FIEND WALKTHROUGH

Act 1 - The Arrival
You arrive in Lauder Town, and you want to find George Smith who owns 
the mine.  Walk up the stairs to your left, and talk to old man about every-
thing.  He warns you to stay away from the mine, but he won't say why.  
Very mysterious!  Walk back down the stairs.  

Talk to red-haired man on the right, and ask him where George Smith 
is.  He advises you to leave town, and take George with you.  It seems 
that the villagers are afraid of the mine, and anyone connected with it. 

Continue heading up, and talk to man in white shirt.  He tells you that 
George Smith lives in the house to the north.  He is at the mine right now, 
but he will be back soon.  

Walk left a little bit, and talk to the blonde woman.  Apparently, her 
husband went to investigate an old mansion belonging to the Corben 
family, and she is quite worried about him.  

Now we need to investigate the Corben family.  Head back down to the 
start, and talk to the old man on the left again.  He tells you that the 
Corben's are a cursed family.  Walk up, and talk to man with white shirt 
to learn that the Corben's vanished 20 years ago.  I wonder what 
happened to them.  

Walk left a little bit.  George Smith has returned from the mine, so talk 
to him about everything.  He tells you that the mine belonged to his 
uncle, and George has now inherited it.  This is the first time that 
George has visited Lauder Town.  Talk to George again, and he tells 
you about the typewriter.    

After your conversation with George, enter the cabin.  Head up the 
stairs, and follow the corridor right & down.  There is a typewriter at 
the end of the corridor.  Typewriters are used to save your progress - 
you can come back and use it whenever you like.  I recommend you 
save your game often.  Since you are here, use the typewriter now, 
and SAVE YOUR GAME.  Now head back downstairs, and leave the 
house.  

Outside the house, talk to George again, and he will lead you to the mine.  Follow him through the woods, until he stops at the mine entrance.  Enter 
the mine, and head up & left until you see a red ball on the floor.  This is 
really an amulet, so pick up STAR AMULET.  You can look at the 
amulet in your inventory if you like.  Now leave the mine.  As you start to 
leave, you hear gun shots and a scream.  Oh dear. 

Act 2 - The Stars Are Right
Back at the mine entrance, there is a fierce storm brewing.  You see 
pools of blood everywhere, but no George!  Follow the path, and return 
to George's house, but do not enter.  Notice door at bottom of the screen.  
Open door, and enter the lower house.  Now open door on the left, and 
enter the room.  Pick up REVOLVER from the table, and make sure 
you equip it in your inventory screen.  Now leave the house.  

Enter George's house, and head left.  Open the upper door (still on the 
Ground Floor) and enter the Study.  Pick up the orange BOOK OF 
MATCHES on the left, and then pick up HEART KEY from the table 
on the right.  Open door, and follow the corridor down to find yourself 
back at the stairs.  

Climb up the stairs, and walk right.  Pick up the green FALSE BOOK 
from the book case.  Now follow the corridor down, and pick up green MEDICENE FLASK from the table.  These medicine flasks can heal 
you when you are injured, so it is good to keep as many as you can.  
Since you are here, you might as well use the typewriter to SAVE 
YOUR GAME.  Now head downstairs and leave the house.  

Walk right a little bit, and then down to the bottom.  If you come across 
any wolves, just run away from them (double-click the Up Arrow key).  
You don't need to waste your ammo yet. 

Enter house at bottom left, and climb up the stairs to the First Floor.  
Follow the corridor round, and pick up green JUGG from the table.  
Head back down to the Ground Floor, and use JUGG on the sink to 
get JUGG WITH WATER. 

There is a door next to the sink, which leads down to the basement.  
Open that door, and climb down the stairs.  Just run past all the rats.  
Follow the path round, and pick up the BULLETS.  Now run back, 
and return to Ground Floor, and then leave the house.  

Head up to George's house, but do not enter.  Remember to run away 
from any wolves that you encounter.  Walk right to the house on the right 
of the screen.  It has 2 plants on the porch.  Walk up the stairs and open 
door.  Head right into the kitchen, and see that the stove is on fire.  Use 
your JUGG WITH WATER on the stove to extinguish the flames, and 
then pick up SUPPLY KEY and ASHES which are left behind.  You 
can now leave the house.  

Walk up a little bit to see another (locked) door on the right.  Use 
SUPPLY KEY to unlock the door.  Now open the door and enter the 
warehouse.  Follow the corridor round, and climb up the stairs.  Pick 
up the CROWBAR, and then leave the warehouse.  

This would be a good time to save your progress.  Return to George's 
house, and head upstairs to the typewriter.  Use typewriter to SAVE 
YOUR GAME.  Now go back downstairs and leave the house.  

Head up & left into the woods, and find the cabin at top-left corner.  The 
door is to the back of the cabin, but it is locked.  Notice the heart carved 
into the lock.  Use HEART KEY to unlock the door.  Now open door and 
enter the cabin.  It is very dark in here.  Luckily, there is candles on either 
side of the door.  Use MATCHES on both candles to light up the room.  
Pick up SHOTGUN at bottom right.  There is another typewriter here, 
on the table at the bottom.  That's handy!  Use typewriter to SAVE 
YOUR GAME.  Now look at bookshelf at the top-left corner to discover 
that there is a book missing.  Use your FALSE BOOK on the book shelf 
to reveal a hidden passage.  Enter the newly-revealed passage, and 
climb down the stairs into the basement.  Pick up GATE KEY, and 
DR DAVIES'S DIARY from the table.  Read diary in your inventory to 
learn more about the Corben family.  Had back upstairs, and use type-
writer to SAVE YOUR GAME.  Now leave the cabin.  

Make your way right (past all the wolves and the tree stumps that block 
your way), until you find a gate at the top right.  Use GATE KEY unlock 
it, then open the gate and enter.  You have found the mansion that Dr 
Davies mention in his diary.  Run left, and follow the path up.  Use 
CROWBAR on the door.  Now open door and enter the basement.  

Act 3 - The Mansion
As soon as you enter the mansion, draw your weapon (Z) and wait for 
the rats to appear - there should be 4 in total.  Shoot the rats (Ctrl), and 
then put your weapon away (Z).  Look at revolver in your inventory, and 
reload if necessary.  You are now free to explore the mansion.  

Head up, into the first room, and look at large crate to realise that it is 
nailed to the ground.  Use CROWBAR on crate, and then push crate to 
the left.  You can now get to the barrel, so pick up STEEL KEY from the 
barrel.  Leave the room, and head straight down to the room at the 
bottom.  Pick up BULLETS from the barrel.  

Go back up to the main corridor, and walk right.  Enter the next room at 
top of the screen, and head into the group of crates that form a square.  
Pick up CLOTH from crate on the right (you can't see it, but it's there).  
Now leave the room, and return to the corridor.  Head all the way right, 
and look at chest at the top-right to find some jewellery.  Pick up 
MOON AMULET from the chest.  

Head down to the steam jets.  It's much too hot for your to get through 
there!  Look at the red valve on the right, and use CLOTH on the valve 
to turn off all the steam jets.  Now walk down into the next area.  

Continue down to the junction, and go right.  Open door, and enter the 
room.  You are thrown into darkness, but at least there is a typewriter in 
this room.  Walk up to the typewriter, and use it to SAVE YOUR GAME.  

A word of warning - prepare your shotgun NOW!!!  Make sure it is 
loaded, and keep it drawn.  Walk down a little bit, and the lights will come 
back on.  Be prepared, as a monster will attack you from door on the left.  
Shoot the monster, then put away your weapon.  Now head back up toe 
the typewriter and pick up SHELLS from the table.  Reload your shotgun 
if necessary, then use typewriter to SAVE YOUR GAME.  

Leave the room, and head all the way left.  Follow the path round, and 
pick up SWORD PLUG from the crate.  Pick up A SHORT TALE, and 
read it in your inventory.  This gives you a clue for later on.  Follow the 
corridor back round, and notice a locked door at bottom of the screen.  
Use STEEL KEY to unlock the door.  Now open the door, and head all 
the way down to a storeroom.  Pick up PAIR OF TONGS from crate on 
the right.  Now leave the room.  

Draw your weapon (Z), as another monster will appear.  Slowly walk up, 
and kill the monster (Ctrl).  Reload your shotgun if necessary, then put 
your weapon away (Z).  Return to the typewriter, and SAVE YOUR GAME.  

Leave the typewriter room, and head left a little bit.  head down to the 
next junction (where you just killed the monster).  Walk left a bit more, 
and enter the lower room.  Pick up SKULL PLUG from the chest.  Now 
leave the room, and head all the way right.  Walk up the metal stairs to 
the first floor, and walk left.  Follow the blue corridor round, and open 
first door on the left.  Enter the bedroom, and pick up NEEDLE from 
the chest.  Now leave the room.  

Continue up the corridor, and enter next room on the left.  Pick up green MEDICINE FLASK from the bedside cabinet, then leave the room.  

There is another room directly opposite here, on the right.  Enter this 
room on the right to find yourself in a room with a Grand Piano.  Continue 
right, past the Dining Room, and into the kitchen.  Head up into Storeroom, 
and pick up OIL LAMP from the chest.  Now make your way back to the 
Grand Piano Room.  

Leave Grand Piano room by the door at the top, and then head left to find 
a lock door.  use A PAIR OF TONGS to alter your needle, then use 
ALTERED NEEDLE on the door to pick the lock.  Open the door, and 
enter the room (it has 2 red lights on the floor).  Pick up MEAT HOOK 
from the floor, then leave the room.  

Follow corridor right, and enter bedroom at the top.  Look at bed at the top, 
then push it left to reveal a key.  Pick up BRONZE KEY, then leave the 
bedroom.  Continue right, and enter the next room.  There is a typewriter 
here (phew!).  Pick up INK PEN form the table, then use typewriter to 
SAVE YOUR GAME.  Now leave the room.  

Head right, and enter the last door to top of screen.  Pick up BULLETS 
from the table and pick up EMILIE'S LETTER from the bed.  read the 
letter in your inventory to learn of her concerns about Joseph.  Leave the
 room.  

Walk left, and make your way back to the Grand Piano Room.  Walk 
upstairs (bottom of the screen) to the First Floor.  Be prepared for 
monsters to appear at any time, and keep your weapon handy.  Walk all 
the way right, and enter room at end of the corridor.  Pick up NEWS-
PAPER from the table, and then leave the room.  Head back left to the
 green carpet, and walk up to locked door on the left.  use BRONZE 
KEY to unlock the door.  Open door, and enter the room.  Pick up 
JOSEPH'S DIARY from the back shelf, and read it in your inventory to 
learn about his nightmares.  Pick up SHELLS from the desk, and leave 
the room.  

Go all the way back down to the bottom, then walk left into the next 
corridor.  Enter the lower room, and use typewriter to SAVE YOUR 
GAME.  Take green MEDICINE FLASK from the table, then leave 
the room.  

Look at  door on the right to discover that it is locked, and the key is still 
in the lock.  Use NEWSPAPER under the door, and then use INK PEN 
on the door to push the key out.  Now you can pick up SILVER KEY that 
has fallen onto the newspaper, and use SILVER KEY to unlock the door.  
Enter the room, and pick up DAUGHTER'S NOTE from the table.  Read
the note in your inventory to discover her fears.  Now pick up CANDLE 
PLUG from the chest, and then leave the room.  

Make your way back downstairs, so you are back in the Piano Room.  
Continue left into the blue corridor, and follow the corridor round.  Enter 
door at bottom of screen  to find yourself back in the basement.  

Walk left a little bit, until you see 2 doors - one on each side of the corridor.  
Enter the lower door, and look at barrel.  Use OIL LAMP on the barrel to 
fill up the oil lamp, then leave the room.  

Continue left along the corridor, and enter the last Upper-room.  it has 
3 holes - one on each wall.  Use SWORD PLUG in Ear Hole on the right.  
Use SKULL PLUG in Mouth Hole at the top.  Use CANDLE PLUG on 
Eye Hole on the left.  You MUST use the holes on that order (right, top, 
left), or things will not work out.  When you have done it correctly, you 
will hear a door open.  

Walk down a little bit, and enter Laboratory on the left.  Take SKULL 
KEY from table at bottom of the Lab.  Now go up to the Lab table, and 
pick up SULPHER, PHOSPHATE, CHLORINE, and MAGNESIUM.  
Finally, pick up ALBERT HIER'S DIARY, and read it in your inventory 
to learn about the catacombs.  Now leave the Laboratory.  

Head all the way right, to the end of the corridor, and look at the lower 
door to find it locked.  Use SKULL KEY to unlock the door.  Now open 
door, and enter the room.  Walk right (past the steam jet), to the end of 
the corridor, and then walk up into the room.  Another typewriter is here, 
so use it to SAVE YOUR GAME.  

Leave the room, and follow the path down & left a little bit.  Walk down 
the path, and wait for the monster to appear.  This bit is very tricky.  You 
have to lure the monster out of his lair, but watch out for his flames and 
his knife attacks.  Make him follow you away from his lair.  When you 
are far enough away, run back to the lair, and pick up BONE KEY from 
the floor.  Leave the lair, and make your way up, right, and up again, so 
you are back at the typewriter.  Use typewriter to SAVE YOUR GAME.  

Leave the typewriter room, and follow path left.  keep going left until you 
reach the room with green floor tiles.  Look at keyhole on the upper wall, 
and use BONE KEY in the keyhole to open door on the left.  

Enter door on left, and climb downstairs into the darkness.  Use OIL 
LAMP  to get some light.  You are now in the catacombs, and things can 
get confusing here.  Head all the way  left, to the end of the corridor, and 
then walk down.  Take the second opening on the right, and follow it up a 
little bit.  Now head right again, and follow the path round.  Pick up the red 
SUN AMULET.  Follow the path back round again, and walk down a little 
bit.  Go left, and follow the path up to the top.  Run past the weird monster 
when you see it.  Continue up to the top, and head all the way right, until 
you have left the catacombs.  

Head right to the crossroads, then go all the way down to the door.  This 
is another VERY tricky bit.  Open door, and continue down to the double 
doors.  The Spell Room is behind these double door, and a monster is 
hiding in here, so be careful to avoid it's flames.  Try to lure it away from 
the room.  When it is safe, run back to the Spell Room, and look at the 
triangle on the floor.  Use all 3 amulets on the triangle.  Now use 
SULPHER CHLORINE, and MAGNESIUM (in that order) on the 
triangle.  Finally, use MATCHES to start the fire, and then run out of the 
room.  Keep running, and avoid all the monsters, until the game ends.  

You have now completed Fiend.  

This walkthrough was created by Frodo for Abandonia Reloaded.