| Walk Through |

Final Soul: Walkthru – FREE!

WARNING: This is a walk thru. Reading this will provide hints and solutions to the game. It is recommended you only read if you’re really stuck, or if you have finished the game and want to see what you might have missed… I try to provide a little spoiler space where I can… but… just remember, if you read from here on out, you risk ruining some of the fun that lies in wait for you… Final Soul: The Walk Thru
(With Special thanks to Mike Meadows)

Section 1: Introduction
Section 2: General Command Keys
Section 3: A Few Notes About Final Soul
Section 4: The Walk Thru Begins
Section 4A-4Z: The West Wing of the House
Section 5A-5Z: The East Wing of he House
Section 6A-6Z: The Northeastern Wing of the House
Section 7A: Beginning of the End
Section 8: Secrets!

Section 1: Introduction:

Well, Final Soul is about being stuck within a haunted house and trying to find your way out of there. If you think it is as simple as finding the front door and walking out – you’re sadly mistaken. It will take much more than that to get out of the place…

Final Soul will require you to use your brain in strange manners. Items you find around the house will be used in alternate ways to get you closer to getting out. Also, things, words, stuff you read around the house may seem like useless bits of information, but try writing down everything you see. It could help you get out of the house. Speaking of information, look for other people in the house to talk to. They will randomly enter the rooms and sometimes leave them. Try talking to them until they repeat themselves, and do what you did with the other things – write down everything they say. It may be a clue or a hint as to how to get out of the house.

Section 2: General Command Keys

First things first, let’s go over the commands available in Final Soul.

“I” – this is your inventory. This will perhaps be the most important function throughout the game. This will tell you what you’re carrying. When you come to a place where you seem stuck, check out your inventory and see what you have. Sometimes there is a better description of the item when it is in your inventory. Perhaps that might give you an idea of what to do next. (This command is done by pressing “I”[without quotes] at the prompt, i.e.: >I [Enter Key]).

Direction Keys: These are the first letter of each direction, i.e.: N, E, W, S. (That’s North, East, West, South for those of you who might not have gotten that). Using these keys will help you get around the house obviously, because you can’t get a lot accomplished standing in the same room. Each room will tell you which way you can go from the room you are in. (This command is done by pressing the direction key [N, S, E, or W] at the prompt, i.e.: >N [Enter Key]).

“U” – this is your “use” function. Say you have something in your inventory, for example, a disk. You want to use it at a computer. The command is done by pressing “U” and the name of the item you want to use, and for this example would like like this: >U GAME [Enter Key]

“G” – this is your “get” function. If you see something in the room, you would use this key. A big suggestion – try to get everything you see in every room. If it is not nailed down, try to get it. And if it is nailed down, try to get it anyway. Some things may require other items to get them. Sometimes you just can’t reach down and get it. (This is when your “U” function would come into play). Say for example, you walked into a room and found a penny. The command is done by pressing “G” and the name of the item you want to get, and for this example would like look this: >G PENNY [Enter Key]

“T” – this is your talk function. When there is someone in the room you have the chance to talk to them, which I highly recommend. They people you talk may seem like they’re spouting off useless bits of info – and sometimes they are, but sometimes it is actually a clue or a hint that they’re giving you. Chances are, the clues may sound just as useless as the rest of their conversation. Talk to everyone you come in contact with until they repeat themselves. Sometimes you will walk into a room with more than one person in it, which is why you always have to specify who you are talking to. Say for example, you walk into a room and Mike and Tom are there working on Final Soul 2000 – and you want to talk to Mike. The command in the following example would look like: >T MIKE [Enter Key]

“M” – this is your map function. Feeling a little lost? Or looking for a specific room? This handy function was introduced in the later versions of Final Soul because it made it so much easier to see where you were and where you were headed. The map is a great function, so use it often! The command to view the map is done by pressing the “M” key at the prompt, i.e.: >M [Enter Key]

“SAVE” – this is to save your current game. Write down the save game file name because you will need it later. This command is accessed by pressing “SAVE” at the prompt, i.e.: >SAVE [Enter Key]

“LOAD” – this is to load a previously saved game. Be sure to have the save game file name handy since it will prompt you for the save game file name! This command is accessed by pressing “LOAD” at the prompt, i.e.: >LOAD [Enter Key]

“L” – this is the look option and is only available in some rooms, and thus not listed on the main menu of options. When it seems like you have tried everything, try the look function and the item you are trying to look at. Let’s say it won’t let you get the picture, or use the picture – but now if you look at the picture, it might give you some information. This option is done by pressing “L” and the name of the item which you are trying to look at, and for this example would be: >L PICTURE [Enter Key]

“O” – the open function. Much like the look option, it is limited to only a few rooms and thus not listed on the main menu of options. This function is used when trying to open something. For example if you see a jar, you would type in: >O JAR [Enter Key]

NOTE: Most of these commands can be accessed any time during the game by pressing the “?” mark (without the quotes) at any prompt. (For example, it would look like: >? [Enter Key])

Section 3: A Few Notes About Final Soul

Final Soul requires that all commands inputted be in CAPS. This was just to eliminate a lot of problems of whether input would be in CAPS or lower case or a mixture of both. When Final Soul launches, it will automatically turn your CAPS key on, so don’t worry about pressing it.

Final Soul nicely tells you where you are, which room you are in, on the upper left hand side of your screen. This should help you navigate better if you are using the Map function.

Final Soul is a game about having fun. If you really feel lost, and this walk thru doesn’t provide the help that you want or need, feel free to drop me a line at: SirTawmis@gmail.com and I will be more than glad to help you out the best that I can.

Section 4: The Walk Thru Begins

I highly suggest watching the intro. Although a lot of what happens is a mess of personal jokes that only myself and the people mentioned would understand, nonetheless, it does set up what the rest of Final Soul is all about. So that being said, I am assuming you watched the introduction, and we’re at the beginning of the room.

From here on out there are spoilers and solutions, so don’t continue beyond this if you don’t want to know any information…

The section will talk about what is in the room, and also give you the prompt for the command to do certain things. After each prompt command, it is naturally followed by the ENTER key. (So if the prompt command reads: >G BOOK
Then you type “G BOOK” (without the quotes) and press ENTER.

Section 4A: Foyer Information

You begin the game in the Foyer. Already there is something to do. Remember what I told you to do when you see something? Look at the desk, there is a computer game there.

>G GAME

Now that you have the computer game, you will notice the room description no longer includes any mention of the computer game. Why? Because it is in your inventory. So what kind of game is it? Well, remember what I said when I was talking about the Inventory screen? Let’s check your inventory now, shall we?

>I

It says something about being a game called “B.C. Quest XX: Old and Retired.” Well, who knows what that means. So let’s go on.

Real quick, let’s try this:

>E

Section 4A1:
The living room. Ah what a cozy little room. But what’s this? A closet! Perhaps there is a key in someone’s jacket and you can get out of here easy!

>N

Section 4A2:
Hrm. Nothing in the closet. But I mean – NOTHING! Not even your things are in here! But what’s this? A fire detector in a closet? Uh, okay, seems normal enough.

>S

Section 4A3: Living Quarters?
Back in the living room. Let’s get back to the foyer.

>W

Section 4A4: In the Foyer

Let’s go west, and into the study.

>W

Section 4B: Study the Clues

If you look, there is a computer. This would be an excellent place obviously to insert the computer game and see what it is all about, right? Well of course! So let’s go see what is on this game!

>U GAME

You will read a little bit of what is going on the game, when BLAM! It drops to DOS! Don’t panic – it didn’t really drop to DOS, and no the game didn’t cause an error or anything like that. The DOS you see is all a part of the game. Notice it says “C:\FINAL>”? This is supposed to be the directory where Final Soul is at (it probably isn’t, but its all a part of the game). If you’re familiar with DOS commands, try a few – but take note first what it says at the top: “Type ‘EXIT’ to return to B.C. Quest XX…”

If you tried a few DOS commands that normally work (and if you didn’t, here’s a few to try: MEM, CLS, DIR, DIR/W…), you will notice for the most part it will say “Bad Command or File Name.” Again, this isn’t real DOS, so don’t worry – your DOS isn’t broken.

Obviously, we have no idea what to do here. Let’s do what the game suggests. Type “EXIT” and return back to the real game. Now you’re back in the study with no clue what that entire fiasco was about. Chances are you will have to come back to the game later when you learn more. (This is what I mean about some things require a little knowledge before using them).

Where to go from here?

Let’s head north and into the Library.

>N

Section 4C: The Library – A Book Haven

There’s thousands and thousands of books here. If you try reading any of them, the game will tell you that you haven’t got time to be reading any of these books. And if you try to take any of the books, the game won’t let you either. But maybe if we just look at some of the books?

>L BOOK

It reads:
PAGE 7, PARAGRAPH ONE. YOU MUST BE CAREFUL AND OBSERVE. HOLLYWOOD IS A CRAZY PLACE, LOADED WITH STARS. IF YOU DON’T TREAT THEM RIGHT, THEY’LL GIVE YOU THE THIRD DEGREE!

This seems to be one of those times that it just makes no sense. But remember what I said, write down everything you see and hear. This might come into use later.

But there could be more. Why don’t we keep looking at this book?

>L BOOK

It reads:
PAGE 7, PARAGRAPH TWO. NOT EVERY HOUSE IS HEAVY. SUCH AS A DOG HOUSE. THEY ARE LIGHT, WELL TO A CERTAIN DEGREE ANYWAY. IT DOES DEPEND ON THE SIZE OF THE DOG. I ONCE OWNED ONE SIXTY THREE POUND MUTT!

Again, this seems pretty pointless… way too pointless. It has to mean something, doesn’t it? Let’s jot that down and see where that might come up again.

Are we done looking at the book? No, come on! Let’s keep looking at it!

>L BOOK

It reads:
FLIP, FLIP, FLIP, FLIP…

PAGE 70, PARAGRAPH ONE. B.C. QUEST IS ROLLING RIGHT ALONE! THOSE *STONE AGE* FOLKS MAKE A GREAT GAME! WE HAVE A LOAD OF DISKS FOR THE GAME! WE NEED A CD-ROM! LET’S SEE… HERE’S DISK THREE, DISK ONE, DISK FOUR, DISK TWO, DISK SEVEN, DISK FIVE, DISK 6, AND DISK EIGHT. WE *REALLY* NEED A CD-ROM!

Wow. That’s a lot of CDs for one game don’t you think? Still, the way that it is written – it is like the rest of the book. Utter nonsense, so chances are there is more to this than meets the eye.

Now are we done?

>L BOOK

It reads:
FLIP, FLIP, FLIP, FLIP…

PAGE 4820, PARAGRAPH SEVEN.

YOU READ A LITTLE MORE BEFORE YOU REALIZE NONE OF THIS MAKES ANY SENSE!

Yeah, I would say that we’re done.

QUESTION: Why is every other command in the game restricted to one letter commands – like “U” for “Use” – and this one also has a “READ BOOK.”

  • When I was originally programming the game, there was a lot – a lot – more text. And the “Use” command was actually “Use” and the “Get” command was actually “Get.” Only the directions (N, S, E, W) remained single commands from the inception of the game. However, due to restraints with the compiler and not being able to have the memory sources required to compile my original game – I had to go back through and redo ALL of the commands. As such I missed a few areas where the commands should have been changed – for example, this should have been changed to U BOOK only.

Let’s check out the map and see what we got around us.
Hey, check that out. An observatory to the north! (Wow, how did that get that in this giant house?) Well, want not, waste not! Let’s head to the observatory!

>N

4D: Time to Observe

Ah yes, the Observatory. Wow! See the giant telescope! Well, we obviously can’t get it and carry it around with us, so why don’t we look at the thing?

>L TELESCOPE

A panel pops up asking you which degrees would you like to turn it…
Well, what the heck does that mean? How would you know which degrees to turn? You have a 1 in 360 chance of getting it right, I suppose. If you click the wrong number, the telescope will whiz, whine but not move. Now I don’t expect you to sit here and try to guess which degrees to turn it.

But you do have a clue in your hand – or you should if you have been writing things down!

Let’s look over what we know. We have the BC Quest game, and a mess of weird sayings out of the books from the library. Wait! Didn’t one of them say something about getting the third degree?
That’s right – let’s look again at that one:

PAGE 7, PARAGRAPH ONE. YOU MUST BE CAREFUL AND OBSERVE. HOLLYWOOD IS A CRAZY PLACE, LOADED WITH STARS. IF YOU DON’T TREAT THEM RIGHT, THEY’LL GIVE YOU THE THIRD DEGREE!

Ah ha! Two very stealthful clues! It mentions having to “observe” – which is obviously a subtle hint for the observatory itself! Now what does it say? The third degree! Let’s turn it to the 3rd degree and see what happens! (Enter “3” after you look at the telescope and see what happens next)!

It says, that the telescope turns. It is now facing the North Star. You also take notice that some kind of paneling – which is way beyond your reach opens up and seems to reflect the light many times over within the scope and releasing the intense beam of heated light into who knows where… The first clue has been unlocked now.

Now you also know what to expect. See how those previous sayings in the library books might mean something else than what they’re actually saying? Now adjust your mind to think this same way, and let’s see if we can figure out more of this madness.

Who knows what adjusting the telescope did – aside from making that intense and hot beam of light. Where does it lead? What did you do? That will probably come a little bit later.

Well, this room is done for now. There isn’t anything else to do, so lets head south and back into the library.

>S

Section 4E: A Peaceful Chat

If you’re following along with the walk thru, you will notice something different about the library. There’s someone in here! That’s right, Robyn is here. Now is your chance to use the talk function.

>T ROBYN

The first thing she says is “Look at all those books!”
This is a hint for those who have not done so to do the look function on the books.

Keep talking to her by doing the same thing:

>T ROBYN

You will see that she mentions that by solving some riddles in the house, you will unlock possibilities to other riddles previously inaccessible. This is very true.

You will only be able to talk to her a few times before she tells you she is trying to read a book.

Well, there is not much more to do here, so let’s head south into the Study.

>S

Section 4F: Back in the Study Again

Well, there still isn’t much to do here. We haven’t found anything that will help us with the BC Quest game and the computer. So let’s see what else do we got? Let’s check our map function.

>M

Hey, why don’t we head west again and head into the garage.

>W

Section 4G: Garage Sale

Wow. The garage is spotless of oil and normal use – but the tools are scattered everywhere. Something tells me there is something to be had in here… but it isn’t very clear as to what it might be. So it is time to do a little detective work, and start trying to grab things you would normally find in a garage.

So let’s try a few…

>G SCREWDRIVER

>G HAMMER

>G WRENCH

Hrm. Strange, it says that you don’t need any of those things. But there has to be something here. All we have to do is nail it down, and we can get it – say, wait a minute? Did I just let a hint go by? Yes I did, come on, let’s try it…

>G NAIL

For whatever reason, you pick up an old bent nail rather than a new shiny nail. Oh well, there is probably a reason for that sometime later in the game.

Wow, it sure seems like we have done a lot. What do we have in our inventory again?

>I

Hrm. Okay. Well, perhaps there is much more to do… (no perhaps about it, there is still a lot more to do)! Well, let’s check the map again and see what we have. Hey, there is a conservatory to the north. Let’s go there and see what is to be found.

>N

Section 4H: Conserve Energy

Well, you now stand in a conservatory that pretty much acts as a green house. There are plants everywhere. Not much more beyond that. Whatever is in this room will probably happen later. It’s like Robyn said, sometimes when you solve one riddle it will unlock another. So let’s keep this room in mind and come back to it later.

Let’s head out of here.

>S

Section 4I: Garage Days Revisited

Back in the garage again, eh? How about heading west. We seem to do good if we keep heading west.

>W

Section 4J: Carriage?

You’re now in the not so nice smelling carriage house. The stables are empty because the horses are out grazing… but there are a few items left behind. There’s a pitchfork, a bucket, and some hey. If you try to get the pitchfork, it won’t let you. (How would you carry it around? You might hurt yourself or others! Leave that where it is)!

But there has to be a way to get the other things…

>G BUCKET

Well, you look like a flower girl now walking down the wedding aisle carrying that bucket at your side, but that’s all right. You will probably need it later in the game.

But what about the hey?

>G HEY

Okay, you can’t get it, but I just figured we’d try anyway!

Well, from here, let’s continue exploring. Let’s head north from here.

>N

Section 4K: Sticks and Stones

Welcome to one of the harder parts of the game. It mentions the cobblestones being positioned in a strange way and asks if you would like to step on them in a certain order. Naturally if you answer “N” (for No), you’re not going to get anywhere. This is obviously another one of those strange riddles.

So let’s answer “Y” (for Yes) and see where we can go from here.

Okay, it mentions that 8 steps must be taken, and the way it works is, you put in the cobblestone you want to step on, then enter. So if you wanted to step on stone 3 first, type in “3” (without the quotes) then the ENTER key.

If you do this wrong, the cobblestone will keep sending you right back to the beginning.

So after giving it a few tries to see if you can figure it out, come back to me when you’re ready for the next set of clues.

Had enough?

Okay. Now I am pretty sure we have the answer to this riddle. We just have to think about it. How do we get past these cobblestones… these dreaded disc shaped stepping stones of doom! This is obscure, but it will make sense in a moment.

Stone discs?

Where have we heard that before. Remember in the library? It mentions BC Quest being on all these disks? Well, BC normally stands for “Before Christ” in terms of years, which would probably mean sometime in the stone age. (Stone?) And each cobblestone is disc shaped. Stone Age? Disc? Ah ha! Remember reading about the discs for the stone age game, BC Quest?
Let’s reflect back and see what it said:

It reads:
FLIP, FLIP, FLIP, FLIP…

PAGE 70, PARAGRAPH ONE.
B.C. QUEST IS ROLLING RIGHT ALONE! THOSE *STONE AGE* FOLKS MAKE A GREAT GAME! WE HAVE A LOAD OF DISKS FOR THE GAME! WE NEED A CD-ROM! LET’S SEE… HERE’S DISK THREE, DISK ONE, DISK FOUR, DISK TWO, DISK SEVEN, DISK FIVE, DISK 6, AND DISK EIGHT. WE *REALLY* NEED A CD-ROM!

Interesting. So let’s try this in the order they mention the disks for the game…
3, 1, 4, 2, 7, 5, 6 and 8.

So we do:

>3
>1
>4
>2
>7
>5
>6
>8

When this is done correctly, not only do you get on the other side of the cobblestones, they also flip over and spell the word ‘ACTIVATE.’

Now I wonder what that means? Better take note of that.

Section 4L: Nice Day For A Barbie!

You’re now at the swimming pool – once you pass the cobblestones, it automatically moves you into this area. Just like the garage, the swimming pool area states that there are several typical swimming pool items lying around – it is just a matter of finding the right one!

So let’s try a few, shall we?

>G TOWEL
>G SUNGLASSES
>G WATER

Well, none of these seem to work that well.
What else would we use at a pool? Let’s get this in lotion – I mean, motion… Why yes folks, I just tried to pass a clever little clue past you, but you’re minds are too sharp for me now! Final Soul has you looking out for every little clue and thinking like a true detective!

>G LOTION

There we go. We got something from the pool area. And it was under the towels! You’re too clever for me to be looking there!

Well, there isn’t much more to do here… I suppose you could try to swim, but I am heading north and into the yard.

>N

Section 4M: Yard Sale!

There is not much to the yard. It is basically a way to access several other areas… the light house (hey, every cool costal mansion should have one), the gazebo (doesn’t every mansion have one?) and back to the pool. Well, let’s go to the lighthouse first.

>N

Section 4N: The Lighthouse, part 1: Otherwise known as the shortest segment!

The lighthouse is locked.
Sends you right back into the yard.

Section 4M2: Weren’t you just here?

Well, obviously the lighthouse thing didn’t work. Let’s head over to the gazebo.

>E

Section 4O: The Gazebo

It mentions that the gazebo is brightly illuminated. I wonder what is so special about the light?

>L LIGHT

Well, that was a bad idea.

Hrm. Well there has to be something here. Don’t you hate when you drop something and it slips between the floorboards?

>L FLOOR

E’gads! That must be something!

I will let you figure that one out on your own…

I am heading back to the swimming pool for right now.

>S

Section 4P: Gene Pool

There is nothing to do here at the pool, so head south again.

>S

Section 4Q: Stoned?

You will come to the stones. Since you don’t want to go towards the pool, all you have to do is head south.

>S

Section 4R: Carriage House Again?

That’s right, you’re back in the carriage house. There isn’t anything to do here, so let’s head east.

>E

Section 4S: Garage Days Re-Revisited?

Nothing to see here. Head east again.

>E

Section 4T (Four-Tee, not 40!): Study The Clues

Now normally we would keep on trucking through this room… but if your mind is thinking the way mine is (and it should be since I programmed the game), you might be thinking we got another clue that we could use. What is it?

Well, remember when we first came to the study and used the game, it dropped down to DOS? We had no idea what to do, so we got out.

Now remember when we used the clues from the library books about the discs for BC Quest to get across the cobblestones – and once we got across it said ‘ACTIVATE.’

I am thinking that might have something to do with what is going on here.

So let’s try this again.

>U GAME

Yeah, yeah… tells you about BC Quest again… the drops into DOS again…

Now, at the DOS prompt type in:

ACTIVATE

And press enter!
Ah ha! Something it happening…
It mentions something about a file being loaded and activation set into motion. I wonder what all that means? Obviously we solved one riddle and have unlocked another.

After the file has been loaded, it will kick you back into the study.

Well, let’s check out what we have in our inventory.

>I

Hey! The game isn’t there anymore! Well, that is because it was used to load the file and no longer and use to you, so leave it where it is.

Let’s head back outside. I want to see something. Maybe whatever it has activated can be seen from outside?

>W

Section 4U (Four U, not for you!): Garage Days … never mind.

This is the garage. Don’t worry. Nothing to see here. Keep moving west!

>W

Section 4V: Horsing around!

Back in the carriage house – it still smells, and there is nothing to do here. Keep moving.

>N

Section 4W: The Wonderful Stones

Welcome back to the wonderful stones! Remember the right sequence of steps?

If not, here we go again:
3, 1, 4, 2, 7, 5, 6 and 8.

So we do:

>3
>1
>4
>2
>7
>5
>6
>8

Section 4X: The Pool Again

Well, here we stand at the pool. Let’s go to the yard since there is nothing to see here!

>N

Section 4Y: Come Play In My Yard!

Well, there is nothing to do here. Let’s head north again towards the lighthouse, may it has been changed and unlocked?

>N

Guess not, huh?

How about the gazebo?

>E

Section 4Z: Gazebo of Love

Hrm. Nothing seems to have changed here. Well, this certainly leaves one in the dark as to what may have happened when the computer was activated. Hey wait a minute. Wait a gosh darn minute! Why can’t you see your hand in your face? What does the room say? The gazebo is dark and eerie? Isn’t this the place where you nearly burned your eyes out by looking at the gazebo light?

>L LIGHT

Ah ha! So there was something to all this madness! A key within a light bulb… what a strange idea!

>G KEY

Phew, thankfully such a bright light bulb as it was, is still not searing hot. Must be one of those modern day, cools itself type light bulbs.

Let’s check out our inventory.

>I

Hrm. So now we just got a key from a light bulb. I wonder what it unlocks? You haven’t really come across any locked doors have you? Okay, well let’s move on.

>W

Section 5A: A New Era Begins – Beginning in the Pool!

Wow! We have actually been moving pretty well through this game! Are you having fun with it? I sure hope so… but we’re not even near done. Now as I was saying, we got the key from the light bulb, but we haven’t come across any locked doors have we? Didn’t think so.

>N

Section 5B: The Yard Once More.

Okay, we’re back in the yard. Over there is where we got the key from the light bulb at the gazebo. Just ahead of us is the lighthouse that is locked. I wonder what this key unlocks?

Hey wait a minute. Did you just get the same idea I did?

A key in a light bulb.
Light.
Lighthouse is locked.
Key in light bulb for locked Lighthouse.

Splendid work!

>N

Section 5C: The Lighthouse Unveiled

Well, you climb a long and seemingly endless set of spiral stairs before reaching the top. The breath taking view overlooks the cliff side, where the ocean seems to expand forever.
But what is this? It says the light of the lighthouse can be adjusted?
Let’s try it…

>ADJUST LIGHT

But… what? How?
Again, it’s with the whole chance of it being 1 in 360. But there is no way I would have you sit there and try and guess until you got it right. (If that is what you did with the observatory, you pretty much got lucky because it was 3, if you remember correctly, and if you began with 1 and worked your way up, you hit it pretty early – but that was done on purpose… try that same trick here – bet you get frustrated long before you even come close). Well, we have covered a good portion of the house… perhaps we have the clue we need?

Go on and try and figure it out yourself for a bit, and come back to me when you have had enough.

Had enough already?

Well then… Let’s see if we can remember anything that might serve as a clue? Do we recall anything that has to do with a house? Or perhaps light? Or perhaps another thing that mentioned a degree?

Go on, that was another clue… see if you can do it now. Come back to me after you have tried for a bit.

Had enough again? Come on! I am handing these down to you! All right, all right. So it takes a little insanity for anyone to figure out what the heck is going on… Let’s see. If I remember correctly, something we read in the library mentioned something about not being heavy, and having to do with a house, and even mentioned something about a degree… Let’s go back and look shall we?

Ah yes…

It reads:
PAGE 7, PARAGRAPH TWO.
NOT EVERY HOUSE IS HEAVY. SUCH AS A DOG HOUSE. THEY ARE LIGHT, WELL TO A CERTAIN DEGREE ANYWAY. IT DOES DEPEND ON THE SIZE OF THE DOG. I ONCE OWNED ONE SIXTY THREE POUND MUTT!

Pretty obscure… but some of this game is just like that.

So skipping all the nonsense it mentions, it says “one sixty three pound mutt.” I would assume that it is actually the degrees in which to turn the light.

So try it.

>163

Whoa! Now what the heck have you done! You have turned the light and now it is shining brightly down on the conservatory! Well, that should lighten up the mood around there… let’s get out of here before someone shows up and we get in a world of trouble!

QUESTION: Why is every other command in the game restricted to one letter commands – like “U” for “Use” – and this one was “ADJUST LIGHT.”

  • When I was originally programming the game, there was a lot – a lot – more text. And the “Use” command was actually “Use” and the “Get” command was actually “Get.” Only the directions (N, S, E, W) remained single commands from the inception of the game. However, due to restraints with the compiler and not being able to have the memory sources required to compile my original game – I had to go back through and redo ALL of the commands. As such I missed a few areas where the commands should have been changed – for example, this should have been changed to U LIGHT.

>S

Section 5D: Into the Yard Again!

Well, nothing to do here… head south…

>S

Section 5E: Into the pool area!

Well, nothing to do here, so keep running…

>S

Section 5E: It’s everyone’s favorite part! The Cobblestone!

Welcome back to the wonderful stones! Remember the right sequence of steps?

Don’t worry! Just keep going south!

>S

Section 5F: Stable Mind

You’re back in the stables. Nothing to do here.
Head east.

>E

Section 5G: Garage jokes are getting old…

The garage. Still the same as how you left it. Now… with the lighthouse shining on the conservatory, which is just north, I wonder how that affects the room? Let’s check!

>N

Section 5H: Conservative!

Well, it seems like it hasn’t affected it at all. Hrm. Is that all there is to this room?
Not likely. We should come back and visit a little later.
For now, let’s head back out.

>S

Section 5I: The Garage AGAIN…

Okay, still nothing new here. Let’s head east again.

>E

Section 5J: Are you studying?

Well, we have pretty much explored this area. I think it is time to hit the east side of this mansion. Let’s head back to where we started.

>E

Section 5K: Foyer Information

For your information, you’re doing pretty well. (And so am I. I can’t believe so many years later I still remember MOST of the clues and puzzles to this game… mind you, its not all that mind boggling of a game, but still… by the way, thanks Mike for the extra clue I couldn’t remember… but moving on…)

You’re now in the foyer.
This is where it all began.

Well, we checked out the west side. And pretty much everything that can be done, has been done. And whatever else that needs to be done still needs to be unlocked – and chances are – well, obviously, actually – these things lie in the east wing of the home.

So let’s go east to the living room.

>E

Section 5L: What a way to make a living.

The living room. To the north is where the butler stashed all the jackets. And in this room, there is a big TV, with a VCR.

Why don’t we have a look at that?

>L VCR

What’s this? There is a tape in there?

Well, let’s check it out…

>U VCR

The tape is a bit fuzzy at first, but the picture eventually kicks in.

They blab for a brief moment, but finally leave you this clue:

“DEEP BELOW, IN HALLOW GRAVES, WHERE ONLY THE STARVING RATS BRAVE, WILL YOU FIND THE DOOR FOR THE KEY, THAT WILL ALAS SET YOU FREE.”

You think they’re out of their minds… because like everything else in this crazy house, it apparently doesn’t make any sense… but you suppose it will later.

Let’s check out the closet again…

>N

Section 5M: This joke never gets old…

So you’re back in the closet again, are you?
Phew, on top of that all, it sure is hot in here! It wasn’t hot before… I wonder what caused it? I wonder if it is hot enough to trigger off the fire detector – and if it does? What happens?
Well, stop wondering. It would have done it by now.
But the heat in here and the fire detector must be here for a reason. Let’s keep that in mind and come back to it later.

>S

Section 5N: The Living Room, again.

Well, nothing new here. Let’s keep moving.

>E

Section 5O: The Dining Room

Hrm. This is where you were when the black out happened, and Tom and Shawn disappeared. You walk about the room a bit, and what the heck – ah, a nice curio cabinet.

>L CABINET

It mentions it holds old wines here.

>G WINE

Oh well. You tried.

>L WINE

It mentions the many forms of wine across the wall. No use to you really.

Well, looking at the wine has made you hungry. Let’s head into the kitchen.

>N

Section 5P: Do you smell what the Tom is cookin’?

>L COUNTER

Hrm, food.

>L FOOD

Well, turns out you’re not that hungry.

>L STOVE

Well, the buttons are broken and missing! But the stove is on!

>O OVEN

Ouch! Well, that smarts! You nearly burned your fingerprints right off!

Well, don’t know what else we can do here, so let’s get out.

>S

Section 5Q: Will this be take out or Dine In?

Not much here yet.

>E

Section 5R: Rest in this Room?

Ah yes! The restroom! Amazing you have gone this far in the game without using the restroom! It’s another one of those “generic items in the room” deal. So let’s get to trying…

>G TOOTHPASTE
>G TOOTHBRUSH
>L MIRROR
>U SINK

Well, none of this is really doing us any good? Might as well flush all our ideas down the toilet, and start the ideas on a new sheet of paper.

I bet you’re too smart to miss that one, eh?

>G PAPER

Then again, maybe not.

Try:

>G TOILET PAPER

There we go. (And here I was placing faith in you… that is what you get for following the walk thru exactly word for word).

Now what do we have in our inventory?

>I

Okay, well, isn’t that interesting?

>W

Section 5S: Dining Out!

Back in the dining room. Still no change.

>W

Section 5T: Living it up!

Back in the living room. Still no change.

But I have an idea. Let’s check that closet once more

. >N

Section 5U: Closet Freak.

Wow. It is still hot in here. The fire detector could go off any moment. You’re pretty sure that’s what you want to happen, considering its unusual placement. Now how do you get it to go?

Ah ha! The toilet paper will burn quick and easy!

>U TOILET PAPER

Well, you don’t want the fire to spread so you put the toilet paper in the bucket, which should help contain the fire (just like those good ol’ bonfire days), and set it down. Immediately it goes up into flame. The fire detector goes off, and suddenly in the distance you hear the sprinklers turn on… finally when the fire dies out, you hear the sprinklers turn off as well.

Wonder what that was all about?

Well since there isn’t much to the east end of the house, let’s check that side first.

>S

Section 5V: The Living Room (no cool phrase here)

The living room. Looks like there has been no changes made here.

>E

Section 5W: The Dining Room (still no cool phrases here)

There seems to be no change here either.

>E

Section 5X: The Bathroom (still no cool phrases here)

Nothing different here.

>W

Section 5Y: The Dining Room (still no cool phrases here)

Nothing different here.

>N

Section 5Z: The Kitchen Has Been COOLED!

Whoa! The entire kitchen is soaked! So this is where the sprinklers turned on when you started that fire in the closet, you flamer, you! Wow, I wonder if the oven was affected?

>L OVEN

Oh yeah baby! It’s been short-circuited! Let’s see what is inside! That has to be another piece of this riddle to be unlocked now!

>O OVEN

Oh you’re kidding me! This can’t be happening! You are obviously headed in the right direction, slick, but you need to do something else.

Did anyone catch that?

Think about it then come back to me if you can’t figure it out.

>U LOTION

Oh yeah! Rub it down, baby!

>O OVEN

Oh oh… a red button? That’s usually not a good thing… but lets do it anyway… say yes!

>Y

Wonderful! Now the sound of glass clanking around just happened? It has to be close by… It looks like we’re really moving now!

>S

Section 6A: The North Eastern House – Begins Here!

Ah yes, the dining room… but what is this? Remember the glass you heard clanking? Look at the wine bottles, there seems to be a note in one of them now!

>G NOTE

The note serves as nothing more than a silly pun on words… but nonetheless, it is something that needed to be done.

>W

Section 6B: Living Again and Again

Back in the living room. Nothing much here to do.

>W

Section 6B: Foyer info, yer doing all right!

Now back where you started in the game. The foyer. Now let’s check the northeastern area of the house – the only unexplored area of the house! Let’s check our map and see how we get there!

>M

Okay, now we know where we’re headed.

>W

Section 6C: The Study Again

Ah, there is nothing to do here. We have conquered this oh-mighty room!

>N

Section 6D: Back here again?

In the library – the place where it was suggested – no, stressed – no, perhaps forced – that you write down everything that you see. Now you see why. All those stupid little sayings in all those books actually helped out, and the game would be virtually impossible to solve without them. But moving on…

>E

Section 6F: Hallway

You’re in a pretty long hallway now. You have a few options to you. But let’s tackle the room to the immediate east. Get it out of the way then carry on.

>E

Section 6G: Laundered Money

Well, there isn’t much to see here but an overly stretched out pair of swimming trunks with the tie string all pulled out. Obviously to be had…

>G TRUNKS

Yeah, why would you want those?

>G STRING

Now this might come in handy!

>W

Section 6H: Hallway Again

This is the hallway.

>N

Section 6I: Hallway to Heaven

Another hallway.

>N

Section 6J: Billiards anyone?

You’re now in the billiard, or game room. It mentions that it has all sorts of games here… another one of those room where it has generic items… time to start guessing and grasping again, let’s try…

>G BALL
>G DART

Nope, nothing seems to work. What else would there be?

Hey, I got it – you just have to stick to it…

>G POOLSTICK

Yes, now you look really cool.

>E

Section 6K: Swimming fishes!

Oh wow! A very large aquarium! The thing is huge – you can’t even tell how far back it goes, and it is as tall as you! Wow! Amazing – and what’s this? A key?

>G KEY

Do you think it would be that easy?

No way. This time you will have to use your noodle a bit.

Go on and try, and come back to me when you can’t figure it out.

Haven’t nailed it yet?

Just stick with it?

You haven’t gotten it, even with this string of clues?

You can do it any number of ways…

>U STRING

Amazing what you can think of (even if that wasn’t your intention)!

PROBLEM: I tried U STRING and it doesn’t do anything!

  • In order for that command to work, you will need to be in the Aquarium room.
  • You will need more than just the string.
    • If you have the bent nail, that’s one of the three pieces.
    • You’re going to fish the key out of the fish tank; so you will need a “rod” as well.
      • You will also have to have the pool stick.
    • If you have the string, the bent nail, and the pool stick – the U STRING command will work in this room.
      • Why doesn’t it work in any other room? Because logically, you wouldn’t think to combine these three items into a makeshift fishing pool until you were in this room.

>G KEY

Now you’ve got it! Amazing work!

>W

Section 6L: No time for games!

Back in the billiard room, are you? Well there’s plenty more to see! But let’s head west.

>W

Section 6M: Movie times?

You’re now in a movie theater! (This house has it all, I ain’t kidding you)! Wow, it is pretty huge, and there’s stuff everywhere! Let’s try to get some of it…

>G CANDY
>G POPCORN

Well, none of this is useful… but there is one more thing the room mentions…

>G PEANUTS

Well, after some good advice, you’re well on your way once again…

>E

Section 6N: Games, games, games…

Back in the billiard room? Nothing to do here…

>S

Section 6O: Hallway

Long hallway, isn’t it?

>S

Section 6P: More Halls

Even more hallway.

>W

Section 6Q: Books and more books

No one here. Nothing here.

>S

Section 6R: Studying?

Study? No time. We’re moving now.

>W

Section 6S: Yes, garage days and all that…

Who cares. Nothing here.

>N

Section 6T (that’s 6 and tee, not 60): Conserve thyself!

The room looks normal…

Try…

>L PLANT
>L PLANTS

Whoa! A massive plant has grown! Probably from the lighthouse shining down and from the fire detector setting off the sprinklers!

>CLIMB PLANT

(A thousand thanks, Mike!)

You end up in the attic where you get a key… but seeing nothing else, you quickly climb back down.

Now there is but one room really left.

A place where winners, like yourself, show off what they own.

Lets get over to the Trophy Room.

PROBLEM: I tried to do “CLIMB PLANT”, “U PLANT”, “CLIMB TREE” and every other variation there of – and all I get in response is “…wow…”

  • Despite what you may think, the game is not broken. CLIMB PLANT is the correct command to do when the giant plants are in the room. However, I had programmed so that specific “trigger events” needed to be done before it would actually allow you to climb the plant. Originally the message was supposed to read “… wow… how did you know to do that?” (Poking at the player who had known what to do without doing specific trigger events). So if the plant is there and the CLIMB PLANT command is not working… You missed some trigger events. So let’s go through the required trigger events…
    • Did you look at the VCR?
      • Make sure to U VCR
        • You will get a special message. This is one of the required triggers.
    • Did you get the note in the dining room?
      • When you do something else, you trigger a note appearing in the dining room. Make sure to G NOTE so that you read it. It’s one of the required trigger events.
    • Did you do something inside the really hot closet?
      • In the closet, be sure to do U TOILET PAPER (this also requires having the bucket), which starts a fire – but also is trigger for another event.
      • The fire cools the oven in the Kitchen (where if you tried to open it before this, it said it was too hot). With it soaked, you can now open the oven – if you have the lotion. So U LOTION, then O OVEN, and then say Y to pressing the button.This is what triggers the note in the dining room.
    • Did you figure out what to type in the DOS command when you did U GAME?
      • You need to type the word “Activate” which is revealed when you do the stones in the proper order. The proper order of the stones can be found in the library by reading the books.
      • READ BOOK until it tells you that the books don’t make sense. Several books are required trigger points (because there’d be no way to do other puzzles without guessing the order – so I made the books required trigger points).
    • In order for the plant to be triggered, you would have needed to get the gazebo key in order to get in the lighthouse. Inside the lighthouse you need to adjust it – the answer, again – is found in the books in the library – which is a required trigger point reading the books (see above).
    • Did you get the Aquarium key?
      • This requires using a pool stick, string and a bent nail. If you have all three items, simply type U STRING at the Aquarium and the game will know what you’re thinking.
        • I honestly can not remember if this is one of the required trigger points.
    • If you swear up and down you’ve done all the above – send your save game file to SirTawmis@NOSPAMgmail.com (obviously take out the NOSPAM portion of the email) and I will be glad to review and fix your save game for you.
    • Continue on with the game walk through now!

>S

Section 6U: Garage and garbage

Nothing to see here. You’re a soul on a mission!

>E

Section 6V: Study?

The study holds no interest!

>N

Section 6W: Books and more…

There is nothing here to stop you now…

>E

Section 6X: The Hallway

Don’t stop running now…

>N

Section 6Y: Hallway again

More hallway, come on… go man go…

>N

Section 6Z: Games almost over…

Games almost over, time to call it a day…

>N

Section 7A: Beginning of the End

You’re now in the trophy room! This is almost over! Notice there are trophy heads on the wall?

>L TROPHY

Whoa! That’s eerie! But why is it watching you?

Check your inventory and see what you have and what you have not used…

Hrm… it might drive you nuts…

>U PEANUTS

Whoa! A door has opened to the north! It is almost over! Head into the dark basement…

But look out… it’s dark and the words are hard to read… so look closely…

What’s this? The Questions Three?

First question… what is your favorite color?

Pretty much answer anything there…

PROBLEM: It says that a door opens to the North – but the description doesn’t change – and I can’t go North.

  • Because you can get the peanuts anytime in the game and come into the trophy room right after – this leads to the end of the game (down in the basement). There was originally a script that let’s your know the door to the North is locked. The key in the Attic (when you climb the plants) is required to access the door to the North. But due to constraints with the compiler, I had to trim a lot of code (which is why all the “Use”, “Get”, etc commands were reduced to single letter commands). Unfortunately, when I trimmed the code – I apparently forgot to go back in and put in the line of code that lets you know the door to the North is locked unless you have the Attic key (see the section about climbing the plant for how to get that key).

>BLUE

then next question…

What is the name of this game?

>FINAL SOUL

And the final question?

FINAL QUESTION! WHAT IS THE ONLY ESSENTIAL ROOM MISSING FROM THIS PLACE?

Can you figure it out?

It won’t let you look at the map on this part… answer it wrong and you could be screaming for a very long time… just think about every room you have gone into in the game, and what is the one room that every place has, that this mansion is apparently missing?

Look for the answer below:

Ithasalivingroomdiningroomrestroomgarageandamessofotherroomsbutdoesnothaveabedroom.

And if you guessed it right, you will see the following ending:

LOCATION: THE END OF THE GAME!

A DOOR THAT YOU HADN’T SEEN IN THE DARKNESS OPENS UP… JUST BEYOND IT YOU SEE THE FRONT YARD… THE WAY OUT OF THIS HOUSE! YOU BEGIN WALKING OUT, WHEN SUDDENLY TWO SHADOWY FIGURES JUMP BEFORE YOU. TRIPPING BACKWARDS, YOU LOOK UP AND SEE IT IS TOM AND SHAWN!
“HOPE YOU HAD A PLEASANT STAY?” TOM SNICKERS.
“I TRUST THAT THE SERVICE WAS FINE?” SHAWN ADDS.
“PLEASE DO COME BACK AGAIN!” THEY BOTH ADD.
“AFTER ALL, THIS IS ONLY v0.04ca, SO THERE’S GOT TO BE UPDATES OR MAYBE EVEN SEQUELS TO THIS ONE!” THEY CONTINUE.
THEY WALK OFF LAUGHING, AND YOU SIT THERE, LAYING IN THE DIRT, SO MAD AND FRUSTRATED THAT YOU’RE NOT SURE JUST WHAT TO DO.

WELL, YOU MANAGED TO WIN THE GAME… GOOD JOB!

SEE YOU SOON! -v0.04ca-

Section 8: Extra Features

Well, like every good game, there are secrets. For example, if you go to the Foyer and hold down ALT and press 2, 2, 5 from the numeric keypad, you will get a “ß” symbol. After this symbol appears, hit enter. See what happens…

Also, missed people around the house? Refresh the counter by refreshing yourself. Go to the restroom and U TOILET… this refreshes the turn counter, which makes people appear and disappear out of the room.

Final Soul is a shareware game.
(c) 1999, Adam-X Studios & Tawmis Logue.
Final Soul Walk Thru And It’s Contents, (c) 1999 Adam-X Studios & Tawmis Logue.

Special thanks to: Mike Meadows for helping me remember the one spot I forgot how to pass…Any questions, comments, complaints, please email: SirTawmis@gmail.com