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Nythyhel (Nythyhel.txt)

Nythyhel Part I and II Walkthrough
by QN, Hannibal, Sammy23 and the Dark Prince

A few of us at Lemon.com got together ad hoc and decided to finish 
this game since a walkthrough couldn't be found.  Here is the result.  
I won't say this this is the shortest way to finish it, but it should 
take you through most of the game, the odd 'examine' might be omitted, 
but that's up to you to add if you want.  There should be some maps 
floating about as well, so have a look for them.  Have fun.

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Storyline: 

I don't have any great insight as to what this premise of the story 
is, which begs the point of why I would put this section in, but it's 
meant to give a general outline of the plot.  Essentially you are a 
P.I. who specializes in the world of the occult.  The story starts 
with you in your office where you have to piece together the 
information found in the envelope on your desk.  The main puzzles in 
Part I are broken down into finding out where to go, an interesteing 
concept, but a tedious one since you have to go through the whole 
"CALL CAB.TALK TO DRIVER.SAY XXX" routine every time you want to move 
between areas.  I'll try to summarize the some of the sequences:

Office -> Arkham  (You figure this out by finding the password to the 
computer, and then entering the Dr's name)
Arkham -> Office  (The notebook you find is in shorthand, who better 
to read this than a secretary.)
Office -> Museum  (The other book found in Arkham was from the 
library)
Museum -> Station  (This is a leap of faith, I just guessed the 
station, I still don't know if I was supposed to be told somewhere 
there was one.)
Station -> Oakhampton (Buy a ticket and off you go.  You realize you 
have to go here after reading the book in the library.)
Oakhampton -> Office (Here's where you could roam around for awhile, 
once you kill the witch, you have to go back to your office to meet 
Simon, whoever that is.)
Office -> Airport (From the envelope Simon gives you.  Don't forget 
custom's officals don't take kindly to guns.)

Part II is similar in that it is broken up into sections, however in 
this case, it's more serial.  i.e. if you miss something in one 
section, you can't go back and get it once you've moved on.  This part 
is also filled with some red herrings (I think/hope), unlike the first 
Part that used all of the items that you found.  The main goal in the 
end is to rescue Penelope who you later find out has been kidnapped.  
To do this you have to find all of the items you'll need and then make 
your way into the Chateau, the problem being you don't know what you 
need until you're in there  (wine glass, magnifying glass and crowbar 
should do it).

All in all, this game seems to be more of a challenge in finding 
items/locations from sparse clues/descriptions.  It's fairly obvious 
what has to be done (hmmm, a locked door and a crowbar for sale), the 
problem is in finding the right sequence of commands to do it.

QN

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Walkthrough
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Part I:

GET ENVELOPE.OPEN ENVELOPE.EXAMINE HATSTAND.GET COAT.WEAR COAT.EXAMINE 
COAT.EXAMINE WALLET.OPEN WALLET.EXAMINE DESK.EXAMINE DRAWER.GET SMALL 
KEY.GET BEADS.UNLOCK CABINET.EXAMINE CABINET.GET SKELETON 
KEYS.S.UNLOCK CABINET.EXAMINE CABINET.GET NOTE.READ NOTE.TURN ON 
COMPUTER.READ MESSAGE.INPUT ARNOLD.READ MESSAGE.INPUT STEVENS.READ 
MESSAGE.N.E.N.CALL CAB.TALK TO DRIVER.SAY ARKHAM.UNLOCK DOOR.N.ENTER 
CIRCLE.SAY BURN FOUL FIEND.EXAMINE BOOKS.GET PAPER.READ PAPER.EXAMINE 
BODY.GET NOTEBOOK.S.CALL CAB.TALK TO DRIVER.SAY OFFICE.W.S.SHOW 
NOTEBOOK TO PENELOPE.N.E.N.CALL CAB.TALK TO DRIVER.SAY BRITISH.N.TALK 
TO RECEPTIONIST.EXAMINE BOOKCASE.READ BOOK.S.S.CALL CAB.TALK TO 
DRIVER.SAY STATION.N.EXAMINE MACHINE.INSERT COIN.TYPE OAKHAMPTON.GET 
TICKET.N.SHOW TICKET TO GUARD.E.E..BOARD TRAIN.WAIT.WAIT.S.E.E.EXAMINE 
GREEN.GET MATCHES.N.E.SHOW BEADS TO SMYTH.W.S.S.EXAMINE SHELVES.BUY 
SHOVEL.EXAMINE COUNTER.BUY KIT.N.E.S..EXAMINE DESK.OPEN DESK.GET EMPTY 
REVOLVER.TALK TO JOHNSTON.N.EXAMINE DOOR.PRESS TONY.E.E.EXAMINE 
EQUIPMENT.LIGHT BURNER.OPEN KIT.GET LEAFLET.GET CUP.GET MOULD.READ 
LEAFLET.PUT CRUCIFIX IN CUP.HEAT CUP WITH FLAME.POUR LIQUID INTO 
MOULD.OPEN MOULD.GET BULLET.LOAD REVOLVER.W.W.W.W.W.W.S.W.N.N.DIG.OPEN 
COFFIN.FIRE REVOLVER AT WITCH.EXAMINE BOX.GET 
CANDLE.S.S.E.N.E.N..BOARD TRAIN.WAIT.WAIT.W.W.S.S.S.CALL CAB.TALK TO 
DRIVER.SAY OFFICE.W.TALK TO SIMON.READ LETTER.E.N.CALL CAB.TALK TO 
DRIVER.SAY AIRPORT.N.N.DROP EMPTY REVOLVER.N.TALK TO OFFICER.U.EXAMINE 
RAGS.GET PARACHUTE.WEAR PARACHUTE.SIT.OPEN DOOR.JUMP.PULL CORD.TALK TO 
FARMER

Part II:

TALK TO FARMER.AT51 ST96.EXAMINE GRASS.GET BELT.OPEN GATE.E.S..GET 
PITCHFORK.E.OPEN DOOR.E.USE PITCHFORK.GET EMPTY CAN.W.W.S..OPEN 
DOOR.E.EXAMINE DRESSER.GET KEY.TALK TO PIERRE.SAY YES.GIVE MONEY TO 
PIERRE.S.ENTER VAN.INSERT KEY.TURN KEY.DRIVE VAN.LEAVE.W.EXAMINE 
FOLIAGE.GET MAGNIFYING GLASS.E.E.N.FILL CAN.E.GIVE MONEY.W.S.W..FILL 
VAN.ENTER  VAN.TURN KEY.DRIVE VAN.LEAVE.TALK TO POLICEMAN.SHOW 
CERTIFICATE TO POLICEMAN.ENTER VAN.TURN KEY.DRIVE 
VAN.LEAVE.E.E.SW.TALK TO WOMAN.GIVE MONEY TO WOMAN.NE.S.SELL 
BROOCH.NO.YES.N.E.S.BUY CROWBAR.N.E.U.PULL BELL.SHOW 
INVITATION.W.W.EXAMINE PILLOW.GET PAD.USE MAGNIFYING 
GLASS.E.E..SLEEP.W.D.USE CROWBAR.N.D.MOVE RACK.ENTER HOLE.DISPERCE 
SHADOWS DARKNESS.BREAK WINE GLASS.E.E.S.E.N.HIDE BEHIND 
STONE.WAIT.WAIT.WAIT.WAIT.FREE PENELOPE.ARISE BODY AWAY.
W.W.S.W.U.S.W.D


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