Made by LabORat / Translated to English by etvolare
I suggest you to play it. Best game and storyline. Search or Download at steam.
For now, if you find any text transference or encoding issues, you can report them to etvolare here.
Make sure to look at the News from the Steam page to grab a link to the font. Installing it should fix most errors.
Prologue + Chapter 1 walkthrough under the cut. I will leave hints in italics.
To finish the game, you will have to inspect everything written in bullet points.
For convenience’s sake, I will skip marking down where there are matches, chocolate, save points, or books that give no relevant information to solving puzzles (they might, though, give relevant information to understanding the story). It is worth it to inspect every drawer and bookcase for these.
Characters will only be specified if they have a profile in the site.
1F: 1st floor. 2F: 2nd floor. B1: basement 1, and so on.
New characters: Heinrich Faust. Elisabeth Faust. Mephistopheles.
2F.
Elisabeth’s room. (Save point)
Wake up. Inspect room.
• Bookcase. On left side, game instructions:
- Move: arrow keys
- Confirm or inspect items: Enter/Space/C
- Cancel or back: Esc/X
- Menu: Esc
- Pressing Alt+Enter switches to full screen mode.
- Chocolates will increase walking speed, matches will increase line of sight. Keeping to a certain walking speed and sight radius will decrease the chances of danger.
- If the screen blacks out, you will return to your bed. This does not mean you died, and what has already happened does not need to be repeated.
- Some items can be worn.
- The cat will give you some clue by reacting to specific items.
- If the screen is too dim, please increase screen brightness. Earphones are recommended for play as some puzzles are accompanied by music.
- Text that has already been read will appear in this bookcase.
• Bedside table. Retrieve “key for right corridor”.
• French doors. Locked.
• Table. On right side, paper and ink. You can make a record here. On left side, retrieve “matches and a candleholder”.
• (Menu) Rag doll.
Exit. Trigger event, meet Mephistopheles.
1F.
Hall.
Note: stepping on mice will decrease your range of vision/speed.
• Left corridor door. Locked.
• Small door to the right of stairwell. At the end of its corridor, there is a locked door. There is a keyhole with a widely open eye engraved.
• Right corridor door. Open with “key for right corridor”.
Enter right corridor.
New characters: Siebel. Porkhyaden. Homunculus.
1F.
Right corridor.
Enter first door.
Dining room.
Enter door on the back.
Kitchen. (Save point)
• Dead fish. Retrieve “fish eye”. The prettiest facial feature is the eyes!
• On wall: some plates. They’re stored pretty high. These would make a ruckus if they fell!
• Cauldron. Its contents look like they could melt something.
• Door. Locked. Its window overlooks a pond and, on the other side, another window.
• Plaster sculpture.
• Furnace.
• On wall: “The witch’s sums”. There are missing wooden pieces.
Exit kitchen.
Dining room.
• Plaster sculpture.
Exit dining room.
Right corridor.
• Plaster sculpture. Retrieve “metal wire”.
Escape plaster sculpture by exiting and reentering corridor.
Use “metal wire” to unblock second door. Retrieve “living room key”. Use key to open door.
Living room. (Save point)
• Table. Read “Puss in Boots I”.
Follow Siebel the cat, exit living room.
Right corridor.
Retrieve “key on the floor”.
Living room.
• Left bookcase. On right side, retrieve “map”. The top right end has a sun, and the top right end has a moon.
• On wall: empty hook. Maybe you could hang another painting here.
• Window. Locked. It overlooks a pond and, on the other side, a door with a window.
• Top left corner drawer. Photo frame. Retrieve “note”. Letters and numbers are written in color ink.
• Small table beside save point:
Q. Mary was an apple girl. She was going to give an apple to her hungry cat at home, but bumped into a starving mouse along the way. Although she really wanted to give the apple to the cat, she couldn’t let the mouse stay hungry. What should she do?
.
.
.
.
.
A. Give it to the mouse. (Mary is an apple girl)
Retrieve “golden key”. It seems to have a thick layer of paint on it. Maybe something could melt the paint…
Exit living room.
Kitchen.
Dunk “golden key” in cauldron. Retrieve “iron key”. Exit kitchen.
Right corridor.
• Display Room. Locked.
• Piano Room. Can enter but will immediately exit; afterwards locked.
• End of corridor door. Locked. It is day time outside the window.
Exit right corridor.
Hall.
Use “key on the floor” to open left corridor. Enter left corridor.
Left corridor.
• First door.
Q. “A sparkling interior shines but for a moment, only internal beauty will endure throughout the ages”.
.
.
.
.
.
A. Use gold-turned-iron key to unlock.
Sitting room. (Save point)
Bottom part of the room.
• Table. Spilled inks mix to make new colors.
• Drawers. On left side, retrieve “map of 2nd floor”.
• On wall: sheet with added letters.
• Small closet. Four numbers to open; follow three hints:
Q. 0 0 0 0
H1. Mixed inks.
H2. Colored letter / number note.
H3. Sheet on wall.
.
.
.
.
.
A. A=red, B=blue, C=yellow, K=black.
1=purple, 2=green, 3=orange, 4=black.
B+C=2; B+K=4; A+K=4; A+B=1.
2 4 4 1
Retrieve “small key”.
Top part of the room.
• Clock. It has no hands to mark hours.
• Table. Read “Puss in Boots II”.
Siebel joins. Exit sitting room.
Left corridor.
• Second door. Locked.
• Painting beside second door. A queen with a high wig.
• End of corridor door. Locked. It is night time outside the window.
Exit left corridor.
2F.
Elisabeth’s room. (right corridor, second door)
Use “small key” to open French doors. Exit. Trigger event. Enter rooms on right or left side of Elisabeth’s from the veranda, and then unlock their front door from inside:
Three pigs’ room. (right)
• Furnace. There is a small flame. Maybe at a latter time it can be lighted.
• Doll. It is over a safety deposit box. It is a featurless cloth doll. Maybe its features could be carved.
• Table. Retrieve “bookmark”. It lists organ prices.
Hole room. (left)
• Safety deposit box. Locked. “Start with the most expensive”. Prices?
• Cracks in floorboard beside chimney.
• Table. Read “Puss in Boots III”.
Exit either room.
Right corridor.
• First door. Locked. Trigger event with Porkhyaden. Apparently you’d have to be nicely dressed to enter…
• Second door. Locked. “Opening hours: 4:00.” Where can we figure out the time?
Glass of painting by second door will break when Elisabeth walks by. Touching the glass will send her back to her room.
• Drawer at end of corridor. On right side, retrieve “clock hand”. There was somewhere it could belong…
Go down.
1F.
Sitting room.
Place hour hand on clock at 4:00 mark. Exit sitting room.
2F.
Right corridor.
• Second door opens at 4:00.
Gallery.
Enter door on back.
Marguerite’s room. (Save point)
• Table. Read “Bound book I”. Trigger event. Siebel leaves.
• Bookcase. Read “Bound book II”. Retrieve “wooden handle key”.
Open redwood cabinet with “wooden handle key”. Retrieve and change into “formal dress”. Would this do as a nicer dress?
Retrieve “paper fragment” from the floor. Numbers from 1 to 4 go from the top left to the top right.
Read “Bound book III”. Exit room. When going down the gallery, avoid rolling plaster sculpture head by moving to the side.
Right corridor.
• First door. Seems a pretty dress won’t do. Need something cool and pretty.
Hole room.
• Safety deposit box. Four numbers to open; follow two hints:
Q. 0 0 0 0
H1. Bookmark with organ prices.
H2. Newspaper fragment with ordered numbers and organ illustrations.
.
.
.
.
.
A. The pattern is always 1, 2, 3, 4, without repeating, from left to right and going back from the left if 1 is positioned later in the row.
1, 2, 3, 4 //
(3), 4 // (1), 2
(4) // 1, (2), 3
2, 3, 4 // 1
3=Heart; 1=Tooth; 4=Eyes; 2=Blood.
Priciest to cheapest: Heart (3), Eyes (4), Tooth (1), Blood (2).
3 4 1 2
Retrieve “spade”. A spade is for gardening. Might be able to dig up soft dirt.
Read “Bound book IV”. Something was left by a pond.
Exit room.
1F.
Right corridor.
The door to the dining room is open.
Dining room.
The door to the kitchen is open.
Kitchen.
Retrieve “plate fragments”. These are pretty sharp. They could tear through cloth.
Exit kitchen.
2F.
Three pigs’ room.
Use “plate fragments” to tear a mouth for cloth doll. Use “fish eye” to give it some features. Retrieve “painting”. Where can it be hung?
5 synonyms of hard-driving from the Merriam-Webster Thesaurus, plus 36 related words, definitions, and antonyms. Find another word for hard-driving. Hard-driving: having a strong desire for personal advancement. Hard-driving definition is - intensely ambitious, energetic, or hardworking. Synonyms for hard-driving at Thesaurus.com with free online thesaurus, antonyms, and definitions. Find descriptive alternatives for hard-driving. Hard driving.
Retrieve “fish eye”.
Exit room.
1F.
Living room.
Hang “painting” on empty hook. A door can be heard opening. Look through window. Door is on the other side. Exit living room.
Kitchen.
The door with a window is open.
Pool.
• Flowers in pot. Bugs seem to approach fresh flowers.
Use “spade” to dig on disturbed soil beside fountain. Retrieve “yellow gem”. Isn’t it rather pretty and cool?
Retrieve “bracelet”. It has bells and a name. Don’t cats use that?
Read “Puss in Boots IV”.
Exit pool.
2F.
Right corridor.
• First door. Present “yellow gem” to open door. Trigger event. A game of hide and seek will begin. You must find three piglets all throughout the game.
Waiting room.
Retrieve “yellow gem”. Read and retrieve “Old Diary I”.
• Data Room. Locked.
• Unlighted candleholder. The match is too short to reach it.
• Door. Not locked, but won’t open.
• Drawers. On left side, retrieve “handaxe”.
Exit room. Siebel joins.
Hole room.
Use “handaxe” to open the crack on the floor beside the furnace. Go down hole.
Library. (Save point)
There is an empty bookcase with papers on top. Push it together with the rightmost bookcase from the middle row. Read and retrieve “Old Diary II”. Music will start playing.
• Third bookcase from top left. On left side, hint of the witch’s sums. All make 15. On left side, something shiny will trigger event. Siebel leaves. Now the key is too high to reach either way. If only someone could jump up there.
Exit library. It will lead to a “known” place.
???
As you walk along hall, music will get louder. At the end, there is a save point. Make sure to save.
Crossing the door is a maze of desks. A desk can be pushed if there is no other desk in front, behind, or to the sides of it. There are several ways to get to the end.
Read “Memo I” and cross the door. There is another save point. Make sure to save.
A darkened maze. There is no danger in crossing, but it will be blocked at parts.
.
.
.
.
.
Steps: 2↑, 2←, 1↑, 3←, 4↑, 5→, 1↓, 2→, 3↓, 1→, 1↓, 3→, 1↓, 2→, 2↑, 1←, 3↑, 2←, 1↑.
Read “Memo II” and cross the door. There is another save point. Make sure to save (for real).
Read “Memo III” and (if possible) cross the door. As long as it has been read, entering again will automatically skip the room.
Read “Memo IV” and “List”. Trigger event.
2F.
Elisabeth’s room.
Wake up. Siebel joins. Trigger event. Put “bracelet” on Siebel. Retrieve “key with a label” from close to door. Exit room.
Marguerite’s room.
• Chair beside window. A tail is peeking out. Trigger event.
Exit room.
Waiting room.
Use “key with a label” to open Data Room.
Data Room. (Save point)
• Bookcase on top left. On right side, read “How to Create a Golem”. Some powerful words are mentioned.
• Table to right of first bookcase. Read “The Blue Bird I”.
• Painting to right of second bookcase. It is locked to the wall.
• Third bookcase. On left, there is space for a book. Insert “old diary”. Painting will unlock. Retrieve “sun-shaped key”. There was a sun somewhere in a map…
Retrieve “umbrella”. Where would it be raining inside?
• Table on top right. Read “Letter”.
• Small table between two bookcases at the bottom. Retrieve “long match”. There was a candleholder that needed lighting up.
Exit room.
Waiting room.
Use “long match” to light candleholder.
Mirror room.
Enter. Trigger event with Homunculus.
• Large center mirror. There is a keyhole with an almost open eye engraved.
• Mirror to the left of center mirror.
Exit room.
(*If Siebel was not with you yet, Siebel joins.)
1F.
Library.
• (Optional for Secret Ending) Third bookcase from top left. Retrieve “small key” with Siebel’s help. Exit library.
Left corridor.
• Painting beside library door. Queen. A rather gaudy one with a tall white wig.
* There are some very obvious footprints which lead to a crack in the wall. It can be opened, but it is not necessary to conclude Chapter 1, so it will be explained when it is useful.
Kitchen.
• Furnace. A tail is peeking out. Trigger event.
Right corridor.
Use “sun-shaped key” to open door on the end. It is raining, so return inside. Equip “umbrella” to exit.
Greenhouse.
Greenhouse South East.
Walk straight ahead to the next section.
Greenhouse East. (Save point)
Save. This concludes Chapter 1.
Hole room = unlabeled leftmost room
Mirror room = Mirrors
Data Room = Reference room
• Rag doll
• Original dress
• 1F map
• Formal dress
• Iron key
• Yellow jewel
• Small spade
• 2F map
• Fish eye
• Chocolate
• Matches
• (Optional) “Right Hand” label key
• Instructions
• Puss in Boots I
• Puss in Boots II
• Puss in Boots III
• Puss in Boots IV
• Bound book I
• Bound book II
• Bound book III
• Bound book IV
• Old Diary I
• Old Diary II
• Memo I
• Memo II
• Memo III
• Memo IV
• List
• The Blue Bird I
• Letter
The RPG genre often requires a big investment from developers and publishers. It’s a genre that allows players to embrace themselves within the lore, landscape, and characters that it features.
RPGs often have a big focus on art direction and compelling story elements that keep players coming back. They are fantastic, whether they’re developed with Western, Japanese, or any other traditional elements built into their foundations.
However, these are often games that require a great deal of time and effort to create. Text and dialogue make up a large part of what makes them role-playing games, and as they often are designed to last. This means it’s very rare that you’ll find a good RPG offered up for free to players.
Fortunately, there’s still a small number of game developers that allow their games to be played without costing you a penny. They might not all be as fully-fledged as your FinalFantasy or Mass Effect series, but they are games that are worth your time.
With that said, here are five of the best RPGs you can play that are 100 percent free, all available on Steam.
Originally a mobile game released in 2015, Soda Dungeon popped up on Steam in 2017, and as you can imagine by the name, there’s some sweet soda involvement here. A game in the pixel-art style, it’s as close to a full RPG as you can get as you take a team of heroes that you can add to, build your resources, improve your home tavern, and take your team to the dungeons for some combat action.
The main game can be completed within a few hours, but for those who want to take their time and complete everything that there is to offer, Soda Dungeon can offer up to 100 hours of gameplay. That’s better than some full-priced RPGs, all for less than 75mb of download data. A free-to-play sequel is also in the works, so if you enjoy this one, you won’t have to wait too long for more soda-popping action.
While this is not technically a full game, Backbone: Prologue is an excellent Noir-style prologue to the main game, currently set for release next year, that is absolutely worth the time. While featuring slightly less in RPG features but still borrowing many of the genre’s key principles, Backbone features a private-eye anthropomorphic raccoon on the hunt for clues, leads, and information for his clients.
Also in pixel art, the game oozes an atmosphere executed as well as the best amongst the noir-style. It’s only about an hour or two long, but it’s an adventure that’s worth taking, with plenty of time to complete it before the next installment releases. At only 1GB in size too, it’s not a large investment of data either.
By simply looking at Grimm’s Hollow, it’s easy to see where the influence of the game comes from. With an art style reminiscent of Undertale, and an equally wonderous story to go with it, Grimm’s Hollow is another example of a free RPG that is short but oh so sweet.
Take on a number of spooky beings, explore caves and dungeons, and build-up skills as you search the afterlife for your lost brother. It’s a game that is a labor of love, and it feels like one. It suffers a little in the technical department by virtue of being a very low-budget indie game (originally released on itch.io), but it’s not enough to detract from the adventure. If you enjoyed the likes of Undertale, Grimm’s Hollow will be right up your alley.
When it comes to free RPGs, you will find that there is an abundance of games that are made with one of two major characteristics, usually used together. One is an art style heavily influenced by anime or manga, and the other is the use of the RPG Maker software. It’s a flexible system that typically incorporates the tools to bring an anime-styled RPG without needing to know how to code or create 3D models. Fausts Alptraum is one of the best examples of the use of both.
A horror-themed RPG with heavy story elements, Fausts Alptraum sees you traverse a crayon-drawn world based on the theater play Goethe’s Faust. Packed with plenty of scares, there’s a lot here to play through, and all of it is excellent, boasting an art direction that has seen more effort than some paid-for games that use the RPG Maker. It’s a fantastic little game.
The only one on this list that requires you to be online in order to play it, but also one of the most accomplished action RPGs currently available today, Path of Exile has come a very long way. Released back in 2013, the game even then was an accomplished, if slightly rough around the edges, affair.
But as more and more content was added, and the massive skill tree was better understood, it became clear that what is being offered by this game is nothing short of astonishing. It’s easy to go into thousands of hours of gameplay without spending a penny or seeing your experience diminish. Seasons also bring new themes and content, and endgame plus PvP content is challenging and extremely rewarding. With a sequel promising a whole host of new content, there has never been a better time to get into Path of Exile.
Made by LabORat / Translated to English by etvolare
I suggest you to play it. Best game and storyline. Search or Download at steam.
For now, if you find any text transference or encoding issues, you can report them to etvolare here.
Make sure to look at the News from the Steam page to grab a link to the font. Installing it should fix most errors.
Prologue + Chapter 1 walkthrough under the cut. I will leave hints in italics.
To finish the game, you will have to inspect everything written in bullet points.
For convenience’s sake, I will skip marking down where there are matches, chocolate, save points, or books that give no relevant information to solving puzzles (they might, though, give relevant information to understanding the story). It is worth it to inspect every drawer and bookcase for these.
Characters will only be specified if they have a profile in the site.
1F: 1st floor. 2F: 2nd floor. B1: basement 1, and so on.
New characters: Heinrich Faust. Elisabeth Faust. Mephistopheles.
2F.
Elisabeth’s room. (Save point)
Wake up. Inspect room.
• Bookcase. On left side, game instructions:
- Move: arrow keys
- Confirm or inspect items: Enter/Space/C
- Cancel or back: Esc/X
- Menu: Esc
- Pressing Alt+Enter switches to full screen mode.
- Chocolates will increase walking speed, matches will increase line of sight. Keeping to a certain walking speed and sight radius will decrease the chances of danger.
- If the screen blacks out, you will return to your bed. This does not mean you died, and what has already happened does not need to be repeated.
- Some items can be worn.
- The cat will give you some clue by reacting to specific items.
- If the screen is too dim, please increase screen brightness. Earphones are recommended for play as some puzzles are accompanied by music.
- Text that has already been read will appear in this bookcase.
• Bedside table. Retrieve “key for right corridor”.
• French doors. Locked.
• Table. On right side, paper and ink. You can make a record here. On left side, retrieve “matches and a candleholder”.
• (Menu) Rag doll.
Exit. Trigger event, meet Mephistopheles.
1F.
Hall.
Note: stepping on mice will decrease your range of vision/speed.
• Left corridor door. Locked.
• Small door to the right of stairwell. At the end of its corridor, there is a locked door. There is a keyhole with a widely open eye engraved.
• Right corridor door. Open with “key for right corridor”.
Enter right corridor.
New characters: Siebel. Porkhyaden. Homunculus.
1F.
Right corridor.
Enter first door.
Dining room.
Enter door on the back.
Kitchen. (Save point)
• Dead fish. Retrieve “fish eye”. The prettiest facial feature is the eyes!
• On wall: some plates. They’re stored pretty high. These would make a ruckus if they fell!
• Cauldron. Its contents look like they could melt something.
• Door. Locked. Its window overlooks a pond and, on the other side, another window.
• Plaster sculpture.
• Furnace.
• On wall: “The witch’s sums”. There are missing wooden pieces.
Exit kitchen.
Dining room.
• Plaster sculpture.
Exit dining room.
Right corridor.
• Plaster sculpture. Retrieve “metal wire”.
Escape plaster sculpture by exiting and reentering corridor.
Use “metal wire” to unblock second door. Retrieve “living room key”. Use key to open door.
Living room. (Save point)
• Table. Read “Puss in Boots I”.
Follow Siebel the cat, exit living room.
Right corridor.
Retrieve “key on the floor”.
Living room.
• Left bookcase. On right side, retrieve “map”. The top right end has a sun, and the top right end has a moon.
• On wall: empty hook. Maybe you could hang another painting here.
• Window. Locked. It overlooks a pond and, on the other side, a door with a window.
• Top left corner drawer. Photo frame. Retrieve “note”. Letters and numbers are written in color ink.
• Small table beside save point:
Q. Mary was an apple girl. She was going to give an apple to her hungry cat at home, but bumped into a starving mouse along the way. Although she really wanted to give the apple to the cat, she couldn’t let the mouse stay hungry. What should she do?
.
.
.
.
.
A. Give it to the mouse. (Mary is an apple girl)
Retrieve “golden key”. It seems to have a thick layer of paint on it. Maybe something could melt the paint…
Exit living room.
Kitchen.
Dunk “golden key” in cauldron. Retrieve “iron key”. Exit kitchen.
Right corridor.
• Display Room. Locked.
• Piano Room. Can enter but will immediately exit; afterwards locked.
• End of corridor door. Locked. It is day time outside the window.
Exit right corridor.
Hall.
Use “key on the floor” to open left corridor. Enter left corridor.
Left corridor.
• First door.
Q. “A sparkling interior shines but for a moment, only internal beauty will endure throughout the ages”.
.
.
.
.
.
A. Use gold-turned-iron key to unlock.
Sitting room. (Save point)
Bottom part of the room.
• Table. Spilled inks mix to make new colors.
• Drawers. On left side, retrieve “map of 2nd floor”.
• On wall: sheet with added letters.
• Small closet. Four numbers to open; follow three hints:
Q. 0 0 0 0
H1. Mixed inks.
H2. Colored letter / number note.
H3. Sheet on wall.
.
.
.
.
.
A. A=red, B=blue, C=yellow, K=black.
1=purple, 2=green, 3=orange, 4=black.
B+C=2; B+K=4; A+K=4; A+B=1.
2 4 4 1
Retrieve “small key”.
Top part of the room.
• Clock. It has no hands to mark hours.
• Table. Read “Puss in Boots II”.
Siebel joins. Exit sitting room.
Left corridor.
• Second door. Locked.
• Painting beside second door. A queen with a high wig.
• End of corridor door. Locked. It is night time outside the window.
Exit left corridor.
2F.
Elisabeth’s room. (right corridor, second door)
Use “small key” to open French doors. Exit. Trigger event. Enter rooms on right or left side of Elisabeth’s from the veranda, and then unlock their front door from inside:
Three pigs’ room. (right)
• Furnace. There is a small flame. Maybe at a latter time it can be lighted.
• Doll. It is over a safety deposit box. It is a featurless cloth doll. Maybe its features could be carved.
• Table. Retrieve “bookmark”. It lists organ prices.
Hole room. (left)
• Safety deposit box. Locked. “Start with the most expensive”. Prices?
• Cracks in floorboard beside chimney.
• Table. Read “Puss in Boots III”.
Exit either room.
Right corridor.
• First door. Locked. Trigger event with Porkhyaden. Apparently you’d have to be nicely dressed to enter…
• Second door. Locked. “Opening hours: 4:00.” Where can we figure out the time?
Glass of painting by second door will break when Elisabeth walks by. Touching the glass will send her back to her room.
• Drawer at end of corridor. On right side, retrieve “clock hand”. There was somewhere it could belong…
Go down.
1F.
Sitting room.
Place hour hand on clock at 4:00 mark. Exit sitting room.
2F.
Right corridor.
• Second door opens at 4:00.
Gallery.
Enter door on back.
Marguerite’s room. (Save point)
• Table. Read “Bound book I”. Trigger event. Siebel leaves.
• Bookcase. Read “Bound book II”. Retrieve “wooden handle key”.
Open redwood cabinet with “wooden handle key”. Retrieve and change into “formal dress”. Would this do as a nicer dress?
Retrieve “paper fragment” from the floor. Numbers from 1 to 4 go from the top left to the top right.
Read “Bound book III”. Exit room. When going down the gallery, avoid rolling plaster sculpture head by moving to the side.
Right corridor.
• First door. Seems a pretty dress won’t do. Need something cool and pretty.
Hole room.
• Safety deposit box. Four numbers to open; follow two hints:
Q. 0 0 0 0
H1. Bookmark with organ prices.
H2. Newspaper fragment with ordered numbers and organ illustrations.
.
.
.
.
.
A. The pattern is always 1, 2, 3, 4, without repeating, from left to right and going back from the left if 1 is positioned later in the row.
1, 2, 3, 4 //
(3), 4 // (1), 2
(4) // 1, (2), 3
2, 3, 4 // 1
3=Heart; 1=Tooth; 4=Eyes; 2=Blood.
Priciest to cheapest: Heart (3), Eyes (4), Tooth (1), Blood (2).
3 4 1 2
Retrieve “spade”. A spade is for gardening. Might be able to dig up soft dirt.
Read “Bound book IV”. Something was left by a pond.
Exit room.
1F.
Right corridor.
The door to the dining room is open.
Dining room.
The door to the kitchen is open.
Kitchen.
Retrieve “plate fragments”. These are pretty sharp. They could tear through cloth.
Exit kitchen.
2F.
Three pigs’ room.
Use “plate fragments” to tear a mouth for cloth doll. Use “fish eye” to give it some features. Retrieve “painting”. Where can it be hung?
5 synonyms of hard-driving from the Merriam-Webster Thesaurus, plus 36 related words, definitions, and antonyms. Find another word for hard-driving. Hard-driving: having a strong desire for personal advancement. Hard-driving definition is - intensely ambitious, energetic, or hardworking. Synonyms for hard-driving at Thesaurus.com with free online thesaurus, antonyms, and definitions. Find descriptive alternatives for hard-driving. Hard driving.
Retrieve “fish eye”.
Exit room.
1F.
Living room.
Hang “painting” on empty hook. A door can be heard opening. Look through window. Door is on the other side. Exit living room.
Kitchen.
The door with a window is open.
Pool.
• Flowers in pot. Bugs seem to approach fresh flowers.
Use “spade” to dig on disturbed soil beside fountain. Retrieve “yellow gem”. Isn’t it rather pretty and cool?
Retrieve “bracelet”. It has bells and a name. Don’t cats use that?
Read “Puss in Boots IV”.
Exit pool.
2F.
Right corridor.
• First door. Present “yellow gem” to open door. Trigger event. A game of hide and seek will begin. You must find three piglets all throughout the game.
Waiting room.
Retrieve “yellow gem”. Read and retrieve “Old Diary I”.
• Data Room. Locked.
• Unlighted candleholder. The match is too short to reach it.
• Door. Not locked, but won’t open.
• Drawers. On left side, retrieve “handaxe”.
Exit room. Siebel joins.
Hole room.
Use “handaxe” to open the crack on the floor beside the furnace. Go down hole.
Library. (Save point)
There is an empty bookcase with papers on top. Push it together with the rightmost bookcase from the middle row. Read and retrieve “Old Diary II”. Music will start playing.
• Third bookcase from top left. On left side, hint of the witch’s sums. All make 15. On left side, something shiny will trigger event. Siebel leaves. Now the key is too high to reach either way. If only someone could jump up there.
Exit library. It will lead to a “known” place.
???
As you walk along hall, music will get louder. At the end, there is a save point. Make sure to save.
Crossing the door is a maze of desks. A desk can be pushed if there is no other desk in front, behind, or to the sides of it. There are several ways to get to the end.
Read “Memo I” and cross the door. There is another save point. Make sure to save.
A darkened maze. There is no danger in crossing, but it will be blocked at parts.
.
.
.
.
.
Steps: 2↑, 2←, 1↑, 3←, 4↑, 5→, 1↓, 2→, 3↓, 1→, 1↓, 3→, 1↓, 2→, 2↑, 1←, 3↑, 2←, 1↑.
Read “Memo II” and cross the door. There is another save point. Make sure to save (for real).
Read “Memo III” and (if possible) cross the door. As long as it has been read, entering again will automatically skip the room.
Read “Memo IV” and “List”. Trigger event.
2F.
Elisabeth’s room.
Wake up. Siebel joins. Trigger event. Put “bracelet” on Siebel. Retrieve “key with a label” from close to door. Exit room.
Marguerite’s room.
• Chair beside window. A tail is peeking out. Trigger event.
Exit room.
Waiting room.
Use “key with a label” to open Data Room.
Data Room. (Save point)
• Bookcase on top left. On right side, read “How to Create a Golem”. Some powerful words are mentioned.
• Table to right of first bookcase. Read “The Blue Bird I”.
• Painting to right of second bookcase. It is locked to the wall.
• Third bookcase. On left, there is space for a book. Insert “old diary”. Painting will unlock. Retrieve “sun-shaped key”. There was a sun somewhere in a map…
Retrieve “umbrella”. Where would it be raining inside?
• Table on top right. Read “Letter”.
• Small table between two bookcases at the bottom. Retrieve “long match”. There was a candleholder that needed lighting up.
Exit room.
Waiting room.
Use “long match” to light candleholder.
Mirror room.
Enter. Trigger event with Homunculus.
• Large center mirror. There is a keyhole with an almost open eye engraved.
• Mirror to the left of center mirror.
Exit room.
(*If Siebel was not with you yet, Siebel joins.)
1F.
Library.
• (Optional for Secret Ending) Third bookcase from top left. Retrieve “small key” with Siebel’s help. Exit library.
Left corridor.
• Painting beside library door. Queen. A rather gaudy one with a tall white wig.
* There are some very obvious footprints which lead to a crack in the wall. It can be opened, but it is not necessary to conclude Chapter 1, so it will be explained when it is useful.
Kitchen.
• Furnace. A tail is peeking out. Trigger event.
Right corridor.
Use “sun-shaped key” to open door on the end. It is raining, so return inside. Equip “umbrella” to exit.
Greenhouse.
Greenhouse South East.
Walk straight ahead to the next section.
Greenhouse East. (Save point)
Save. This concludes Chapter 1.
Hole room = unlabeled leftmost room
Mirror room = Mirrors
Data Room = Reference room
• Rag doll
• Original dress
• 1F map
• Formal dress
• Iron key
• Yellow jewel
• Small spade
• 2F map
• Fish eye
• Chocolate
• Matches
• (Optional) “Right Hand” label key
• Instructions
• Puss in Boots I
• Puss in Boots II
• Puss in Boots III
• Puss in Boots IV
• Bound book I
• Bound book II
• Bound book III
• Bound book IV
• Old Diary I
• Old Diary II
• Memo I
• Memo II
• Memo III
• Memo IV
• List
• The Blue Bird I
• Letter
The RPG genre often requires a big investment from developers and publishers. It’s a genre that allows players to embrace themselves within the lore, landscape, and characters that it features.
RPGs often have a big focus on art direction and compelling story elements that keep players coming back. They are fantastic, whether they’re developed with Western, Japanese, or any other traditional elements built into their foundations.
However, these are often games that require a great deal of time and effort to create. Text and dialogue make up a large part of what makes them role-playing games, and as they often are designed to last. This means it’s very rare that you’ll find a good RPG offered up for free to players.
Fortunately, there’s still a small number of game developers that allow their games to be played without costing you a penny. They might not all be as fully-fledged as your FinalFantasy or Mass Effect series, but they are games that are worth your time.
With that said, here are five of the best RPGs you can play that are 100 percent free, all available on Steam.
Originally a mobile game released in 2015, Soda Dungeon popped up on Steam in 2017, and as you can imagine by the name, there’s some sweet soda involvement here. A game in the pixel-art style, it’s as close to a full RPG as you can get as you take a team of heroes that you can add to, build your resources, improve your home tavern, and take your team to the dungeons for some combat action.
The main game can be completed within a few hours, but for those who want to take their time and complete everything that there is to offer, Soda Dungeon can offer up to 100 hours of gameplay. That’s better than some full-priced RPGs, all for less than 75mb of download data. A free-to-play sequel is also in the works, so if you enjoy this one, you won’t have to wait too long for more soda-popping action.
While this is not technically a full game, Backbone: Prologue is an excellent Noir-style prologue to the main game, currently set for release next year, that is absolutely worth the time. While featuring slightly less in RPG features but still borrowing many of the genre’s key principles, Backbone features a private-eye anthropomorphic raccoon on the hunt for clues, leads, and information for his clients.
Also in pixel art, the game oozes an atmosphere executed as well as the best amongst the noir-style. It’s only about an hour or two long, but it’s an adventure that’s worth taking, with plenty of time to complete it before the next installment releases. At only 1GB in size too, it’s not a large investment of data either.
By simply looking at Grimm’s Hollow, it’s easy to see where the influence of the game comes from. With an art style reminiscent of Undertale, and an equally wonderous story to go with it, Grimm’s Hollow is another example of a free RPG that is short but oh so sweet.
Take on a number of spooky beings, explore caves and dungeons, and build-up skills as you search the afterlife for your lost brother. It’s a game that is a labor of love, and it feels like one. It suffers a little in the technical department by virtue of being a very low-budget indie game (originally released on itch.io), but it’s not enough to detract from the adventure. If you enjoyed the likes of Undertale, Grimm’s Hollow will be right up your alley.
When it comes to free RPGs, you will find that there is an abundance of games that are made with one of two major characteristics, usually used together. One is an art style heavily influenced by anime or manga, and the other is the use of the RPG Maker software. It’s a flexible system that typically incorporates the tools to bring an anime-styled RPG without needing to know how to code or create 3D models. Fausts Alptraum is one of the best examples of the use of both.
A horror-themed RPG with heavy story elements, Fausts Alptraum sees you traverse a crayon-drawn world based on the theater play Goethe’s Faust. Packed with plenty of scares, there’s a lot here to play through, and all of it is excellent, boasting an art direction that has seen more effort than some paid-for games that use the RPG Maker. It’s a fantastic little game.
The only one on this list that requires you to be online in order to play it, but also one of the most accomplished action RPGs currently available today, Path of Exile has come a very long way. Released back in 2013, the game even then was an accomplished, if slightly rough around the edges, affair.
But as more and more content was added, and the massive skill tree was better understood, it became clear that what is being offered by this game is nothing short of astonishing. It’s easy to go into thousands of hours of gameplay without spending a penny or seeing your experience diminish. Seasons also bring new themes and content, and endgame plus PvP content is challenging and extremely rewarding. With a sequel promising a whole host of new content, there has never been a better time to get into Path of Exile.