Hetherdale
Hetherdale is a city of legend dreamed up by a mad poet... or so scholar Heather Montrose believes until she gets an invitation to come to Africa in search of it. A point-and-click adventure from the creators of Morningstar, Hetherdale is an ambitious game bogged down by some overly fussy puzzles, but with an interesting story at its core.
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Tigrita --
It certainly seemed like there was a bug at the end, given that...
...the game lets you gather the things you'll need to create the shroud and pentagram. I assume there's a way to find the page that floats downstream (maybe from the alternate passage that showed a river), but before I could check that out I accidentally, and quite to my surprise, managed to walk right past the ghost like you did.
Quite enjoyed this game, though the ending was somewhat disappointing.
I did not encounter the bug, but then again, I didn't try to pass that part without
Banishing the guardian
Fritware, to get the page,
Go back to the embalming room and check the pond where you fell
Ellis
Are you trying to light the fuses at the wall or at the ends where Carrow and the Professor are?
Thanks, Althea.
On a separate note, I might just be squeamish, but I don't like puzzles in games like this where the solution is:
to kill an innocent animal to get some item you need. Specifically, the red bird. Most games, if they required you to fire a weapon at a bird in the first place, would have the bird fly off startled and conveniently drop a feather. Perhaps not so realistic, but at least there's minimal cruelty to animals.
Oddly enough, in a more cartoony game I'd have no problem with this.
-- F.
Hetherdale Walkthrough
AIRSTRIP
-
Pick up hairpin, make-up kit and towel from luggage.
-
Open shed with the hairpin. You get a magnesium flare and a claw hammer.
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Use claw hammer on canopy. You get some nails, a rope-ladder and a wheel chock.
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Pick up the canopy.
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Use magnesium flare on dark jungle path.
CLIFF
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Use canopy on burning treetrunk.
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Walk up the stairs.
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Combine wheel chock with rope ladder. You get rope ladder with chock.
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Use rope ladder with chock on spike shaped rock.
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Walk over the rift, to the top of the stairs.
CAMP
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You are greeted by Mr. Carrow.
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After talking to him, walk to tent.
***** DAY 1 *****
CAMP
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Talk to Mr. Carrow.
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Pick up E-string from the guitar.
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Pick up rather large drumstick from the cauldron.
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Try to talk to Mr. Burke. Carrow will tell you about Burke's condition.
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Pick up telegram from the table.
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Pick up hand grenade from underneath the leaf.
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Walk to jungle.
DEEP DITCH
-
Look at fresco.
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Use claw hammer to pick up steel rod.
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Pick up shorter plank and use it on plank.
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Use nails on aligned planks.
-
Pick up extended long plank and use it on deep ditch.
-
Walk across deep ditch.
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Pick up shell.
-
Walk north into the jungle.
THE DIG
-
Talk to Dr. Harbach (man to the left).
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Talk to man (man on the right). He'll turn out to be Dr. Ashcroft.
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Give telegram to Ashcroft. He'll ask you to fetch an axe for him from the camp. You also get a map (top-left map icon is on from now).
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Pick up engine oil.
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Pick up winch chain.
CAMP
-
Talk to Carrow, he'll give you an axe.
DIG
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Give the axe to Ashcroft. He'll dismiss you. You get to keep the axe.
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Talk to Harbach.
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Pick up broken crossbow.
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Pick up chisels.
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Look at inscription.
DEEP DITCH
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Use chisels on wall. You'll be able to climb it from now.
DAM
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Pick up white flower.
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Use hand grenade on river. The dam explodes. Three tombs are revealed.
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Use winch chain on tombstone.
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Pick up the chain attached to the tombstone and use it on stump.
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Pick up chain end and use it on loose brick.
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Use engine oil on tombstone.
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Use steel rod on loose brick. The tomb is opened.
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Pick up obsidian necklace, ceremonial spear and plume from open grave.
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Examine plume. You need something to look at it more closely.
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Go to camp.
CAMP
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Use plume on microscope. You get a clue about some blue bushes near the furnaces (the dig area).
DIG
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Talk to Harbach.
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Talk to Ashcroft.
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Use axe on bush with blue flowers. Some stairs are revealed.
-
Walk to the stairs.
***** DAY 2 *****
RAMPARTS
-
Talk to Ashcroft.
-
Pick up forked twig.
CAMP
-
Talk to Harbach.
-
Talk to Burke.
-
Pick up a pair of stockings, a lighter and boot polish from your luggage. From now you can wade in water.
DAM
-
Thanks to your waterproof boots, you'll be able to follow the stream into the jungle. (You don't need to use the boot polish - it will work automatically.) You arrive at a...
POND
-
Use axe on reed.
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Use obsidian necklace on reed. You get some arrows without fletching.
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Use plume on arrows without fletching. You get some arrows.
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Use E-string on broken crossbow. You get a working crossbow.
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Use crossbow on bird (you don't need to combine it with the arrows).
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Pick up a tail feather from dead bird.
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Combine forked twig with stockings. You get a butterfly net.
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Use butterfly net on butterflies. You get a butterfly.
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Use ceremonial spear on statue hand.
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Use make-up kit on statue face.
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Use shell on statue belt.
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Use red feather on statue helmet.
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Use rather large drumstick on drum. A native appears from the jungle.
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Talk to native.
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Follow native into jungle.
VILLAGE OF SHADES
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Talk to shaman.
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Pick up bowl.
CAMP
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Pick up Carrow's handkerchief.
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Pick up clothesline.
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Show handkerchief to Carrow. He'll tell you about a bush near the ditch.
DEEP DITCH
-
Look at thick shrubbery. A carnivorous plant is revealed.
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Use butterfly on carnivorous plant.
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Pick up well-fed carnivorous plant.
VILLAGE OF SHADES
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Combine Carrow's handkerchief with arrows. You get a flammable arrow.
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Combine flammable arrows with lighter. You get a flaming arrow.
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Use crossbow on buzzing beehive.
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Pick up honeycomb from abandoned beehive.
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Combine honeycomb with bowl.
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Combine bowl/honey with carnivorous plant.
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Combine almost done healing potion with white flower.
CAMP
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Use healing potion on Burke. He'll tell you the combination.
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Pick up sticks of dynamite and fuse from explosives crate.
RAMPARTS
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Talk to Ashcroft.
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Combine clothes-line with arrows. You get an arrow with the line tied to it.
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Use crossbow on dangling vine.
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Pull clothes-line. The vine falls down. You can now climb the wall.
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Use dynamite on both cracks in the wall.
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Use fuse on both rigged cracks.
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Climb down.
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Pick up left fuse and use it on left fuse extension.
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Pick up right fuse and use it on right fuse extension.
DIG
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Talk to Harbach. (NOTE: When I first played this, Harbach wasn't here at this time. Go around and talk to everyone about everything, then come back and Harbach should be here.)
-
Use lighter on fuse ends.
RAMPARTS
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Climb across rubble.
TEMPLE GATE
-
Walk to old pavement. You'll fall into a hole.
***** DAY 3 *****
EMBALMING ROOM
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The others come and talk to you.
-
Combine beeswax with fuse.
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Use candle on candle-stand.
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Use lighter on candle. Look at candle. The flame is tilting towards the tombs.
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Pick up pitcher full of embalming oil.
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Pick up bowl of embalming salt.
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Use lighter on right tombstone.
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Pick up chain.
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Use chain on right ring.
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Pull chain attached to right ring.
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Use lighter on tomb.
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Walk through passage.
TEMPLE GATE
-
Pick up firewood.
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Examine abandoned camp. You'll find a quill and a page from Dunmore's journal.
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Examine page from Dunmore's journal.
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Search under rubble. You'll find a small clay bottle and Dunmore's journal.
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Walk to hidden hallway to embalming room.
EMBALMING ROOM
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Use firewood on dragon-recess.
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Use pitcher full of embalming oil on dragon-recess. You get an empty pitcher.
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Use lighter on dragon-recess. A fire is lit.
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Use bowl of embalming salt on worm-recess. You get an empty bowl.
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Use empty pitcher on pond.
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Use pitcher full of water on fish-recess.
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Use empty bowl on bottom recess.
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Push large symbol. Look at bottom recess. You get a bowl full of brown liquid (embalming acid).
TEMPLE GATE
-
Use axe on door.
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Combine small clay bottle with bowl full of brown liquid. You get strong acid.
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Use strong acid on door-wing. The door is opened.
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Walk through door.
TEMPLE
-
Talk to Harbach.
-
Use towel on each native art (above passageways). You'll uncover a drawing of a skull.
-
Walk through passageway to crypt.
CRYPT
-
Talk to the guardian.
-
Pick up Necronomicon.
-
Examine Necronomicon.
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Use steel rod on tomb. Look at tomb. You get a shroud.
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Use steel rod on torn page (in river). The page drifts away.
TEMPLE
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Use quill on blood drain. You get a blood-filled quill.
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Combine blood-filled quill with shroud. You get a magic shroud.
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Pick up torch.
EMBALMING ROOM
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Pick up torn page.
CRYPT
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Use torch on blurred symbol.
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Use magic shroud on newly drawn symbol.
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Use torn page on guardian. It disappears.
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Enter dark passageway.
THE DEEPEST CHASM
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Ashcroft welcomes you with a speech (and a gun!).
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Try moving closer to him. He'll warn you not to move.
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Throw any item into the deep shaft except the towel and the crossbow (I use the boot polish). Ashcroft will look away, and you'll move closer.
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Pick up a rock and throw it into the shaft. Ashcroft will look away. While he does, use towel on torch on wall.
Enjoy ending.
In a way this game was similar to Morningstar. Had similar things going on.
Interesting game although I had expected something a little harder, and the ending was VERY unsatisfactory, but a very well done game all the same.
Does anyone share my opinion on this?:
I thought the whole ending, with the death of Ashcroft and Dr. Harbach and her becoming insane was depressing, and I was annoyed by the fact that Mr. Burke is basically a red herring. SO, all in all If they had extended the game so that more things were explained plus because I think that an extended version of this game might actually be pretty cool.
But all together I liked the game
[Spoilers fixed. Please use preview to make sure your spoilers are formatted properly before posting. Thank you! :) -Jay]
Just wanted to know what people thought of this part of the closing scene.
In the final scene with Ashcroft, he warns you not to move. Given that he is watching you and menacing you with a gun, how on earth are you able to chuck something into the chasm? Also, if someone could explain WHY using the towel with the torch initiates the ending events, I would greatly appreciate the enlightenment.
Althea:
Underhanded toss from a flick of your wrist? Anyway, if you try to use the crossbow on him with the torch still lit, it says something to the effect of "this would be easier if it was darker". I think the towel was used to snuff the torch.
I also agree with Fritware. That was the first point where I really needed the walkthrough. It never occurred to me
that I would have to kill the parrot.
On a related note, I was also stuck at the point where
you had to blow up the wall.
I kept trying to think of ways around it.
Destruction of archeological sites is really not a good think, okay?
Althea --
Good questions.
I sort of assumed that Ashcroft didn't really want to shoot you (since he didn't just kill you when you came in), and so minor distractions wouldn't cause him to pull the trigger. That's inconsistent with his general disregard for life, but maybe he really wanted a live witness to his apotheosis (as all madman Nazis seem to want).
The towel: Although it's a little vague, I think you quickly smother the torch with the towel, plunging the chasm into near-darkness. In the darkness, Ashcroft can't really see you, so his bullet misses you while you get off a lucky crossbow shot. With Ashcroft dead, the entity locks onto you instead, provoking madness. Part of the confusion is that you don't actually need to use the crossbow on Ashcroft (I was expecting that you'd need to click on him in the dark with the crossbow).
-- F.
I am extremely upset by the fact that I had to destroy valuable archaeological artifacts just so that I could use a crossbow to kill a bird and obtain its feather.
As if that wasn't enough, one of the artifacts was destroyed unnecessarily to obtain feathers for fletching arrows, when everyone knows that crossbows don't even shoot arrows. They shoot bolts, which don't require fletching. It's precisely this sort of ignorance that has led us to our current state of global crisis.
Just saying.
What's so cool about Red Herring is that their games are superbly taut. There's hardly any red tape, or loose endings: everything fits together logically.
That fluidity of logic goes for the plot as well as the mechanics.
In terms of plot: for Morning Star as well as this one, they succeed in creating subtle characters that do things that fit with their type, without these things being trite.
In terms of mechanics, I'm happy that for once I don't have to combine the hairdryer with the stick of gum to create an atomic bomb. the logic of object handling adds to the realism you get from their games.
One thing I found a bit off putting was the whole guardian thing: far fetched and ill fitting. Otherwise, really well done, Red Herring. Engrossing, well-written, original. Keep it up!
I thought the ending was a nice twist, I like twists :)
Really great game to play, loved the storyline, the images and the game mechanics.
However, the only thing that I found irritating was having to traverse back and forth to solve puzzles. It made an already long-ish game longer than it needed to be.
Thanks for posting this one Dora. :)
Thoughts on the story's resolution. Does anyone else have impressions or opinions they'd like to share?
Okay. So Ashcroft(? -- I'm already forgetting the characters' names) implied earlier that he already knew all the things that our heroine has been discovering. That plus bits of the story itself led me to think some kind of time travel was involved. When Heather, at the very end, winds up in an insane asylum, it seemed to me as though she'd changed history somehow: The strange rift or whatever it was, instead of taking Ashcroft into the past, took Heather, and she's now taken the place of the poet who went mad.
Or am I mad and pulling strange things out of the ether?
@ Ray9na
Concerning your thoughts (and mine) on the game's ending:
The ending seemed confusing to me. The flash back at the very beginning was confusing. First of all, what does shooting the crossbow at Ashcroft do? Considering it's a crossbow I would think that it kills him, but it seems very against the Heather's personality. It could be she was consumed with anger over the professor's death, but that seems like a reach, and if so, isn't very well expressed.
Did it take them into the past? I thought it was just supposed to give them knowledge.
About the game overall:
I thought there were a lot plot holes. Or I just missed them. First of all, the crossbow arrows threw me off, mainly because crossbows shoot bolts. Which has been said before. We never really discovered what the poet was afraid of, as he said in his diary. Was he afraid of being sacraficed? I also didn't like how to figure out what you had to do next, you had to wander around and talk to everyone.
Overall, this was a great game! I loved the graphics and the gameplay. Don't get me wrong, it's very different from Morningstar, which I love. But it's a good different.
Great game - kept me occupied for two days, off and on.
Pros:
Logical items/uses/combinations, for the most part (quill pen/blood/shroud?)
Logical unfolding/progression of locations.
Map (should be there throughout the game as it speeds up the play).
Captions! Hooray. Not only can I mute the sound. but hearing impaired people can play.
Cons:
The little character you have to direct (POV games are my personal preference)
Continual need to return to previous scenes.
Need to repeatedly talk to the same characters.
Map disappearance.
Subtitles missing in final sequence.
I'm not a stickler for plot, but this was a good one. It seemed like it could have been even better with a few tweaks and cuts. Still, as one commenter pointed out, this was a very big, fulfilling game for a non-download.
Thanks again, JIG!
Did anyone else think that Prof whatever her name is was sexy?
That said I'd like to share my thoughts on the story
The story was confusing, but I think I got i figured out. In the beginning clip, I noticed our character didn't shoot the crossbow that time. I think this might be a different rift in time, in which Ashcroft lived.
Obviously this couldn't come to be so the "spirit" gave her another chance to stop it. That is why the second time Ashcroft knew about the temple already. Also it is why in the ending clip she shot him readily even though it was out of her character.
So the "spirits" of the temple decided it was more important to save the world than keep Prof sane. Oh well
ok look i think Patrick pretty much has it right and i do like the idea of the whole time travel thing, BUT DIDNT ANYONE SEE AT THE LAST CUT-SCENE THAT SAYS and i quote "to be continued" all you people say is on make a extended or bad ending but its going to be continued fbldfbglrghlfhglidahfgaih
anyway really great game
Patrick in regards to intro ending:
Actually if you watch the beginning movie again she does shoot him, it's just a much shorter sequence with pieces cut out. In both the beginning and end she seems shocked that she shot, the end seems to show it as an accident as a result of the thundering sound. There doesn't appear to be any time shifting, just a more detailed ending.
Is it still possible to win the game without the crossbow?
On Day 1 I repeatedly spoke to the Professor to try to get the crossbow but he only spoke of other things. I never attempted to give the axe to Ashcroft.
Now it's Day 2. The PC refuses to give the axe to Ashcroft, and the Professor is nowhere in sight...I cannot ask him for the crossbow.
Is the game unwinnable under these conditions.
I became frustrated as the dialogue revealed that the PC Heather is an airheaded ditz. Hard to believe she atteneded Oxford.
And the concept of any "scientist" killing a native creature just to get one red feather to decorate a statue is so absurd its not even worth comment. The feather could drop to the ground, as in Legend of Kyrandia.
About leaving the room with the mummy...
I was having trouble so I read the walkthrough and it said I needed to use the lighter on the tomb. I tried that already. It kept telling me that I didn't want to throw the lighter in there. I kept clicking with the lighter and finally it did let me through... I think it was somewhere close to the right side where I clicked.
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Walkthrough Guide
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Hetherdale Walkthrough
AIRSTRIP
Pick up hairpin, make-up kit and towel from luggage.
Open shed with the hairpin. You get a magnesium flare and a claw hammer.
Use claw hammer on canopy. You get some nails, a rope-ladder and a wheel chock.
Pick up the canopy.
Use magnesium flare on dark jungle path.
CLIFF
Use canopy on burning treetrunk.
Walk up the stairs.
Combine wheel chock with rope ladder. You get rope ladder with chock.
Use rope ladder with chock on spike shaped rock.
Walk over the rift, to the top of the stairs.
CAMP
You are greeted by Mr. Carrow.
After talking to him, walk to tent.
***** DAY 1 *****
CAMP
Talk to Mr. Carrow.
Pick up E-string from the guitar.
Pick up rather large drumstick from the cauldron.
Try to talk to Mr. Burke. Carrow will tell you about Burke's condition.
Pick up telegram from the table.
Pick up hand grenade from underneath the leaf.
Walk to jungle.
DEEP DITCH
Look at fresco.
Use claw hammer to pick up steel rod.
Pick up shorter plank and use it on plank.
Use nails on aligned planks.
Pick up extended long plank and use it on deep ditch.
Walk across deep ditch.
Pick up shell.
Walk north into the jungle.
THE DIG
Talk to Dr. Harbach (man to the left).
Talk to man (man on the right). He'll turn out to be Dr. Ashcroft.
Give telegram to Ashcroft. He'll ask you to fetch an axe for him from the camp. You also get a map (top-left map icon is on from now).
Pick up engine oil.
Pick up winch chain.
CAMP
Talk to Carrow, he'll give you an axe.
DIG
Give the axe to Ashcroft. He'll dismiss you. You get to keep the axe.
Talk to Harbach.
Pick up broken crossbow.
Pick up chisels.
Look at inscription.
DEEP DITCH
Use chisels on wall. You'll be able to climb it from now.
DAM
Pick up white flower.
Use hand grenade on river. The dam explodes. Three tombs are revealed.
Use winch chain on tombstone.
Pick up the chain attached to the tombstone and use it on stump.
Pick up chain end and use it on loose brick.
Use engine oil on tombstone.
Use steel rod on loose brick. The tomb is opened.
Pick up obsidian necklace, ceremonial spear and plume from open grave.
Examine plume. You need something to look at it more closely.
Go to camp.
CAMP
Use plume on microscope. You get a clue about some blue bushes near the furnaces (the dig area).
DIG
Talk to Harbach.
Talk to Ashcroft.
Use axe on bush with blue flowers. Some stairs are revealed.
Walk to the stairs.
***** DAY 2 *****
RAMPARTS
Talk to Ashcroft.
Pick up forked twig.
CAMP
Talk to Harbach.
Talk to Burke.
Pick up a pair of stockings, a lighter and boot polish from your luggage. From now you can wade in water.
DAM
Thanks to your waterproof boots, you'll be able to follow the stream into the jungle. (You don't need to use the boot polish - it will work automatically.) You arrive at a...
POND
Use axe on reed.
Use obsidian necklace on reed. You get some arrows without fletching.
Use plume on arrows without fletching. You get some arrows.
Use E-string on broken crossbow. You get a working crossbow.
Use crossbow on bird (you don't need to combine it with the arrows).
Pick up a tail feather from dead bird.
Combine forked twig with stockings. You get a butterfly net.
Use butterfly net on butterflies. You get a butterfly.
Use ceremonial spear on statue hand.
Use make-up kit on statue face.
Use shell on statue belt.
Use red feather on statue helmet.
Use rather large drumstick on drum. A native appears from the jungle.
Talk to native.
Follow native into jungle.
VILLAGE OF SHADES
Talk to shaman.
Pick up bowl.
CAMP
Pick up Carrow's handkerchief.
Pick up clothesline.
Show handkerchief to Carrow. He'll tell you about a bush near the ditch.
DEEP DITCH
Look at thick shrubbery. A carnivorous plant is revealed.
Use butterfly on carnivorous plant.
Pick up well-fed carnivorous plant.
VILLAGE OF SHADES
Combine Carrow's handkerchief with arrows. You get a flammable arrow.
Combine flammable arrows with lighter. You get a flaming arrow.
Use crossbow on buzzing beehive.
Pick up honeycomb from abandoned beehive.
Combine honeycomb with bowl.
Combine bowl/honey with carnivorous plant.
Combine almost done healing potion with white flower.
CAMP
Use healing potion on Burke. He'll tell you the combination.
Pick up sticks of dynamite and fuse from explosives crate.
RAMPARTS
Talk to Ashcroft.
Combine clothes-line with arrows. You get an arrow with the line tied to it.
Use crossbow on dangling vine.
Pull clothes-line. The vine falls down. You can now climb the wall.
Use dynamite on both cracks in the wall.
Use fuse on both rigged cracks.
Climb down.
Pick up left fuse and use it on left fuse extension.
Pick up right fuse and use it on right fuse extension.
DIG
Talk to Harbach. (NOTE: When I first played this, Harbach wasn't here at this time. Go around and talk to everyone about everything, then come back and Harbach should be here.)
Use lighter on fuse ends.
RAMPARTS
Climb across rubble.
TEMPLE GATE
Walk to old pavement. You'll fall into a hole.
***** DAY 3 *****
EMBALMING ROOM
The others come and talk to you.
Combine beeswax with fuse.
Use candle on candle-stand.
Use lighter on candle. Look at candle. The flame is tilting towards the tombs.
Pick up pitcher full of embalming oil.
Pick up bowl of embalming salt.
Use lighter on right tombstone.
Pick up chain.
Use chain on right ring.
Pull chain attached to right ring.
Use lighter on tomb.
Walk through passage.
TEMPLE GATE
Pick up firewood.
Examine abandoned camp. You'll find a quill and a page from Dunmore's journal.
Examine page from Dunmore's journal.
Search under rubble. You'll find a small clay bottle and Dunmore's journal.
Walk to hidden hallway to embalming room.
EMBALMING ROOM
Use firewood on dragon-recess.
Use pitcher full of embalming oil on dragon-recess. You get an empty pitcher.
Use lighter on dragon-recess. A fire is lit.
Use bowl of embalming salt on worm-recess. You get an empty bowl.
Use empty pitcher on pond.
Use pitcher full of water on fish-recess.
Use empty bowl on bottom recess.
Push large symbol. Look at bottom recess. You get a bowl full of brown liquid (embalming acid).
TEMPLE GATE
Use axe on door.
Combine small clay bottle with bowl full of brown liquid. You get strong acid.
Use strong acid on door-wing. The door is opened.
Walk through door.
TEMPLE
Talk to Harbach.
Use towel on each native art (above passageways). You'll uncover a drawing of a skull.
Walk through passageway to crypt.
CRYPT
Talk to the guardian.
Pick up Necronomicon.
Examine Necronomicon.
Use steel rod on tomb. Look at tomb. You get a shroud.
Use steel rod on torn page (in river). The page drifts away.
TEMPLE
Use quill on blood drain. You get a blood-filled quill.
Combine blood-filled quill with shroud. You get a magic shroud.
Pick up torch.
EMBALMING ROOM
Pick up torn page.
CRYPT
Use torch on blurred symbol.
Use magic shroud on newly drawn symbol.
Use torn page on guardian. It disappears.
Enter dark passageway.
THE DEEPEST CHASM
Ashcroft welcomes you with a speech (and a gun!).
Try moving closer to him. He'll warn you not to move.
Throw any item into the deep shaft except the towel and the crossbow (I use the boot polish). Ashcroft will look away, and you'll move closer.
Pick up a rock and throw it into the shaft. Ashcroft will look away. While he does, use towel on torch on wall.
Enjoy ending.
In a way this game was similar to Morningstar. Had similar things going on.
Posted by: Paul | April 5, 2010 8:27 PM