entry, dated April 29, she says Nigel disappeared as they were fleeing from the cellar, and although she was able to get back to their room, she has decided to go out and look for Nigel and Pete.</div><div></div><div></div><div>The player ultimately finds his way into the antechamber and discovers the final journal entries of Crabtree, who speculates the Dark Fall may be connected to Hela, the being appointed by the Norse god Odin to guard the souls of the dead, but writes "if so, I fear that this 'guardian' gave up watching over the dead, and has acquired a taste for the living." He had come to believe the Dark Fall sustains itself on the pain of the souls it has trapped. In his final entry, Crabtree worries he may be incapable of imprisoning it.</div><div></div><div></div><div>We also find a backpack with a camera and the journal of Polly White. Apparently the organization maintaining the place saw fit to allow her in for the night. She talks about how she underwent hypnotic regression and discovered a past life as James Woolf. This experience made her want to learn more about the incident at Fetch Rock, and that took her here with some fancy gadgets, including a pair of goggles that allows her to see energy from the past. She talks about how she had a lot of experiences in just the first few hours, but laments how the place has been altered for the tourists.</div><div></div><div></div><div>The probe ascends through the roof into the sparkling sunlight. The scene suddenly shifts and dissolves back to the lighthouse. The lamp is now lit, and it cuts through the dark fog, spinning round and round it its chamber. The screen fades to black.</div><div></div><div></div><div>Finally, play the second song on the album by clicking on the second track. (Start with your cursor outside of the record and move it inward. Click when it changes to the pointing finger for the second time.) Now, back out of the closeup and turn to the left. You should see a picture fall from the wall. Click where the picture fell to examine it.</div><div></div><div></div><div>Click on the lower part of the door for a closeup. Select the sheet of paper from your inventory. This slides the paper under the door. Next, select the screwdriver. The screwdriver is inserted into the keyhole, pushing the key on the other side out and causing it to fall onto the paper. Click on the paper to pull it out from under the door. Click on both the key and the paper to pick them up. Back out of the closeup and select the key from your inventory to open the door.</div><div></div><div></div><div>There is a lot of information in here. Start by going forward and turning to the left to face the desk. Click on the desk for a closeup. You should see a number of letters and clippings and a journal. Click on all of them to read them, especially the journal; it will explain most of what is going on.</div><div></div><div></div><div>The Barn. As it is a bit dark, click on your Lantern to brighten things up. Behind the old sports car is a trapdoor leading to a tunnel. Go down and hear bats. At the back of the cave are two stones with weird markings. Put the lantern down on the plinth to the right and look closly at the points of the zigzag line. Note the 12 symbols and the order in which thay appear. You have already seen two of them: Larsus and Kars. The other stone repeats the symbols and has a strange beast surrounded with the same Celtic crosses you saw in the Ladies ablutions.</div><div></div><div></div><div>Room 2E. This is Andrew Verney's room, a keen astronomer, he left much behind. Take a look in the cardboard boxes on the floor, read his journal and note that he has discovered a new constellation. Piece together the torn note in the right hand box - seems to be some sort of attempt to decode something. Go now to the small chest of drawers. On top is a box with 7 buttons and a coded letter tucked underneath. Using the clues you got from the torn note you should be able to work out that:</div><div></div><div></div><div>Room 3E. In the jewelry box on the desk is a note from Betty to her mum mentioning the music again. Look at the pictures on the wall - click on the top one to hear a message from Edith. Go to the wardrobe and pick up the record sleeve. Downstairs were two pictures from Hastings, there was some sheet music called 'On Hastings Pier' in Betty's room and the pictures on the wall showed Frank on a Pier so a good choice of music might be track 2, 'On Hastings Pier'. Go to the record player. Wind the handle and start the turntable using the left hand lever. Put the tonearm on the record and find track two. Turn the volume up and turn round. If you have the right track a picture falls off the wall. Zoom in, read the letter and note the symbol for IXIAM:</div><div></div><div></div><div>Room 3F. Locked. Using your new found ingenuity, slide the bird picture under the door and waggle the screwdriver in the key hole until the key drops out. Pick up the bird picture and key and unlock the door. This is George Crabtree's Study. Read the books and letters, especially the journal on the desk. Note the reference to the cellar and the Bedspread made by Edith (April 30th 1945). There is a letter from Arthur on the back of the picture on the wall.</div><div></div><div></div><div>Room 2D. Use the key you found in the teapot to unlock the door. Inside is Nigel and Polly's workroom. Start off at the desk. Listen to the message on the Dictaphone. Polly's suggests you go to the third floor bathroom to get the settings for their discovery. She also suggests you read the journal on her computer.</div><div></div><div></div><div>Go the the computer desk and zoom in on the left hand screen. Click on the screen to access Polly's files. Read her journal entries, the case files and check out the websites she has accessed. Amongst all the supernatural stuff are some hints on playing the piano - remember the notes on the trumpet? Note also the references to 'Energy Orbs'. One of the sites reveals your past lives...spooky.</div><div></div><div></div><div>Behind the sheeting is a dark corner. Get your lantern out and you will see the wall George mentioned in his journal. Plug the handle into the hole and give it a twist. A stone slides away and you can enter a dark corridor.</div><div></div><div></div><div>The Good</div><div></div><div>After the introduction, you find yourself near the abandoned Dowerton Hotel and railroad station in England where at least 12 people have been missing since the 1940's. Your main goal is to find your brother whose frantic phone message pleaded for you to come and investigate. Soon you discover that two modern-day students were there recently - ghost hunting! Telltale signs of their progress were left behind, but they themselves are nowhere to be found. Clues as to what happened to them and the others before them are scattered throughout the hotel, station and the grounds. By reading newspaper articles, notes, signs and books, you learn that something evil was unwittingly released - and somehow kidnapped everyone! The only way to leave this place and free all of the victims is to reveal ancient runes which, when recited in a secret chamber, will cast away "the darkness" forever.</div><div></div><div> 9738318194</div>
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