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Okuldeje III - Eternal Fear

by Alexander Tait

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Thought you were a hardcore adventure gamer? Think again, you ain’t seen nothing yet! I challenge anyone to play this game, sponsored by the spirit Becherovka, without a walkthrough. (Incidentally, the Becherovka has a great number of high quality ADVENTURE games that are worth downloading and giving a try. The website is: http://game.becherovka.cz/?page=past_years&zanr=adventura). So much pixel hunting... But what a great effort from an independent developer for most of the game! There is a tremendous amount of atmosphere in this game, a tautness and a tension that can almost be cut with a knife. The black and white images are refreshing and contribute to the tension. It feels somewhat unfinished though as the ending seems to just happen when the game is in full swing. There is much to like about this game with it’s photo backgrounds and creepy music. It’s a shame that the author seems to have lost interest or was under-resourced such that he couldn’t finish what kept hinting at being a great game. The game could have benefited from the inclusion of recorded voice-overs without increasing the size of the game unnecessarily. The game can be played in English or Czech, the developer's native tongue. Download the 4.5 MB game here www.okuldeje.ufouni.cz now! I would never have completed this game without master gamer Chris R. (and my attempts at translating a Czech walkthrough online!) so cheers for that! Chris and I think this game is up there with Mortalus both in its obscurity and the challenge of the puzzles. So, without further ado, here’s the...


WALKTHROUGH

The game starts with you the protagonist, Ales Chebrt, readying for a train journey to a pre-determined “military weekend”... At this point you have a bottle of Becherovka and 200 koruna (paper money).

Station

Get the wire hanging at the right side of the screen. Go inside the station. Ignore the girl for a moment. Take a half eaten apple from the garbage can. (NOTE: If you don’t do this, you can end up in a dead end). Go down to the ticket vending machine. Try using th paper money on the machine. It needs coins. Return to where you saw the girl. Use the money with her to receive coins. Try to use the coins on the machine. You need to use the wire with the machine to get a match out. Now use the coins to get a ticket. Head right to the waiting train. Get on. Two hours later, you arrive in Okuldeje.

Okuldeje

Follow the forest road up. Ignore the road to the ruin. Continue uphill. From the pile of stones, collect a stone and a block. Approach the feeder. Search through the hay to find another block. Use the apple with the trap to find a message: “Another one under the iron”. Back away and approach the excavator. Pick up the rod in the snow. Return to the tracks. Get the third block under the sign-the “secret place”. Go to the ruin. Try to use the rod with the base of the statue. It doesn’t move. Return to the excavator and use the rod with the stain. The rod becomes oiled. Go back to the statue and use the oiled rod. Collect the fourth block. Examine the numbers at the top of the ruin: 1342. Place the blocks in the holes in the following order: 1st, 3rd, 4th, 2nd. A metallic clank resounds and you must deal with a puzzle. It is random but it looks like this when completed:

A clue falls out, directing you to the city. You have a drink of Becherovka. Return to the train tracks. Head down to the street.

Town

Go left to the park. Get the ax from the tree. Go into the cemetery. Examine the stone mechanism. Look at the tablet of Dr. Eugene Sucharda. Sharpen the ax with the stone. Use the sharpened ax to enter Dr. Sucharda’s boarded up tomb. Go into the tomb. Get a small sculpture from the font. Use the stone to break the sculpture and get a hook from inside. Go to the graves. Examine the photo of the girl at the station. Approach the square Get the magnet from behind the sign at left. Get a business card from out of the basket outside the pub. Look at the business card closely. At this point, follow the advice. Write the numbers down on a piece of paper. Put a mark through the odd numbers. You’ll end up with something like this. (NOTE: the numbers generated are random every time you play the game. You will have to discover your specific number for yourself):

Take notice of this code. It will be useful later.

Enter the pub. Get the pen. Talk with the local. He won’t help you until you solve his puzzle. The correct answer (but don’t ask me why) is:

 

I got it by trial and error so I don’t imagine it’ll cause too many people problems. The local will talk with you now. He tells you about Dr. Sucharda. Go into the toilet behind the local. Get some toilet paper. Get a scraper from the window. Pull the hopper, whatever that is! Exit the toilet. Return to the toilet. Pull the hopper again. Exit the toilet and return one final time Pull the hopper to get a string. Combine the magnet with the string to make a magnet-on-a-string. Return to the cemetery. Use the scraper on the photo on the grave to get it.  Look at the stone mechanism in close up. Use the pen with the paper to write down the diagram of the stone mechanism Return to the pub and show the local the photo. He tells you where the girl lived. Show him the diagram. He tells you it looks like the stained glass window outside the pub. Exit the pub and look at the stained glass window. The design is randomly determined each time you play. Take note of it.

 

Return to the mechanism. Choose one of the blackened squares (in my diagram, any of the corner ones). Use the matchstick to jam the stone in. Then press the other three squares required There is movement in the tomb. Enter the tomb. Use the magnet-on-a-string with the hole to get a key. Return to the street Approach the door of the white house. Use the key to open the mailbox. You get a map. Examine the map. You find a new area: the bunker. Click on it. Return to the tracks. Head right to the bunker.

Bunker

Go in the bunker. Use the three-digit code you discovered earlier (in my case 293) with the dial. Then click on the fuse to open the secure door. Head in. Head immediately back out to discover three others beat you here: David, Matthew, and Susanne. You share the Becherovka with them. Talk with each in turn. Return to the corridor. Head left to a pitch black room. Find the switch (almost dead center of your screen). Take the key from the lock. Open the box in the other room with the key. You find something pickled. Show Matthew the pickles. Talk with Susanne. She wants to have a shower. Go back to the corridor and then into the bathroom. Use the hook with the drain to get a small tap. Go to the boiler room. Try to attach the tap. Go back and ask Matthew to borrow his mallet. He won’t let you have it until you've scored 100 points on his hand held game seeing as you made him lose! Play the space invaders type game and get the mallet. Use the mallet with the tap in the boiler room. Turn on the water Return to the shower and check it’s working. Return to Susanne and prepare for a shock as Susanne has a shower! (As Chris said to me: “Well, I guess seeing that females backside and red rash was ‘horror’ enough. Heh, at least it wasn’t his backside the game showed!”). She has a red rash which is unexplained. Then, Susanne spots someone watching them through the ceiling, so everyone freaks out and leaves! So much for “eternal fear”!!! Oh well, fun while it lasted.