Walkthrough:
Of Light and Darkness is a unique adventure game. It does not really contain "traditional" puzzles as other adventure-type games do. The main thrust, or goal of the game is to Redeem the Apparitions. And the game is not linear; you don't have to redeem the Apparitions in any particular order. Reading the manual that comes with the game - Book of the Damned - should give you some insight as to what is expected. At the end of this walkthrough, you will find a list of all the Apparitions, their Artifacts, and their Sin. But basically, to redeem an Apparition, here is what you must do : You must know which Artifact goes with which Apparition; which Color Orb goes along with the Apparition; and you must know what Sin the Apparition is guilty of so that you may go to the appropiate room to redeem them. So, it is thus:
Apparition
Artifact
Color Orb
Sin (Sin Room)
For the most part, it's fairly easy to find out who an Apparition is, and what color Orb goes along with them. This can be done by first reading the manual, and then by also going to the Mask Room - which is Underground. The Mask Room is very helpful, especially in determining which Color goes with an Apparition. Going to the Mask Room should be your first order of business upon entering any Level. There is a Map that comes with the game; familiarize yourself with this so you know where various places are.
In regards to the Mask Room, this is how you get to there: upon starting the game, click forward till you reach the Clock; then turn slightly to your right, and click forward down that "street". You will now be facing the Hall of Pride. But, just to the left of the Pride, you will see revolving doors; click towards these. Once inside the tunnel, turn to your right and click forward; when you're facing the giant Mask, your cursor should become the "grasping hand". Click on the giant Mask and then you will be transported to the Mask Room. The thing to do in here is to click on the colored stars that you see around the room. Upon clicking a colored star, you will see three Apparitions appear. The "Color" star that you clicked corresponds to those three Apparitions. (Now upon going on to Levels 2 & 3, some of the Apparitions "colors" stay the same, but, sometimes they do not, so pay careful attention). You may then click upon each of the Apparitions faces when your cursor turns into the Victrolla/Phonograph icon. You may in this way learn more about each Apparition (Note: there is also a "Black" star in this room which is a little difficult to see above a doorway; but this particular star does not come into play until the second and third levels).
Now, when travelling through the village itself, pick up all the Orbs and Trans-Portals that you come across. Throughout the game, whenever you have to use the Orbs to blast an Apparition, the Orbs themselves will constantly re- appear in more or less the same places where you originally found them; though there is some variation among the three Levels (There are also "Black" Orbs, but these also do not come into play until the second and third Levels).
Mastering the Trans-Portals is very helpful; using these will transport you instantaneously to a given spot. This is very advantageous when you are "pressed for time" with the impending Apocalypse. With the Trans-Portals, just remember where you were when you used it; it will be in that same exact spot when you come back to retrieve it.
So keep your inventory stocked with Orbs and Trans- Portals; you're going to need them frequently. With the Trans-Portals, examine their "appearence" in your inventory; highlighting them will help to view them better. Then, use the Map supplied with your game to match them up; this way you can see which Portal will take you where.
Another feature in this game that is useful is using the "Pause" button that is located on your keyboard. This will "freeze" the game and stop the clock. Remember, you are racing against time and the impending Apocalypse. Pausing is handy for when you want to stop and think something through, or maybe to jot down some notes from something you just learned in the game. This way, the clock isn't running.
Besides the Black, there are three "colored" Orbs : Red, Green, and Blue. You will need to combine these three in different ways for the various Apparitions. Some just require a single Orb, a Red, a Green, or a Blue. But for the other colors, here is the combination of Orbs you must use:
Yellow -- Red & Green
Magenta -- Red & Blue
Cyan (Light Blue) -- Blue & Green
During gameplay, if you hear the voice-over say, "Attention ! You have one minute to send an Apparition back to the Dark Isle using White Light. If you do not, the Apocalypse will soon be upon you"; In order to create White Light, you must combine Red, Blue, and Green Orbs in your inventory and then use them. But to do this when you hear the announcement, an Apparition must be within your sight. Sometimes they are actually present in the Village; but if they are not, you must then go to a "Device" room and find them. You may then blast them with White light. You cannot just blast the White light without having an Apparition present; it will just be a waste of your Orbs.
As for the inventory itself, this is how you access it:
Click on the right mouse button; this brings up the inventory. While still holding down on the right mouse button, slide the mouse cursor over the desired item you want in your inventory, and then click the left mouse button; this will highlight that item (remember all the while to still be holding down on the right mouse button). Remember with the Orbs, while holding down with the right mouse button, you can left click on more than one orb for certain combinations, e.g. Red & Green = Yellow. This also applies when redeeming an Apparition : besides clicking on the appropiate Orb(s), you must also click on the Artifact that belongs to the Apparition. So, after selecting what you want from your inventory by highlighting it/them, exit inventory by letting go of the right mouse button. Then, hit the Space Bar on your keyboard; this will cause the items to be used that you had selected in your inventory. This will be, for instance, if you made some "White Light" to blast an Apparition back to the Dark Isle, if you selected a Trans- Portal, or if you're redeeming an Apparition.
When you first start the game (or another Level), you'll notice that most of the Device Rooms are empty; there will not be Apparitions or their Artifacts in the rooms. When they do appear, you can click on the Apparition's faces and they will speak, or you can put your cursor over the Artifacts themselves until the cursor turns into the Victrolla/Phonograph icon, click, and then you will hear more information. But remember, you CANNOT take an Artifact while the Apparition is still in the room with it !
During gameplay, you may notice periodically "flashes" of different colors; this means that Apparitions that correspond to that color have entered the village. This also means that their Artifacts are now available - unguarded - in their Device Room. You can also do this yourself if you desire a certain Artifact; you can "force" an Apparition. Here's how : if you are in a Device Room, and the Apparitions are there with their Artifacts, make some "White Light" from your inventory and blast them. But, you will notice that this banishes them as well as their Artifacts. Then quickly, go back out to the village and go to the Clock; but, make sure that your back is towards the Famine Room when you are facing the Clock. Now, tilt your view upwards so you can see the stars on the Clock. Move your cursor over to the now darkened star that corresponds to the color of the Apparitions that you just blasted with White Light; your cursor should now turn into the "grasping hand". Click now on this star and you will see the appropiate color "flash". Those Apparitions have now been forced out. You can now go quickly back to that Device Room and the Apparition's Artifacts will be there but the Apparitions themselves won't be. You can now take the Artifacts. Also, you can take an Artifact out to the Clock, and, highlighting that Artifact in your inventory, left click when your cursor turns into the Victrolla/Phonograph icon underneath of the Clock; this way you can learn more about the Artifact, it's owner, it's Sin, etc. And try to make efficient use of taking Artifacts. Say, for instance, you notice that two Artifacts are both redeemed in the same Sin Room; then take both and act accordingly.
Now, there are Rooms and there are hidden Rooms. By this it means that certain Rooms are accessed by clicking on a certain something. This certain something turns out to be a star, but not a "colored" star like on the Clock, for instance. Here are the Rooms that have these stars : In the Radiation Room, turn to your left and you will see a star; click on it and you will be taken to the Hall of Lust. After you've entered The Office, click on the star on the desk and you'll be taken to the Hall of Anger. When in the War Room, turn to your left and look for the star on the wall; click on it and you'll be taken to the Hall of Accidie (Sloth). When you first enter the Earth Shifts area, click forward one more time, and then look very carefully over at the wall on your left; there's another star which will take you to the Hall of Avarice (Greed). When you are in the "street" and facing the Hall of Pride, turn to your right and you will see another star; this will take you to the El Dorado Room.
You will notice while in the first Level, that certain areas are not accessable to you yet. You'll notice that when you move your cursor over these areas, the cursor becomes the "walking feet" icon, but, with a red slash mark going through them. If you were to click on it anyway, the voice- over would say, "Not this Level".
Then, in Levels 2 & 3, you'll notice that areas that were previously accessable to you in Level 1, are now not available, they are now "Locked". By this, it means that when you move your cursor over that Doorway, your cursor now becomes a little black Padlock. If you click on this, the voice-over will say something like, "The Mirror", "The Guitar", or "The Cigar". This means that you must search for that item, that Artifact, which is now also the "Key" that you need to unlock that little black Padlock. Once you have found the requested "Key", stand in front of that Doorway, highlight the Key/Artifact in your inventory, exit inventory, and then left-click your mouse button (in this instance, DO NOT hit the Space Bar). This will open the "locked" door. It would now be a good idea to get rid of that Artifact/Key in your inventory, lest the Apparition that owns it comes after you. Once you've opened a locked door, you don't need that Artifact for now, that is until later when you want to redeem that particular Apparition. So, after you've opened a locked door, make sure that item is still highlighted in your inventory, then hit the Space Bar on your keyboard. This will get rid of the item in your inventory and send it back to the Device Room where you got it. Once a locked door has been un-locked, you can come and go back through it as you please; you only need the Artifact/Key that one time to open it.
At the end of Level 2, after you've redeemed the 21 Apparitions, you have to go down to the Hall of Mirrors and attempt to solve the Orb puzzle; you will see a pyramid rise out of the ground with receptacles around it to place the Orbs in. But don't worry, it's not meant or supposed to be solved now. No matter what you try, it will not work; Gar Hob supposedly does something to switch them around just to thwart you. You will just go on to Level 3.
Now, in Level 3, you are going to notice some Artifacts in particular. These will be Skulls with colored eyes. These are Artifacts that you do not - I repeat, DO NOT - want to hold onto for too long. These Artifacts belong to Dark Lords, and if they catch you with them, you will be punished severely. Some of the things they will do to you are depleting your inventory, or (God forbid), put a CURSE on you ! So, to avoid any and all such things, just don't keep these items in your inventory until absolutely necessary. For instance, you need a Skull to open one of the locked doors; get the Skull, use it to open the locked door, then immediately get rid of it from your inventory ! Other than that, save all three Skulls till the end, till the last (Note: if you do happen to get caught by one of the Dark Lords with their Artifact, and they punish you in some evil way of theirs, it's best to just go back to a previous Saved Game. But, if you don't want to do this, refer to the Quick Reference Card which came with the game; this will tell you what you must do, for instance, to "purify" yourself).
Also, other areas in Level 3 which will become available to you are The Abyss, which is to the left in the tunnel when you first enter the Underground from the revolving door; also The Nightly News, which is to your left when you are in the Plague Room.
So, in Level 3, after you've redeemed all of the Apparitions except for the ones with the Skulls, you need now to go down to the Hall of Mirrors again and solve the Orb puzzle. But this time, you will have clues as to how to solve it. When you click on those Skull Artifacts when your cursor turns into the Victrolla/Phonograph icon, they will say things like, "Blue is before red....", or something akin to that. Clicking on each of the three Skulls is giving you clues as to the order in which to place the orbs. It will be different each time you play the game. Listen carefully to these clues, and Save Game before attempting to solve the Orb Puzzle (Note: the word "Before" means "to the Left of").
After you've solved the Orb Puzzle, click towards the pyramid; you will now be taken to the Dark Isle. Then, enter the main doorway of the Dark Isle; once inside, click up the spiral staircase. At the top, turn slightly to your left, and notice the oval mirror. When you place your cursor over it, you will see the little black Padlock. Click on it, and it will tell you what Artifact/Key that you need to open it. Actually, that item should still be in your inventory, just in case you haven't noticed it already. This is regardless of the fact that you may have already redeemed that particular Apparition which owned that Artifact. So, in your inventory, highlight the Artifact/Key that the oval mirror with the Padlock asks for, then left click on it; this will open up this new Mirror Room. This will be the room in which you will redeem the three dark Lords that are left. This will be the tricky part; you must be "sly", and quick. This is going to be a very opportune time to use one of the Trans- Portals; namely, the Hall of Mirrors Trans-Portal.
(Note: make sure you have plenty of Orbs in your inventory; you are going to need one of each - Red, Green, Blue, & Black - for the last Orb Puzzle in order to defeat Gar Hob. Because if you reach the part of the game where you are going to face the last Orb Puzzle, and you don't have the proper Orbs in your inventory, there is no "going back" to the Village; so stock up NOW).
Now, make your way back to the Village, and go to one of the Device Rooms where you know one of the Dark Lords is with his Skull Artifact; it would be best to Save Game before attempting this. If the Dark Lord is not there and his Artifact is, then good, just take the Artifact. But if not, use the White Light trick to banish him, go to the Clock , click on the appropiate star to "force" him, then go back to the Device Room and get the Skull.
O.K., don't panic ! You need to waste some time here on purpose, believe it or not. If you want, you can go to the area just in front of the Hall of Mirrors; wait there. BUT, here's what you must do: access your inventory, and highlight just the Hall of Mirrors Trans-Portal. Now you will have to "listen" for something. The Dark Lords announce themselves when they are getting near you; this may be something such as an evil laugh, heavy breathing, what-have- you. So as you are standing there, when you "hear" the Dark Lord, immediately hit your Space Bar on your keyboard, and the Trans-Portal that you had highlighted will take you directly to the Hall of Mirrors. Now also very quickly, keep clicking forward to the pyramid, Dark Isle, up spiral stairs, through oval Mirror, and then when you are inside of here, access your inventory, highlight the Skull and the appropiate colored Orb, exit inventory, then hit the Space Bar on your keyboard. This will redeem the Dark Lord. You must now do this again for the two remaining Dark Lords. And as I mentioned before, it's a good idea to Save Game before attempting to redeem any of the Dark Lords. Also remember to go back and get your Hall of Mirror Trans-Portal; it will be right where you left it when you just last used it.
After you've redeemed the three Dark Lords, the Throne Room will now be accessible to you. The Throne Room is located just to the right of the oval Mirror where you just redeemed the three Dark Lords. In the Throne Room, you will have one more Orb Puzzle to solve (As mentioned earlier, you should have stocked up on Orbs, so now you have at least one Red, one Green, one Blue, and one Black). Before you enter the Throne Room, go back into the oval Mirror room where the three redeemed Dark Lords are; you will be able to get clues from them on how to solve the last Orb Puzzle to defeat Gar Hob. Click on the faces of each of the Dark Lords. Sometimes you'll get lucky and each of them will give you a different clue; other times, each of the Dark Lords will give you the same clue. It's basically the same as earlier with the pyramid Orb Puzzle; e.g., "Red is before Blue, but not next to Black". And again, it will be different each time you play the game, even if you go back to the same Saved Game just before this puzzle. So when you've gotten your clues from the Dark Lords, enter the Throne Room. Inside, turn around and face Angel. She will give you one final clue on how to solve the final Orb Puzzle. The clues that you have received may seem contradictory, or cryptic, but carefully think about them, and they will make a certain sense. When you think you've got it figured out, place the Orbs in their respective receptacles. If you've figured it correctly, Gar Hob will leave Angels body; but, if you've figured incorrectly, Gar Hob will have some bad news for you.
So, if you want to figure out the Apparition's Sin and Artifacts yourself, read the Book of the Damned manual on each Apparition; when in the Mask Room, click on each of the faces; when in a Device Room, click on the Apparition's face; when in a Device Room, click on an Artifact; when you have an Artifact in your possession, take it out to the Clock and click it underneath of it (doing this under the Clock has the Apparition's victim tell you something). Doing all of these things will give information on who a given Artifact belongs to, and information on what Sin a given Apparition is guilty of (so you know what Sin Room to go to). But if you still can't figure it out after all of this, look below and you will find a list of what you need; it will be listed in the order of Apparition, Artifact, & Sin:
Mani, Yin-Yang, Pride.
Ivan the Terrible, Sword, Pride.
Aleister Crowley, Cross, Pride.
Dagmar Hirt, Scalpel, Pride.
Osira, Flower, Anger.
Tiplotezca, Heart, Anger.
John Wayne Gacy, Clownface, Anger.
Tirinia, Rope Noose, Lust.
Anka, Jolly Roger (Cross Bones), Lust.
Wa-No-Te, Horse, Lust.
Serguis Orata, Oyster, Gluttony.
Xuanchiquel, Spoon, Gluttony.
Man of No Name, Abacus, Avarice/Greed.
Droessus, Necklace (Wreath), Avarice/Greed.
Alfred Krupp von Bohlen, Cannon, Avarice/Greed.
Raj, Branding Iron, Envy.
Shaamra, Chisel & Stone, Envy.
Zanazca, Mirror, Envy.
Jimmy Ray Christian, Guitar, Accidie/Sloth.
Koobooragong, Round Stone, Accidie/Sloth.
Piankhy, Square Stone (Plans), Accidie/Sloth.
Heung Po-Chi, Silk Square, Accidie/Sloth.
Caligula, Dagger, Nightly News/Plague Room (Level 3 Only).
Carlos Marcello, Cigar, Nightly News/Plague Room (Level 3 Only).
Marie Antoinette, Money Purse, El Dorado Room (Level 3 Only).
Shakem Ben-Jamin, Sheep Hide, El Dorado room (Level 3 Only).
Cain/Dark Lord, Skull, Abyss/Mirror Room Dark Isle.
Quechua/Dark Lord, Skull, Abyss/Mirror Room Dark Isle.
Alexander the Great/Dark Lord, Skull, Abyss/Mirror Room Dark Isle.
Amratus I/Dark Lord, Skull, Abyss/Mirror Room Dark Isle.
Admah-Najeh/Dark Lord, Skull, Abyss/Mirror Room Dark Isle.
Saman, Druid Priest/Dark Lord, Skull, Abyss/Mirror Room Dark Isle.