Dark Visions


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Joshdark-visions.jpgBack in the dawn of time (around the late 1980s to mid-90s), it seemed like most computer games worth playing had the title "Quest" attached to them. This was thanks in part to the designers at Sierra On-Line, who led the way with their classic "3-D Graphic Adventures." These innovative 16-color games took players to distant pixelated lands, where they could save princesses (or princes), arrest bad guys, or try their best to pick up girls with a few basic keyboard commands. Eventually these adventure games would grow up to become point-and-click affairs, with enhanced graphics, realistic animations, and more compelling stories. 20 years later, there are still designers out there who have been influenced by this classic style, as evidenced by TenthPlay's new Flash-based mystery adventure, Dark Visions.

In Dark Visions, the year is 1928 and you play the role of Emma Fischer, an inquisitive-minded young niece of Dr. Frank Mahler. The doctor runs a mental clinic at his mansion in New Hampshire, and he just sent a letter to his sister requesting Emma's help as an assistant. Upon arrival, however, something doesn't seem right. Where is the doctor? Why is his colleague, James Thaxton Smith, so evasive on the subject of the doctor's whereabouts? And why does the mansion seem deserted? Thus begins your adventure as you seek to find answers and understand just what's been going on at the mysterious Hill Crest Manor.

Like classic adventure games such as King's Quest V, Dark Visions uses a standard point-and-click interface. Three icons change your cursor so Emma can walk around, look at things, or use objects on screen. You also have an inventory at the bottom containing objects to use with your environment. A scoring system on the Main Menu similar to those found in Sierra games (with 112 points possible) helps you figure out your progress as you go along.

Dark-Visions.jpgThere are many elements to Dark Visions that go beyond what we've come to expect out of most Flash games. Unlike standard room escape titles, this game triggers dynamic events and actions based on how far along you progress. Certain characters will only show up to talk to you at certain times, and you may not be able to collect particular items until their purpose is made clear. In addition, previously inaccessible areas may yield new clues later in the game. While much of the game involves walking around and picking up objects to use elsewhere, there are a number of puzzles that need to be solved to advance through the story. Like Myst, much of the mystery unfolds through discovered diary entries, papers, and books. Reading these can be key to getting past the puzzles, which range from different types of code entries, to following various instructional sequences.

Analysis: I was very impressed with Dark Visions, which has the robustness of a downloadable point-and-click adventure contained within a free Flash game. The graphics are good, with high-quality rendered scenes and realistic character animation. I also found the storyline to be quite compelling; you really find yourself drawn in to the events as you uncover the game's backstory and see Emma's place in all of it. Gameplay can take about two hours, and you may need to save your progress and come back to it if you can't get through the whole thing in one marathon run.

Dark Visions has a lot going for it, but it's not without its few faults. Maybe I'm just used to adventure games where you can pick up anything not bolted down, but I felt a little frustration in having to return to an area to get an item that previously was deemed "too heavy" or "not needed." There's actually quite a bit of returning to areas you previously couldn't do anything in, though that seems to be a staple of classic adventure games where the designers tried to get maximum playability out of limited screens.

Other than that, though (and maybe the title's minimal use of in-game music) I couldn't find too many problems with this ambitious free title, which once again shows the robustness of making games in Flash. If you're feeling that classic adventure game itch and want to try something interesting that's both fun and free, Dark Visions is definitely worth playing.

Play Dark Visions

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Here is an image of the basement puzzle solution. hope that helps.

just pull the level where the hand icon is to solve the puzzle
Basement Puzzle Solved

Dark Visions Walkthrough

Foyer

As Emma Fischer, you start out exchanging pleasantries with Dr. Mahler's assistant, James Smith. He'll then escort you to the guest room.

Guest Room

You can spend time looking at various furnishings around the room but the only notable item here is the heavy statue which you will need later. Exit the guest room by clicking on the down arrow.

Hallway

You can head either left or right, but for now we'll head right (Emma's left) to go to the servant's quarters. You'll head into a storage area , and take the fuse that's on the shelf. Then head right to the servant's quarters. On the right, take a dusty record, and you might want to have a closer look at the clock and note the name of it. Also take the bucket next to the clock. Head back out to the storage area and then click on the left arrow to go down to the kitchen.

Kitchen

In the kitchen you'll make your way to where the cook is preparing food. Using the hand icon, click on him to ask him about Dr. Mahler's whereabouts. He'll play dumb and tell you he has lost his keys. Head back upstairs and out of the storage area. Once in the hallway, click left a couple of times,

Hallway

Before heading further to the left, click on the closed door to knock on it. James Smith will open it and tell Emma that she is not able to enter, and advise her to look around the house. Head left into the library.

Library

In the library, there's an open book on a table. Use the hand or eye cursor to read it. It will give you some information regarding how to turn the dial

Turn the dial clockwise to the first number, turn left to the second number and right to the third number

and the unsecure practice of using birth dates as codes. On the bookshelf near the table, take the book on the second shelf from the top and read about clocks and secret compartments. Take note of the dates. In particular

April 18 1775, Last Quarter, Red Moon. Note the illustration. Also note the clock‘s name and corresponding time.

Head downstairs.

Downstairs

Emma will notice that the front door has been chained and locked. Exit the screen and head back to the left of the stairs.

Parlour

You can look at the various furnishings here but for now there's nothing significant. Click on the gramophone and take the record that's playing and replace it with the old record from the servant's quarters. It will give you a lecture on Paul Revere and his midnight ride when the British troops were moving inland. Take note of the date

April 18 1775, and there are times mentioned as well - 11 and 11:30. Head now to the room next to the parlour, also known as Reception.

Reception

Go to the desk area, and note that there are filing cabinets that need a key for access. There's also a fusebox. Place the fuse in the top right corner.

This will activate the lighting for the patient's rooms downstairs.

There's also a locked door

to the patient's rooms

which will be accessible later.
Head back to the foyer.

Foyer

Click on both of the dining room doors from which party sounds are emanating. You'll hear snippets of conversation now that the music has stopped. Interesting. Head back upstairs.

Hallway

Knock on the door where James is and have a conversation about the chained front doors. He will tell you it's because of the patients being treated. Head back to the servant's quarters.

Servant's Quarters

Click on the clock and move the moon mechanism to the Red Moon phase and match it to the illustration in the book in the library. Also change the clock hands to the time of 11:30. You may have to tweak the hands and the moon phase a little bit here. You'll know when it's worked when you step back from the clock and a dialogue box lets you know that the clock has moved. Take the floor plan that's inside the secret compartment, and read the notes towards the end that mention an attic and the possible existence of a cellar. Now head down to the kitchen.

Kitchen

As soon as you enter the kitchen you'll notice that the cook has been bludgeoned, and Emma will have a brief exchange with the attacker before she flees upstairs locking the door behind her. This is something that James will most certainly need to know about so head back to his room, knock on his door and a brief conversation will ensue before Emma is escorted back to the guest room and locked in.

Guest Room

Remember the statue on the bureau. Take it now and use it on the entry door. You'lll have to click four or five times. The closet door will be accessed later. Exit the guest room and go left to the storage area near the servant's quarters. Note the blood pooling form underneath the locked door. Head to the kitchen, and note the blood on the floor. In the view where you once spoke to the cook, look on the floor near the stove and take the key ring. You may also wish to experience the aroma of the soup bubbling on the stove. Head back upstairs to James' room.

Master bedroom

Now that James has gone to deal with a situation, Emma has a chance to look around. Click on the desk and read through Dr. Mahler's journal. Click on the left side drawers and obtain a small key. Click on the visible door and enter the bathroom where you can use the bucket at the sink to fill it up. Take it back to the bedroom where you can use the bucket of water to extinguish the fire, which will then expose a ladder. Head up the ladder to the attic.

The Attic

Head to the low cabinet that has framed pictures on it. Use the hand cursor to inspect and get a name and a date.

Anne Marie Mahler. July 25 1910 - 1921.

You may also want to check Dr. Mahler's journal in the drawer to learn more about his bizarre experiments. Check the table to the right of the cabinet and by clicking on it Emma finds out it's her uncle's mixing table. Nothing else to do for now, except to head back downstairs to the reception room.

The Reception Room

When Emma attempts to enter the reception area, there will be the sound of footsteps. Using the hand icon, click on the cupboard to her right and hide. James will then exit the parlour and head away upstairs. Emerge from the cupboard and enter the reception. The small key is for the filing cabinet, so use it to read patient files. These will provide an interesting insight into the people's voices you heard in the dining room, as well as James Smith. Now use the key-ring to access the locked door.

The Patient's Rooms

The rooms should be lit now if you placed the fuse in the top right corner earlier. Go into the first door on your left. Click on the papers on the table near the bed to get a clue about the tic-tac-toe game on the wall. You can try pushing the padded walls, but nothing will happen for now. Leave the room and head around the corner further down the passage. You will hear some shuffling. Head right to the end and look through the door slot on the left. See Ronald Dempsey pacing around in his padded cell. Head back upstairs.

Hallway

As soon as you get to the hallway, there will be the sound of shuffling and muttering, and Emma will indicate the someone is heading this way soon. Hide in the cupboard and watch as James enters, lifts the painting and expresses frustration at not being able to access the safe. He'll exit towards the servant's quarters, so head back into the guest room.

Guest Room

With the key-ring you can now access the closet. Open the door and click on the box on the floor of the closet to obtain a fuse. Head back down to reception.

Reception

Open the fuse box and place the second fuse in the bottom right corner. Head into the patient wing and down to Ronald Dempsey's cell.

Ronald Dempsey's Cell

Look into Ronald's cell and note the beam of light emanating from the back wall. Head back to the empty cell with the tic-tac-toe game.

Empty Cell

In the empty cell, check the scribbled-on pages on the table again. On the second page there is a clue to the wall puzzle.

"O's Win!!!" with an arrow pointing to a tic-tac-toe game.

OXO
OXX
XOX
Using this game as a guide, click on the wall panels that correspond with the ‘O's in the game. If successful, there will be the sound of a distant rumbling.

Time to head back to the safe in the hallway.

Hallway

Click on the painting to reveal the safe. Remember the birth date that was located in the attic.

7-25-10. Turn the dial to the right to 7, left to 25 and right again to 10.

Open the safe to retrieve a gold coin and a formula recipe. Time to head back to the attic, via the master bedroom.

The Attic

At the mixing table, take note of the rat in the cage and read the notes next to the cage that outline the rat's reactions to various serums. Also check the ingredients on the table and the recipe. Note that the recipe calls for sugar in water, and that there is no sugar on the table. Where else can you find sugar in a house?

The kitchen

The Kitchen

Click on the shelves to locate and take some sugar, and head back up to the attic. You might want to take note of the spreading ppol of blood on the way. And you might not.

The Attic

Back at the mixing table, pour the sugar into the jar of water. Using the hand cursor, click on the table to bring up the utensils inventory. Here's where it gets a bit fiddly. You'll need to click between the eye and hand cursors quite a lot here. Refer to the formula notes to create the mixture.


The recipe is:
2 tablespoons of Sugar Water
1 tablespoon of Lithium Citrate
3 drops of Concentrated Insulin Solution
1 tablespoon of Ergotamine Powder
Click on the tablespoon and click twice on the sugar and water and click on the bowl in the inventory. Still with the tablespoon , click on the unlabelled bottle in front of the codeine once and then click on the bowl. Locate the flask in front of the sugar box and sugar water bottle. Use the hand cursor to select the dropper, and take three drops, one at a time, and add them to the bowl. Now select the tablespoon again and from the bottle in the back row, second from left, take a tablespoon of ergotamine powder and add it to the bowl.

Then take an empty syringe from the table and click on the formula to fill the syringe. Now take the syringe and use it on the rat. If you've mixed the formula correctly, when you look at the rat it will be calm and attentive.

Now head down to Ronald's cell.

Ronald's Cell

When Emma returns to Ronald's cell, it will be open and a panel at the back wall will be revealed. When you click on the panel, there will be a familiar sound of shuffling and Ronald will appear and block Emma‘s way. Use the syringe on him and after a brief conversation you will be able to go forward. Head into the secret room and down the stairs to the cellar.

The Cellar

Head into the first cell on the right, and click on the table with the machinery. You will find a larger switch to the far left of the machine, and a smaller switch on the left of the machine. Slide the tiles so that there's a connection between the green light on the left and the green arrow at the top. Click on the smaller switch and then on the larger switch to hear a door sliding open. In this room is a letter that you can read relating to the fate of Dr. Mahler's daughter, Anne. Exit the cell and then go into the next cell along. Take the crowbar which is hanging off a crate to the left. Exit the cell and go back up the stairs. I think the general idea of visiting the cellar is solely to gain more insight into what Dr. Mahler has been up to with his experiments. Once back up the stairs, use the crowbar on the wooden door. Now head back upstairs to the locked room next to the guest room, the one where the pool of blood is seeping from.

Mystery Room

Use the crowbar on the door of the room from which the blood is seeping from. The door will creak open and there's Emma's Uncle Frank slumped in the corner with blood dripping from his head. There's nothing to be found on the body, only a cause of death, namely a bullet wound. Head back to the attic.

The Attic

In the attic Emma will confront James who is frustrated that he can't find the formula. After the confrontation, James will chase Emma into the library.

The Library

Once in the library, use the crowbar to secure the door. James will bang on it repeatedly. Head further into the library and Ronald will be there. Inject Ronald with the serum and Emma will instruct him to go to the door and club the man who enters. Watch the ensuing battle, and after Ronald leaves, search James' body for a key. This is the key to the padlock on the front door. Use it to escape.

97 Comments

OK - I'm stuck.

Have found:

1 fuse, bucket, 2 records

Have done:

I played the dusty record and gotten info about Paul Revere and Medford - I set the clock to 11:30, but can't figure out the moon dial and can't really read the numbers on the moon dial. I read the book on wall safes, but none of the pictures seem to be safes. If the moon dial is the safe, then perhaps the April 18, 1775 date from Paul Revere's ride matters... I also put the one fuse in the fuse box

Suspect I need to:

find the cook's keys, find the wall safe, find another fuse, obviously figure out the clock

Anyone else further along?

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Nipsy:

Do some reading in the library with regard to the moon dial.

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Nipsy

in the library on the first set of shelves is a book on clocks. It will tell you how to set the moon phases based on the Paul Revere date

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Nipsy,

You have to let the story progress to find out where the wall safe is. One of characters reveals its location, but I can't crack it yet.

I'm only as far as

got into the patient files, blundering around with the clock (although I'm sure it's 4/18/75, 11:30 PM, it's not budging the clock), got into the patients' wing, and saw some blood in a few places.

Stuck now.

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Nipsy -
I'm *little* further.

There's a book on the front shelf about the clock, assoiciating dates with phases of the moon.
If you're still stuck:

The moon dial needs to be set 3/4 of the way to the new (red) moon.

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So far I have:

Correctly mixed the serum and entered the patient wing.

As far as I can tell, i still need to find the:

entrance to the staircase that leads outside. Haven't gotten into the dining room yet.

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Still having clock problems.

Tried having both the smiling and non-smiling moons 1/4 visible on both sides, but no dice. When you get it right, does the clock do something immediately? Is there some indication that you've gotten it right?

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Got it! Power of posting!

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Phlisorapter November 9, 2010 1:13 PM

Just beat it, very dark but really well made. If your stuck the game has a walkthrough tab on the lower right of the screen. I thought the puzzles were pretty straight forward with the exception of the end sequence.

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For the clock:

I think you have to step away from the clock when you have the right settings. Then instead of clicking on the clock, click below it and it should open up.

Finished it with 107 out of 112 points possible.

@bubbajoe - preview!

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Thanks all for the help!

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roflcopter November 9, 2010 2:54 PM

i got 112 out of 112 wheyyyyy read it and weep

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Argh! There MUST be something I'm missing.
Items:

floor plans
both records
one fuse from the reception area
bucket

Locations:

FIRST FLOOR

Entrance Hall
Parlor
Kitchen
Sitting Room

SECOND FLOOR

everywhere but the master bedroom, master bath, and the two closets by the guest room

Talked to the creepy guy about the door chains and the cook said he lost his keys.
HELP!

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Argh! There MUST be something I'm missing.
Items:

floor plans
both records
one fuse from the reception area
bucket

Locations:

FIRST FLOOR

Entrance Hall
Parlor
Kitchen
Sitting Room

SECOND FLOOR

everywhere but the master bedroom, master bath, and the two closets by the guest room

Talked to the creepy guy about the door chains and the cook said he lost his keys.
HELP!

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Unintentional double-post. Sorry.

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Try going back into the kitchen see if anything has changed

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Anonymous November 9, 2010 4:00 PM

OK, I think I might be in trouble. I went to talk to Thaxton again about

the strange guy in the kitchen

BEFORE trying to figure out the clock puzzle, and now I appear to be locked in my room w/out any visible means of escape. Am I screwed? Was I supposed to figure out the clock first?

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Eww, morbid.
I feel sorry for Ronald. Poor guy.

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hothotpot Author Profile Page November 9, 2010 4:35 PM

Well I beat it but I don't think I found everything. Only got 106 points out of 112. I wonder...

Has anyone figured out if it is possible to free the "guests" from the dining room? I am almost certain this is what I need to do to get all the points but I have no idea how to go about it. Any ideas? Has anybody finished with all points possible?

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@hothotpot

I got 110/112, but wasn't able to get the patients out of the dining room either. I somehow doubt that's it - why would you _want_ to let the escaped mental patients out?

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hothotpot Author Profile Page November 9, 2010 4:47 PM

@bubbajoe

I don't know, I guess I figured because they're files say they're harmless (except for the clubber but he's already out) and it was the only area I couldn't access. Could be wrong, though.

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Anonymous November 9, 2010 4:48 PM

I finished with 111/112! The only time I had to use the walkthrough were times when I had clicking failure-that is, I had the steps figured but didn't persist in clicking the right pixel.

I think I got extra points for

trying to drink the human gore soup in the kitchen...

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memyselfandI Author Profile Page November 9, 2010 5:15 PM

very fun game once I figured out the clues!

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Hopefully a walkthrough is right around the corner.

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alisonofagun November 9, 2010 5:31 PM

@ hothotpot and bubbajoe.


I got 112 out 112 and did not let the patients out of the room, although I did try:) I went back and looked at the walkthrough and I think it has to do with "optional" items.

flipping though the music at the piano and listening at the door to the conversations of the guests- I listened to them all. This can only be done once you stop the record on the gramophone

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There is a walkthrough link right below the game.

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@alisonofagun

I assumed that was it too. I listened at the door until the clips started to repeat, and also flipped through the music, but sounds like a missed something somewhere. Not worth it to go through it again, but really well done game.

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the clock is hard

i put it just like it says,time and position,but i can't get it to unlock. i obviously am doing it wrong regardless :( this stinks.

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Clicked everything, listened to all the conversations, flipped through the music, got the gold coin, EVERYTHING.

Still got 109/112

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i could use a walkthrough! i got really far but i need the 2nd fuse to continue to the patient ward. i dont know where i got the first fuse. anyone got a hint?

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i'm confused

i set it to the correct time and i tried my best on the moon position,but there seems to be 4 faces and no matter how close i am to setting the position,it still doesn't budge

i guess i am clueless. :(

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Procrastinateher November 9, 2010 9:41 PM

Interesting game, but like another commenter

I went and told the doctor guy about the weird guy in the kitchen, because there was a sound as I was trying to figure out the clock puzzle.

Now I'm locked in my room with a bucket and two records (I put one of the fuses in the thing near the patient records)

But I just read through a part of the site's walkthrough, and

I'm meant to go listen to a conversation near the closet, decide somebody might not be coming to get me out, and use a statue to bash the doorknob open.

Then get chased by a mental patient I presume?

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Not very often I find a puzzle in a game that makes me want to throw my computer through a window. I found one. Anyone know the secret to the slider puzzle? Feel free to screenshot. I hate this. lol

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Help! Basement puzzle makes me wanna slam my head in a van door! Screenshot? Please? *sad kitten face*

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Here is an image of the basement puzzle solution. hope that helps.

just pull the level where the hand icon is to solve the puzzle
Basement Puzzle Solved

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i got killed and made into stew!!!

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This is a great game, but unfortunately it's another one which is unplayable past a certain point on my laptop's touchpad. The safe dial is unusable. I can click and drag, but it either hops one digit at a time or jumps straight to 28 or thereabouts so I can't enter the combination.

I will play through it again on a desktop machine because I was enjoying everything else about it, but it's going to take me a while to get back to where I was.

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Chiktionary Author Profile Page November 10, 2010 7:29 AM

Dark Visions Walkthrough

Foyer

As Emma Fischer, you start out exchanging pleasantries with Dr. Mahler's assistant, James Smith. He'll then escort you to the guest room.

Guest Room

You can spend time looking at various furnishings around the room but the only notable item here is the heavy statue which you will need later. Exit the guest room by clicking on the down arrow.

Hallway

You can head either left or right, but for now we'll head right (Emma's left) to go to the servant's quarters. You'll head into a storage area , and take the fuse that's on the shelf. Then head right to the servant's quarters. On the right, take a dusty record, and you might want to have a closer look at the clock and note the name of it. Also take the bucket next to the clock. Head back out to the storage area and then click on the left arrow to go down to the kitchen.

Kitchen

In the kitchen you'll make your way to where the cook is preparing food. Using the hand icon, click on him to ask him about Dr. Mahler's whereabouts. He'll play dumb and tell you he has lost his keys. Head back upstairs and out of the storage area. Once in the hallway, click left a couple of times,

Hallway

Before heading further to the left, click on the closed door to knock on it. James Smith will open it and tell Emma that she is not able to enter, and advise her to look around the house. Head left into the library.

Library

In the library, there's an open book on a table. Use the hand or eye cursor to read it. It will give you some information regarding how to turn the dial

Turn the dial clockwise to the first number, turn left to the second number and right to the third number

and the unsecure practice of using birth dates as codes. On the bookshelf near the table, take the book on the second shelf from the top and read about clocks and secret compartments. Take note of the dates. In particular

April 18 1775, Last Quarter, Red Moon. Note the illustration. Also note the clock‘s name and corresponding time.

Head downstairs.

Downstairs

Emma will notice that the front door has been chained and locked. Exit the screen and head back to the left of the stairs.

Parlour

You can look at the various furnishings here but for now there's nothing significant. Click on the gramophone and take the record that's playing and replace it with the old record from the servant's quarters. It will give you a lecture on Paul Revere and his midnight ride when the British troops were moving inland. Take note of the date

April 18 1775, and there are times mentioned as well - 11 and 11:30. Head now to the room next to the parlour, also known as Reception.

Reception

Go to the desk area, and note that there are filing cabinets that need a key for access. There's also a fusebox. Place the fuse in the top right corner.

This will activate the lighting for the patient's rooms downstairs.

There's also a locked door

to the patient's rooms

which will be accessible later.
Head back to the foyer.

Foyer

Click on both of the dining room doors from which party sounds are emanating. You'll hear snippets of conversation now that the music has stopped. Interesting. Head back upstairs.

Hallway

Knock on the door where James is and have a conversation about the chained front doors. He will tell you it's because of the patients being treated. Head back to the servant's quarters.

Servant's Quarters

Click on the clock and move the moon mechanism to the Red Moon phase and match it to the illustration in the book in the library. Also change the clock hands to the time of 11:30. You may have to tweak the hands and the moon phase a little bit here. You'll know when it's worked when you step back from the clock and a dialogue box lets you know that the clock has moved. Take the floor plan that's inside the secret compartment, and read the notes towards the end that mention an attic and the possible existence of a cellar. Now head down to the kitchen.

Kitchen

As soon as you enter the kitchen you'll notice that the cook has been bludgeoned, and Emma will have a brief exchange with the attacker before she flees upstairs locking the door behind her. This is something that James will most certainly need to know about so head back to his room, knock on his door and a brief conversation will ensue before Emma is escorted back to the guest room and locked in.

Guest Room

Remember the statue on the bureau. Take it now and use it on the entry door. You'lll have to click four or five times. The closet door will be accessed later. Exit the guest room and go left to the storage area near the servant's quarters. Note the blood pooling form underneath the locked door. Head to the kitchen, and note the blood on the floor. In the view where you once spoke to the cook, look on the floor near the stove and take the key ring. You may also wish to experience the aroma of the soup bubbling on the stove. Head back upstairs to James' room.

Master bedroom

Now that James has gone to deal with a situation, Emma has a chance to look around. Click on the desk and read through Dr. Mahler's journal. Click on the left side drawers and obtain a small key. Click on the visible door and enter the bathroom where you can use the bucket at the sink to fill it up. Take it back to the bedroom where you can use the bucket of water to extinguish the fire, which will then expose a ladder. Head up the ladder to the attic.

The Attic

Head to the low cabinet that has framed pictures on it. Use the hand cursor to inspect and get a name and a date.

Anne Marie Mahler. July 25 1910 - 1921.

You may also want to check Dr. Mahler's journal in the drawer to learn more about his bizarre experiments. Check the table to the right of the cabinet and by clicking on it Emma finds out it's her uncle's mixing table. Nothing else to do for now, except to head back downstairs to the reception room.

The Reception Room

When Emma attempts to enter the reception area, there will be the sound of footsteps. Using the hand icon, click on the cupboard to her right and hide. James will then exit the parlour and head away upstairs. Emerge from the cupboard and enter the reception. The small key is for the filing cabinet, so use it to read patient files. These will provide an interesting insight into the people's voices you heard in the dining room, as well as James Smith. Now use the key-ring to access the locked door.

The Patient's Rooms

The rooms should be lit now if you placed the fuse in the top right corner earlier. Go into the first door on your left. Click on the papers on the table near the bed to get a clue about the tic-tac-toe game on the wall. You can try pushing the padded walls, but nothing will happen for now. Leave the room and head around the corner further down the passage. You will hear some shuffling. Head right to the end and look through the door slot on the left. See Ronald Dempsey pacing around in his padded cell. Head back upstairs.

Hallway

As soon as you get to the hallway, there will be the sound of shuffling and muttering, and Emma will indicate the someone is heading this way soon. Hide in the cupboard and watch as James enters, lifts the painting and expresses frustration at not being able to access the safe. He'll exit towards the servant's quarters, so head back into the guest room.

Guest Room

With the key-ring you can now access the closet. Open the door and click on the box on the floor of the closet to obtain a fuse. Head back down to reception.

Reception

Open the fuse box and place the second fuse in the bottom right corner. Head into the patient wing and down to Ronald Dempsey's cell.

Ronald Dempsey's Cell

Look into Ronald's cell and note the beam of light emanating from the back wall. Head back to the empty cell with the tic-tac-toe game.

Empty Cell

In the empty cell, check the scribbled-on pages on the table again. On the second page there is a clue to the wall puzzle.

"O's Win!!!" with an arrow pointing to a tic-tac-toe game.

OXO
OXX
XOX
Using this game as a guide, click on the wall panels that correspond with the ‘O's in the game. If successful, there will be the sound of a distant rumbling.

Time to head back to the safe in the hallway.

Hallway

Click on the painting to reveal the safe. Remember the birth date that was located in the attic.

7-25-10. Turn the dial to the right to 7, left to 25 and right again to 10.

Open the safe to retrieve a gold coin and a formula recipe. Time to head back to the attic, via the master bedroom.

The Attic

At the mixing table, take note of the rat in the cage and read the notes next to the cage that outline the rat's reactions to various serums. Also check the ingredients on the table and the recipe. Note that the recipe calls for sugar in water, and that there is no sugar on the table. Where else can you find sugar in a house?

The kitchen

The Kitchen

Click on the shelves to locate and take some sugar, and head back up to the attic. You might want to take note of the spreading ppol of blood on the way. And you might not.

The Attic

Back at the mixing table, pour the sugar into the jar of water. Using the hand cursor, click on the table to bring up the utensils inventory. Here's where it gets a bit fiddly. You'll need to click between the eye and hand cursors quite a lot here. Refer to the formula notes to create the mixture.


The recipe is:
2 tablespoons of Sugar Water
1 tablespoon of Lithium Citrate
3 drops of Concentrated Insulin Solution
1 tablespoon of Ergotamine Powder
Click on the tablespoon and click twice on the sugar and water and click on the bowl in the inventory. Still with the tablespoon , click on the unlabelled bottle in front of the codeine once and then click on the bowl. Locate the flask in front of the sugar box and sugar water bottle. Use the hand cursor to select the dropper, and take three drops, one at a time, and add them to the bowl. Now select the tablespoon again and from the bottle in the back row, second from left, take a tablespoon of ergotamine powder and add it to the bowl.

Then take an empty syringe from the table and click on the formula to fill the syringe. Now take the syringe and use it on the rat. If you've mixed the formula correctly, when you look at the rat it will be calm and attentive.

Now head down to Ronald's cell.

Ronald's Cell

When Emma returns to Ronald's cell, it will be open and a panel at the back wall will be revealed. When you click on the panel, there will be a familiar sound of shuffling and Ronald will appear and block Emma‘s way. Use the syringe on him and after a brief conversation you will be able to go forward. Head into the secret room and down the stairs to the cellar.

The Cellar

Head into the first cell on the right, and click on the table with the machinery. You will find a larger switch to the far left of the machine, and a smaller switch on the left of the machine. Slide the tiles so that there's a connection between the green light on the left and the green arrow at the top. Click on the smaller switch and then on the larger switch to hear a door sliding open. In this room is a letter that you can read relating to the fate of Dr. Mahler's daughter, Anne. Exit the cell and then go into the next cell along. Take the crowbar which is hanging off a crate to the left. Exit the cell and go back up the stairs. I think the general idea of visiting the cellar is solely to gain more insight into what Dr. Mahler has been up to with his experiments. Once back up the stairs, use the crowbar on the wooden door. Now head back upstairs to the locked room next to the guest room, the one where the pool of blood is seeping from.

Mystery Room

Use the crowbar on the door of the room from which the blood is seeping from. The door will creak open and there's Emma's Uncle Frank slumped in the corner with blood dripping from his head. There's nothing to be found on the body, only a cause of death, namely a bullet wound. Head back to the attic.

The Attic

In the attic Emma will confront James who is frustrated that he can't find the formula. After the confrontation, James will chase Emma into the library.

The Library

Once in the library, use the crowbar to secure the door. James will bang on it repeatedly. Head further into the library and Ronald will be there. Inject Ronald with the serum and Emma will instruct him to go to the door and club the man who enters. Watch the ensuing battle, and after Ronald leaves, search James' body for a key. This is the key to the padlock on the front door. Use it to escape.

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Even though I'm in a warm, bright office, that gave me the shivers.

Poor patients, I hope they got out in the end. Maybe Ronald clubbed down the door?

The lithium in the serum was a nice touch, but I'm not sure about the ergotamine, I know it has many uses but I think of it as a drug to control bleeding postpartum... That makes me feel even more sorry for Ronald and the others

I really hope the team carry on and make another game. This one was so much more involved than you usually get from free Flash games.

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The safe dial rotates by clicking on one side or the other not by clicking and draging. So once click on the right will move one digit to the right.

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greekblondenj Author Profile Page November 10, 2010 9:02 AM

where do u get the crobar......

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I enjoyed the game, but I found the controls quite frustrating, especially when

mixing the formula

as you had to constantly keep switching between the 'look' and 'use' icons and such. But on the whole the game was good, with an interesting story and I have to admit I was flummoxed several times as to what to do next

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I used the space bar to cycle the different pointers made it much more simple

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I set clock but still got nothing, can anybody help?

Like maybe post a pic, plz.

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Oh figured it out, duh.

Red Moon

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Am having problem with tic-tac-toe puzzle.

I cant press the winning O as the X is in its place.

How do I insert the winning game? ALl walkthroughs have not been helpful.

Please help

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Can anybody else make out the numbers on the safe? I cant see them at all.

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Hot Dog 1118 Author Profile Page November 10, 2010 12:42 PM

I can't get the door at the end of the hall open. Servants quarters? It's jammed. Help.

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Hot Dog 1118 Author Profile Page November 10, 2010 1:12 PM

Actually it's a closet - any idea how to get it un-jammed?

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@alisonofagun

I did those things as well. I cannot think of what I missed. Did you take the coin from the safe? I have a feeling that taking the coin deducts points from your score, since it definitely gives you the impression that she feels badly about "stealing" it from her Uncle. Maybe that was it?

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sunnylauren Author Profile Page November 10, 2010 4:05 PM

At first I was afraid I wouldn't like Dark Visions because of the seemingly complex controls and game area. But I really just needed to give it a few minutes, because WOW. I'm in love. This is the absolute best game I have played in months. I rank it with my all-time favorites like the Trapped series by Rodrigo Roesler and Detective Grimoire by the Super Flash Brothers. I was glued to the walkthrough the whole time, but I didn't care because the story was amazing.

One complaint, though.

It was just plain cruel to suck you into the storyline and then just when you're almost done, throw in a sliding puzzle. I had to get someone else to do it for me so I could finish the game :)

Other than that small problem, the game was 100% amazing. 5/5 mushrooms because I couldn't give it 6. It had all my favorite stuff:

a mental hospital

a creepy atmosphere without any jump scares

and probably best of all,

a twist ending that I didn't expect at all!

Regarding the end, I am still left wondering one thing.

What exactly was wrong with the daughter who died in the mental hospital?

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I must have a bug. Or didn't do something quite right because...


I put the correct answer into the slider puzzle in the basement. Over and Over. It never ever lights up. I can't figure out why I can't get past this point!

Grrr. I HATE being stuck with a bug 75% of the way through.

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There is little switch on the side of the panel that need to be switched up to power on the lights.

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@ Natarella

Lights illuminate the path
Beginning to end
Switch and switch again to start

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Yay! I'm FINALLY past that part. Maybe I can finish this blooming thing now! Thank you for the help!! And seriously, could that have been any more obvious? lol

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Finally finished 110/112. Don't know what else I could have checked to get those last two.

Thanks for the help guys!

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I got 112/112. The only thing I can remember doing, that's not in the walkthrough (which i used a lot btw) is:

Look into the old book in the middle section of the library, that contains a family tree (and is the first introduction of Anne). And I read all the pages of all the books. I did take the gold coin (but what for?). The family tree might have made the difference, however, since Emma shares a thought about it ("I didn't know Frank had a daughter")

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O, one more thing:

I flipped through the sheet music on the piano until it revealed blood stains.

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can't figure out the

tic tac toe puzzle or the safe. it says on the safe Right 7 left 25 and right 10. i did that but it won't open. :( and there is no OXO
OXX
XOX
at all,and when i press only O's nothing happens. what gives?

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i made the

formula right and tested it on the rat. it said it was calm, but i when i go to ronald's cell, it should be open, however, he is still in it pacing. i've remade the formula again and gone to check, but every time i go down, he is still in the cell and i can't use the syringe on him or get to the cellar

help!

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I can't find James at the end

After I've examined her uncle's body and the cause of death I went to the attic to confront James he wasn't there.

I'm at 83% could this be a bug?

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To find James at the end:

you have to examine the body till she finds the bullet and discovers he's been shot. Then when you see the fireplace again you will hear muttering. This is a great game, but if you don't hit the right trigger events, you get stuck.

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Lindsey did you,

Solve the tic-tack-toe puzzle? you will need to do that first to inject the clubber

Avi did you,

Check his eye and and feel the bullet?

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Paul for the tic-tac-toe Puzzle,

you have to activate it frist with both fuses on the right side of the fuse box then you can push the tiles

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I'm also having problems finding James at the end...

and i have checked and found the bullet

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To find James at the end you need two things.

One to check yout uncle's body and two to read his file in the cabnets where the fuse box is. you can open it either with the small key or the crowbar.

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@JIGuest w/ the touchpad problem: just click, don't drag. One digit at a time still gets it done fast enough.

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darkj,

i know that. both fuses are in. but according to where the diagram shows "O's Win" there are 4 places with O's. i clicked all 4 of those on the puzzle and i'm supposed to hear a click or something and i never do,and i think i need to solve this before i can do the safe.because the safe won't open,even though i have the right combination.

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Here's hoping that the power of posting helps me cause I'm totally at a WHAT THE...??? moment.

I've managed to make my way through most of the game w/o a walkthrough, but now I'm stuck, even with the walkthrough!

I got to the basement and solved the

slider puzzle and read the letter and got the crowbar. But when I try to get back upstairs the wall to Roland's cell the wall/door is closed again. The walkthough makes it seem like you can just go back up.

Has anyone else had this happen?

I hate being this stuck!

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Yes, sweet jeebus. I wasn't particular enough with my clicking.

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this was a pathetic game - that is the story line was pathetic, and the puzzles were rather unrealistic. Great graphics, however.

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Paul

The safe will open once you have the right combo wich is Click on the right 7, then left 25, the right 10 then pull the handle. The number you are on is displayed in the inventroy text feild.

Once the tic-tac-toe puzzel is solved it opens a door at the end of the hall where the clubber is. If you check that room is it now empty?

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took me forever to figure out the safe, until it occurred to me that it might be an American game

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I'm stuck on the tic tac toe puzzle - Ronald's cell won't open for me!
I know the solution from the walkthrough but I must be totally dumb cause I can't figure it out? The wall I'm looking at has the following:-
x_x
_xo
oox

Two of the boxes are just blank - please help what way am I supposed to click these?

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Fi

ignore what is written on the wall and just push the tiles that have O's on the note that says the O's win.

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I can't find the crowbar, or even the crate it's supposed to be on. Am trapped in basement.
Any advice?

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I thought this game was pretty swell. Beat it with all points except that I initially skipped the clock puzzle entirely.

Who needs a map anyway? ^_^

For anyone who finished the game but is missing a few points, did you

make sure to test the serum on the rat before using it on our friendly neighborhood psychopath? It's an easy step to skip.

@JIGuest

Are you in the room behind the second cell? The door to that cell opens when you complete the slider puzzle, and the room should have a bunch of large moving gears, and a number of crates.

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ShockTheToast, I did that and the secret door opened but I can't open the cell door.

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Alfano Mega December 20, 2010 4:41 PM

Did anyone else experience the problem where inventory items "disappear" when you save your game and then come back to it later?

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I pressed all the tiles with O's on them in the tic-tack-toe game, but nothing happened. HELP!

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dumbplayer January 16, 2011 1:36 AM

To solve the tic-tac-toe puzzle,

The markings on the wall don't matter! Just click on the panels that correspond to the O's in the paper.

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Hi there. I'm stuck after mixing and filling the syringe. Injected the rat. Rat went to front of cage and sat. Then headed back to patient wing. Going to door of Clubber. I've been told it would be open but it is still closed. Am I mising something here?

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There is a door behind the clubber to get into the room with the clubber you need to set up the fuses so there is a light comming out of the wall behind the clubber and do the tick-tac-toe puzzel

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i need help on the tic tac toe part. Which pads are you suppose to press to get it? Because I press the ones corresponding to the paper and nothing happens.

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to solve the tic-tack-toe puzzel you will need to.

first put the 2 fuses into the fuse box in the right place one fuse lights up the hall the other fuse lights up the room at the end off the hall and will let you push the tiles for the tick-tack-toe puzzel

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ok well i'm down in the patient's wing and i past the tic tac toe stuff and i got my mixture but shouldn't the passag way be open how do i get into the door it wont let me heeelllppp!!!!!

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I try to open the safe but I only get the comment 'You try the hande, but it does not budge'. What to do?

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I liked this game, the graphics were good but a switch to turn just the music off and leave sounds on would have been nice.

Also, the concept was similar to Das Tier, a German game of quite some time ago. I felt the storyline of that game was better because it allowed the player to draw his/her own conclusions and was therefore more exciting. But the graphics (especially the cut scenes) were definitely better.

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puckman March 8, 2011 5:02 PM

ad >One to check yout uncle's body and two to read his file in the cabnets where the fuse box is. you can open it either with the small key or the crowbar.

I did it but James wasn't there at the end. hmmm...:-(

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There's a lot to like here, but the controls really suck. I haven't been able to set the clock correctly on two separate computers. This takes find the pixel to horrible lengths.

A try or two with the safe indicates it's not going to work any better so I'm not going to bother trying to finish the game.

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nanashinodasshyutsugamer March 13, 2011 3:36 PM

Where is the fuse?

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I have the combination for the safe, but it won't open. Help me please.

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ok so i found emm's uncle but james wont shoe up at the attic!!!

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112 out of 112

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♥♥╝Bunny╚♥♥ December 16, 2011 7:25 PM

WOW, I have to say this was breathtaking, especially in the ending. I Absolutely loved it! The graphics were astonishing, and , as a gamer, i have not seen nor played any games like this in particular. I Loved how the suspense built up exponentially, and how it was all set up. I have to say to any gamers out there, You Have To Absolutely Play This Game!!!

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