D'ARKUN - dropdownclues
General Hints
- I'm stuck.
- Look around.
- Explore the map. Try to go in every direction mentioned in room descriptions.
- Read carefully and examine everything.
- Try to talk to other characters. They might have interesting things to say.
- You can ask about objects as well as locations.
- The story makes use of hiding items behind/under/in other objects, so searching them might reveal interesting things.
- Still stuck? Read below for more specific hints.
- I'm lost.
- Draw a map.
- The locations are rather small.
- If you don't like mapping there is another solution for you.
- In the story you can find a copy of the map provided in the feelies folder.
- You can find it as soon as you've got the iron key.
- When found, you get a password so you can open the .pdf file.
- It's a nearly complete map of the game.
- I'm trembling.
- You need some cure.
- On day one, it's sufficient to sleep.
- Afterwards you need some medication.
- The vial in the old candy shop is suitable to calm you down.
- It's stored in the cabinet.
- Take it.
- Again.
- Drink the laudanum.
The house
- What can I do at the cliff?
- Probably you can climb.
- But you need your climbing gear.
- It's in the trunk of the car.
- Get it and climb down.
- Now you can take the glinting thing.
- But the cave is dark.
- Come back, when you have a light source.
- How do I open the front door to the house?
- You have a letter from your landlord.
- Read it.
- Look into the mouth of the statue.
- Try to take the key.
- Again and the key is yours.
- Unlock the door with the key.
- What can I do in the house?
- Just explore the rooms.
- Have you heard something?
- You should inspect the second storey.
- Maybe there is something ... or ... somebody?
- Go to the bedroom.
- Open the curtains.
- Now your nerves require some sleep.
- I need a light.
- There's a light source in the house.
- But you need a key to find it.
- There was a change in the bedroom as you opened the curtains.
- Look at the patch.
- Open the floorboard.
- Take the key.
- It unlocks the pantry.
- Search the shelves.
- Take the lamp.
- Now you need something to light it.
- It's likely to be found near a fireplace.
- There's one in the living room.
- Search the mantelpiece.
- Take the matches.
- I need some shelter from the rain to go out.
- Maybe you brought your suitcase.
- There is a raincoat inside.
- If not, you can help yourself with a makeshift solution.
- The shelves in the pantry are covered in a piece of foil.
- Wear the foil.
- What about the attic?
- The attic is the study of a renowned scientist.
- There is a desk with a drawer.
- You find some notes inside of it.
- There is also another area in the attic.
- Examine the floorboards.
- You can jump over the broken floorboards.
- Then you find something in the single crate.
- I'm in the back yard.
- There is a shed.
- Inside you find a bicycle, as the landlord told you.
- You can use it to get to other locations.
- You can ride the bike to a certain location named in the letter.
- Ride to Altenkirchen.
- Ok cool, but how can I go back?
- Remember the name of the house?
- Ride to Putgarten.
- Later you learn about other locations.
The small town
- What can I do here?
- Visit the store, the cemetery, the church.
- What about the old candy shop?
- It keeps a secret of the past.
- But you can't enter the shop from the street.
- You should explore the cemetery.
- You can go to the hill to see more.
- Go through the hole.
- Then you find yourself in the back yard of the shop.
- Find a way to enter it.
- First of all you can get to the flat roof.
- Climb the fire ladder.
- In the western part of the roof you find a pile of debris.
- Push the debris.
- Climb down.
- Im stuck inside of the old candy shop.
- You had a vision.
- Your nerves still suffer from the shock.
- Read "I'm trembling" above.
- Then you can explore.
- The desk has a drawer.
- And there's a strange chair.
- You can test your mental condition when sitting on the chair.
- Touch the impression.
- Read the paper.
- What about the mausoleum?
- You can freely explore.
- A renowned scientist's wife is resting here.
- But her husband's grave is missing.
- There is something to find though.
- Look at the grave.
- Inspect the roses.
- Maybe the protruding rose could be lowered.
- Push the rose.
- Look in the recess.
- Take the gold key.
- What can I do in the book store?
- Talk to the owner.
- He told you that he can help with book titles or authors.
- Maybe a renowned scientist has written a book.
- Ask the owner about Morpheus.
- Search the local books.
- Take Morpheus' book.
- Don't forget to pay.
- What is the secret of this church?
- It's an ordinary church.
- Except for the locked presbytery, of course.
- You should talk to the vicar.
- Ask him about the gate.
- Try to show him things you've collected.
- You should have found three items which are meaningful to the Putgarten family.
- Show him the amulet, the report, the map, or optionally the diary.
- Go east.
- I don't know what to do in the presbytery.
- What can you do in a holy place like this?
- You should kneel.
- There is something about the wall.
- Sometimes there are graves built into walls of a presbytery.
- Graves of important people.
- Look behind the plate.
- You can't take the casket.
- But you can open it.
- Take the flask.
- What is in the flask?
- Maybe the most important thing in this story.
- Maybe you've read the research papers in the Putgarten house.
- It's a kind of fuel to get some things working.
- Was there a door you couldn't open yet?
- You should go back to the house.
- But assure yourself that you've found some oil for the lamp first.
- What is this old factory?
- The most common use of a factory is to produce things there.
- The overgrowth is hiding something.
- You can remove a part of it.
- There's something on the shelf.
- Take the tin.
- Now you can refill the oil lamp.
Back in the house
- I can't go to the village.
- The way is blocked.
- It'll be open in the afternoon.
- Explore the cellar of the house meanwhile.
- Then try it again.
- How do I open the door in the cellar?
- It's not an ordinary door.
- You can fill something into the bulge.
- Something you may have found in a flask.
- A kind of fuel to get some things working.
- Fill the black liquid into the bulge.
- Explore the laboratory.
The village
- What's going on in the warehouse?
- You can watch the ceremony.
- But then you get caught.
- You were lowered into a new location.
- There you'll find something.
- Look under the toilet.
- Take the shard.
- The wall behind the toilet is weak.
- You can break it with a sturdy object.
- Like a book, or a sturdy lamp.
- Or simply break it, try it several times.
- I can't enter the chapel.
- A kind of guard is blocking your way.
- You can get rid of him when you use something you'll find in the village.
- Come back after you've collected the only takeable thing here.
- I guess you've taken the shard.
- It's reflecting, maybe a part of an old mirror.
- Did you read something about the villagers in a renowned scientist's notes?
- They are not used to the daylight.
- There is a bright light over the chapel.
- You could try to reflect the light with the shard.
- Point the shard at the villager.
- Or, to keep it simple, just yank off the hood.
- I can't enter the cargo deck.
- Captains are not amused about strangers entering cargo decks.
- Maybe you should come back later.
- But nonetheless the captain can tell you interesting things.
- Talk to him about things you know.
- This is my first visit of the chapel.
- Just go down.
- Trust me.
- Try to beat the drum.
- No sticks?
- Examine the statue.
- Take the sticks out of the mouth.
- Beat the drum.
- Examine the bottom of the statue.
- You see a door, much like the one in the wine cellar.
- Unfortunately there's no liquid left in the flask.
- So you can only wait.
- Don't worry.
- Somebody saves your life.
Day three, the house
- How do I get more of the liquid that was in the flask?
- Have you investigated the living room?
- There is a carcass on the wall.
- The carcass of a ray.
- Rays are flat and tall animals.
- They can cover something.
- Look behind the carcass.
- I assume you did take the gold key.
- If not, read about the mausoleum.
- Open the safe with the gold key.
- Take the recipe.
- How can I get the ingredients part I?
- On day three there is something different.
- We have ebb and you can explore a location that was underwater before.
- Go to the Siebenschneiderstein.
- It's a vast cave.
- And some ways are blocked.
- But there is help.
- Did you visit the book store?
- If not, read about the book store.
- Examine Morpheus' book.
- The last page shows a hand drawing of this cave.
- But you need some orientation.
- You gain it when you're near of remarkable things.
- Keep exploring until you discover something.
- Then take a look at the last page.
- You get a hint in which direction you should continue.
- Or you can use trial and error, of course.
- But be aware that there are plenty of rooms.
- The way back should be no problem.
- Look at the status line.
- Or simply type [find gear].
- How can I get the ingredients part II + III?
- The other two ingredients are in ...
- maybe you've already guessed it ... in Vitt.
- The shore is an interesting place.
- The water has retreated and there is something stranded.
- Something like a kraken.
- To collect the blood you need a container.
- The vial is too tiny and not empty.
- The flask is one suitable thing.
- But there is also another.
- Do you have a syringe?
- You can find one in the old candy shop.
- Fill either the flask with blood or inject the syringe into the kraken.
- And the captain of the trawler has vanished.
- So you can explore the cargo deck.
- Examine the single net.
- You'll find a sea cucumber.
- There is something inside.
- Take the larvae out of it.
- I can't deal with the assembly.
- The assembly needs two things.
- A fuse to operate it.
- You can get one in the old candy shop.
- Or better to say in the closet.
- Open the panel and take out the fuse.
- The other panel is in the wine cellar.
- Search the racks.
- Open the panel.
- Put the fuse into it.
- And then you need the ingredients.
- You can fill/put them into the funnel.
- Be careful to choose the correct amount of them.
- If something went wrong, you can empty the machine's belly with the handle.
- You can watch your progress by examining the belly of the machine.
- Try to get a liquid which is very shiny, very thick and black.
- Just experiment.
- You need to add the larvae 3 times, the blood 2 times, and the algae 4 times.
- Touch the impression to test it.
- Then you need a container.
- Pour the flask, if you had used it to collect the blood.
- If you had used the syringe instead, the flask is already empty.
- Put the flask onto the slab.
- Touch the impression.
- Take the flask.
Back to the village.
- The oval room
- Just go on.
- Beat the drum.
- Then fill the liquid into the bulge.
- Enter the door.
- You'll find something on the other side.
- Take it.
- D'Arkun upper part.
- Explore.
- You see two impressions.
- Each of them lowers the passageway half.
- But you have a severed hand.
- Put the hand on one impression.
- Enter the bridge.
- Touch the other impression.
- Proceed.
- D'Arkun lower part.
- You have to get down.
- Climb down from the lower void.
- You can look down.
- The only way down there is to jump.
- I have no light down there.
- Try to go into a specific direction.
- There are exits north, south, and west.
- Try the west one.
- Inspect the block.
- A cylinder ... or better to say, a tin!
- Fill it into the lamp.
- Light the lamp.
- Surprised?
- Keep exploring.
- The icy chamber.
- The scientist is now in the icy chamber.
- But what happens there?
- He is addicted to the thing in the icy block.
- The orb is about to melt the ice.
- The orb is powered by mycaeum.
- It's brought down here by the villagers in the warehouse.
- You can't prevent it.
- But there is a certain spot where the mycaeum is filled into the channels.
- It's in the southern alcove.
- And it's made of glass.
- You can break it with a sturdy object.
- Like a book, or a lamp.
- Come on, go look after the scientist.
- You can't help him.
- So search a way to escape.
- I'm sure you can do it.
- Then you can finally drive home.
- How can I escape from the hall?
- Visit the alcove to the north.
- Examine the pillar.
- There is something you're already familiar with.
- Fill mycaeum into the bulge.
- Have faith.
- Enter the maelstrom.
I'm still missing some achievements in the end.
- The telescope.
- One thing you might have missed is the telescope in the attic.
- From the attic you can look at things far away.
- You can point the telescope to some nearby points of interest.
- Try point it at Vitt on the second day.
- Then look through it.
- The sea cucumber.
- Another thing you might have missed is in the kitchen.
- Read the description of the kitchen carefully.
- On day three you're hungry.
- You can cook something.
- There aren't many edible items ingame.
- But there is a sea cucumber.
- Visit the cargo deck of the trawler.
- Take it out of the single net.
- Return to the kitchen in the Putgarten house.
- Take a pot out of the cupboard.
- The stove is wood-fired.
- Take the oak logs out of the fireplace in the living room.
- Put them into the compartment beside the stove.
- Light them.
- Put the sea cucumber into the pot.
- Eat the soup.
- The syringe.
- Another thing you might have missed is the syringe.
- There is a syringe in the old candy shop.
- Open the drawer of the desk in the old candy shop.
- Take the syringe.
- Then return to the shore in Vitt.
- You can collect some blood of the kraken.
- Inject the syringe into the kraken.
- Then you can do something weird.
- Inject the syringe into yourself.
- Conversation with Morpheus.
- More missing achievements might be hidden in the last scene.
- You can ask Morpheus about various topics.
- And show him various things.
- Then you'll get some additional informations.
- Ask him about the Putgarten house.
- Ask him about the villagers.
- Show him the diary.
- Show him your birthmark.
- If there are still achievements missing, keep exploring.