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- FRANKENSTEIN:
- THROUGH THE EYES OF THE MONSTER
-
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-
-
- Version 1.2 January 31 1996
-
- by Jacques Dupont
- with help of Erik Gos, Michael J. Stowe, Steven Den Beste, and some others.
-
- GENERAL NOTES:
-
- The Frankeinstein adventure game is a mixed bag. It has great graphics
- and sounds that remind Myst with the exception that the first has a much
- darker story. It is not as violent as many other games on the market.
- However, the themes covered in Frankenstein are quite morbid.
-
- One of the game worst sides is its slowness. It takes a lot of time to
- get from one place to the next (even with a Pentium 90). What makes
- the matter worst is the huge area to explore in this game. This implies
- that going from the tower upper floors to some of the mine chambers takes
- forever. Despite this shortcoming, which induced a lot of frustation on
- my part, I always came back for more. The game is not so tough to solve
- (when you know the answers). Most puzzles are logic or have solutions
- written on loose notes scattered around the castle. The real difficulty
- lies in not knowing where to go and what to do next. This situation
- happened to me at least 4 or 5 times. Thanks to people on the Internet,
- I was able to get finally through. You can wander around the castle for
- hours before some new actions take place. Passing through a given room
- or finding a new note often triggers new events.
-
- Writing this walkthrough was not easy because a lot of the difficulties
- rest in mapping the secret passages, which is not easy to describe in
- text mode. I will at least try to give you a description of what you need
- to do in order to win the game. It would be better to rely on this
- walktrough only if you are stucked in the game. Knowing in advance every
- moves spoils the fun. Also, this game takes a long time to solve. So
- don't think you will be through in one evening (even with this solve).
-
- Very few items can be taken in this game. There are only 5 or 6 you can
- carry in all. However, you will find a lot of notes scattered around the
- castle. Some you can carry, some you cannot.
-
- Finally, this walkthrough was writen to the best of my knowledge (and
- memory). It is in no way an official walkthrough. I may have missed some
- key features or may have mixed up some actions. It was writen to help
- those who where not able to finish the game. I hope you will be indulgent.
- You will also probably find my writing a bit off the track, because
- english is not my first language. Again I apologize for those who will
- find it difficult to follow me.
-
- Special thanks go to Erik Gos who found some loose ends in version 1.1 of
- this walkthrough. This new version corrects the problem with the endgame.
- He also found out there were two different endings.
-
-
- Laboratory
-
- After viewing or at least listening to what happened to you (you were
- falsely found guilty and hung high for the murder of your daughter), you
- wake up looking at Dr. Frankenstein who gives you a shot of morphine (he
- also takes one to celebrate your rebirth). You find out that you still
- live but you now have a ladies' left arm. You get up and look around the
- lab. There are several things to see around this floor. For instance, you
- can look at the blackboard, activate some electrical machines, look at a
- periodic table (chemical elements), you can climb to the tower's roof
- (you do not need to activate anything yet), you can open a dumb-waiter
- and look inside the shaft, you can push aside a cabinet to find a closed
- grate, you can read a newspaper telling about your verdict and hanging,
- you can look at a lifestone and some notes. Take the lifestone and turn
- right (Dr. Frankenstein will not let you out of the laboratory with this
- crystal). Put it on the table. Take the cloth and put it beside the
- lifestone. Take four strands of rope and put them on both the cloth and
- crystal. Now you have a parachute that you can throw by the window. Notice
- that it will go over the wall. You will need to retrieve it later. If you
- climb the ladder leading to the roof, take note of the plaque and the
- pattern of planets. This is plaque no. 2 and it is associated with winds.
- Take careful note of this pattern because you will need it later on.
-
-
- Exploring the tower's floors
-
- You may have notice a trap door in the floor. Go down the lower level. Go
- in the back and look at the large Tesla coil. It is supposed to store
- energy. Notice the lever just below this coil. You will need to pull it
- down later on. Open the door besides the stairs. You will find yourself
- on a large balcony. Go toward the cannon balls. Take one and put it in
- the steel basket. Pull on the rope. The cannonball should fall on the
- left upper gangway and roll out to the left knocking the moose head
- trophy.
-
-
- Secret passage no. 1
-
- Now pick the rope and turn right. Place it in the wall opening. Now go
- through this opening and go down. You will see a broken grate. Go through
- it, turn right, go down once and turn left twice. You will find yourself
- in a small room with a corpse and a desk. Read the notes. This desk will
- serve for a forthcoming experiment later on, so keep in mind its
- emplacement. Now turn left twice and go down and turn right. Activate the
- pulley. The wheels will broke loose, so put them back in place and try
- again to open the hidden door to the castle great hall. There is a lot to
- explore after that. However, few doors open to let you in.
-
-
- Castle exploration
-
- Go directly in front of you toward the double doors. These lead to the
- dining room. Dr. Frankenstein will speak for a moment and will leave. Go
- toward the fireplace and take the bag. Click on the bag to see its
- content. Read the notes. Go back toward the table and take the turkey
- leg. Put it in the bag. You may explore all three floors but only three
- doors will let you in. Exiting to left of the fireplace, go right and
- then left and enter the door to the right. You will be in some kind of
- kitchen. Read the note found there. Again Dr. Frankenstein will come to
- speak with you. This time he will be less friendly.
-
- No other door opens on this floor except for the ones leading outside
- (we will come back later for these). Climb up one of the two stairways in
- the main hall. Only one door opens toward a burnt room. Look at the plaque
- on the fireplace. This is plaque no. 1 and it is associated with fire.
- Be careful to write down the exact position of all seven planets on this
- plaque. You will need this pattern later on.
-
- You will find stairs going up to the third floor. Turn right, forward,
- right and left and enter. This is the observatory room. You will find new
- notes. Read them. Nothing can be done yet in this room. Go back down to
- the great hall and open the door to outside. Go outside and turn left, go
- forward and right. The rope lying on the floor will come handy later.
- Look on the plaque at the bottom of the tree. This is plaque no. 4 and it
- is associated with height. Take note of the pattern of planets. Go left
- toward the tower near the courtyard doors. You will be able to climb the
- wall. You will retrieve the lifestone if you always choose the left path.
- Climb down and go toward the courtyard doors. Turn around toward the
- castle and look at the plaque. This is number 3 and it is associated with
- water.
-
- Go back inside the castle and into the secret passage behind the tapestry.
- Drop the turkey leg and lifestone on the desk. Climb up again, exit the
- grate, climb up toward the balcony and get inside the tower. Now take the
- wooden plank beside the stairway leading up. Turn right and go down. Place
- the plank on the missing stairs and go down. Dr. Frankenstein will come
- visit again. Look around and go toward the corner desk. Take the battery
- (glowing green box). Connect all three wires in turn and pull the levers.
- One will make the cat head groan. One will make the human head say some
- word. A third will contract the arm and the last will turn off the
- freezer. This will help you go through the door beside this table. Turn
- around and look at the desk in the middle of the room. Open the drawer and
- take the key. Use the key on either doors. The right one leads to your
- bedroom. There is a secret passage in the cabinet. The left one leads to
- an anteroom where you will find more notes and a crowbar. Take them all.
- Look at the locked door. Put the first, the second and the fourth switches
- (starting from the left) in the up position. Switches no. 3 and 5 should
- be in down position. This will unlock the door. This will lead to another
- laboratory room. turn left and left again. Take each brain in turn and
- place them in the machine to the right. Pull the lever and it will speak
- the last word it listen before being killed. Explore the room further to
- fing more notes. Get back to your bedroom and explore the hidden
- passageway. Map it carefully, because it gets difficult to find its way
- when in a hurry.
-
-
- Secret passage no. 2
-
- When you enter the secret passage in you bedroom, you will face a grate.
- Looking through it you will be able to see the anteroom. If you go to the
- left of the secret door you will find a place to look in your bedroom.
- Now, if you go right of the secret door, you will come to a fork. Going
- right leads to a ladder. This ladder goes up to the Tesla coil level (you
- can only peek at this room) or further up to the room where you have
- awaken. You will be able to open the grate and move the cabinet in order
- to free the passage. Now you have a way to get from or to this floor
- level. If you take left at the fork, you will encounter another fork.
- Going right leads to a grate where you can look at the observatory. Going
- left leads to a ladder. Go down the ladder. You will encounter another
- fork. The right passage leads to a fireplace (you will be able to go
- there later on). the front passage leads to another ladder going down.
- To reach it, you need the crowbar to remove the planks blocking your way.
- Take the next ladder. Turn right and pull the lever. You now have another
- passage leading to the great hall. If you decide to go further on in the
- secret passage, you will be blocked by hot steam coming out from a
- defective pipe (you will correct that later on).
-
-
- First experiment with lifestone
-
- Go through the first secret passage to reach the hidden small room (the
- one with the corpse). Place the battery on the desk. Attach both wires of
- the battery to the lifestone. This will recharge the crystal. The turkey
- leg needs to be also on the desk. It will seem that the experiment failed,
- so you will eat the turkey leg. You will then black out to wake up looking
- at live vomit (the experiment did worked...). Take the grappling hook. Go
- outside and head for the tree left of the entrance doors.
-
-
- New rooms to explore
-
- Use the grappling hook with the rope lying on the floor. Take the hooked
- rope. Go up the tree. Use the grappling hook on the window. Enter the
- window. Look around and read the notes lying on the table. Push the small
- table lying beside the entrance and put it in front of the exit door. Go
- forward and both axes will fall down on the table. Now look at the
- aquarium. Remove the piece of wood. The aquarium will move under the
- chandelier. Look at the fireplace and unwind the rope wheel. The
- chandelier will come down on the aquarium and smash it. This will
- extinguish the fire. The way to the secret passage no. 2 is now open. Go
- to the exit door. Go forward, turn left then right and go through the
- door in front of you.
-
-
- Library
-
- Take the staff on the armorial bearings. Use it on the sliding ladder. Go
- down and look around. Read and take all the notes you find. Go in the
- back of the library and look at the scale. Take the weight and place it
- in the right tray. A hidden door will open. Go through it and you will
- come near the defective plumbing. Turn off the wheel. This open the way
- to secret passage no. 2. Go back to the library and exit the door in
- front of you (the one in the back of the reading room). This door leads
- to the first floor of the castle. Now go to the great hall and Dr.
- Frankenstein will catch you. He will bring you back to the library and
- push you down in the dungeon where he will cuff you and scourge you.
-
-
- Escape from the dungeon
-
- After he is gone, someone will drop a key from the grate. Remove your
- left hand from the cuff (remember that you have a lady's left arm, which
- is smaller than your right arm). Use the key on the right cuff. Head back
- toward the stairs and turn right toward the grate. Remove the grate and
- go through secret passage no. 3. You will come to a room with two exits.
- The right one connects to the first floor in secret passage no. 2. The
- front hole leads to yet another room. The right hole brings you to a
- ladder heading toward the garden. The left one leads toward the hedge
- maze. (hint: you could already know the layout of this maze just by
- looking at it from the entrance doors to the castle; I was able to map
- it before entering it).
-
- I will not give you the indication to navigate this maze. However, you
- will need to gather some objects in this maze. Look for a skull and
- take the black beetle. Find the carnivorous plants and place the beetle
- in the right one. After the right plant took the beetle, the left one
- will open its mouth. Take the corroded scissors. Finally, you will need
- to find the entrance way to yet another secret passage (no. 4). Use the
- scissors on the vines to get access to the hatch.
-
-
- Planet room
-
- Go down and pull the leftside lever. You will hear a opening sound. Go
- forward and climb the ladder. You will be now in the planet room with
- four doors numbered 1 to 4 (remember the plaques). Go toward the planet
- machine. Dependently of the door you want to open, you will need to open
- one of the four lower little doors. Opening them will show a number (the
- plaque number). The upper door reveal four patterns. If you want to open
- door no. 1, you will need to open the leftmost upper little door and the
- leftmost lower little door. After that, turn the wheel until the pattern
- of planets fits with the pattern on the plaque. When this is done, pull
- the lever. If you hear a sound, you will have succeeded. If not, you will
- have to try again. Door one leads toward the mine. Door two leads to a
- collapsed tunnel (for now). Door three leads to the melting chamber and
- door four leads to the mausoleum.
-
- For now, you may look at the mausoleum to gather notes and read them. You
- should also open door 3. This door leads to the wine cellar maze. From
- the entrance of this maze, follow these directions: forward, forward,
- forward, right, forward, left, forward, right, forward, left, forward,
- forward. You will eventually come to a small room leading to the melting
- chamber. Look around. Pull the lever to open the steel doors leading to
- the mine. Go in the back and go toward the coil. Turn the switch on. Go
- toward the right stairway and search the room (more notes to read). For
- now, head back to the planet room. The next step will be the mines. Also,
- if you head back to the hedge maze, you will find a newly created passage
- leading out directly toward the entrance doors of the castle.
-
-
- The mine
-
- There is two entrances to the mines (at this stage). The first one is
- through the planet room. The other one is in the garden. Start near the
- exit doors to the courtyard near plaque no. 3 and go toward the left side
- of the water basin (between the garden and the hedge maze). Push the
- gargoyle and a pedestal will emerge from the water. Step on it and the
- entrance to secret passage no. 5 will open (it also leads to the mines).
- Go ahead until you find the secret dock. Take the diving suit and speargun,
- and activate the air pumping machine. Turn right and go down in water.
- Look around and read the note and look at the treasure chest (you cannot
- take any of them with you). Turn around and kill the squid with the
- speargun. Climb the ladder. Shut out the pump and go back in the tunnel.
- Take the right tunnel. It leads to the mines. It is important to turn
- around in all directions in the mines to find all passages. Go forward
- until you encounter a left passage. Go in and turn around. You will find
- three passages. You entered from the left. The middle one leads to a
- conveyor. Activate it. You will need to find two more in the mines and
- another one in the ore processing room (the one in the ore processing
- room needs to be activated first). Activate them all to start the mining
- process.
-
- Turn around and go forward. You will encounter a left passage leading to
- a waterwheel and chained doors. We will come back later for this one. If
- you continue to the end of this corridor, you will eventually face a
- closed door (it is door no. 1 from the planet room). Turn right and follow
- the side corridor to the end (activate the conveyor). Step back to the
- planet room door no. 1. Head back toward the side corridor leading to the
- waterwheel. Before getting there, you will encounter a three door fork.
- The center one leads to a conveyor (activate it). The left one leads to a
- trap door you cannot yet enter. The right one is the main corridor. Now at
- the waterwheel location, turn the wheel to stop the flow of water. Take
- the chain and attach it to the waterwheel. Turn on the water and the doors
- will be torned away. Before entering the tunnel ahead, pull the switch to
- the right. You may also encounter a monster hand creeping on the floor. I
- do not know what importance it hold in this story. You may throw a rock at
- it or you may follow it outside the mine toward the secret dock (I do not
- know where it went after this location). It will be back later on in this
- game.
-
-
- Ore processing plant
-
- You will come to a corridor with rails leading to the left and to the
- right. For now, take the left tunnel until you come to a steel door. Pull
- the lever. If it does not work, the entrance switch is probably off. When
- the steel door is open, climb the ladder and step in the ore processing
- plant. Look around. Activate the conveyor in the back of this cavern
- (rocks will begin to be carried toward the ore processing plant when all
- four conveyors are on). Turn right and push the black button on the
- machine. Head toward the control panel and pull the left switch to activate
- the crushing machine. Use the black and red buttons to crush the ore with
- the left or right crusher. You need to crush each boulder two times. If
- the processing plant shut off, pull the lever and restart the machine from
- the beginning. After enough ore has been produced, you will hear a signal.
- Get down the ladder and follow the rail until you find a control panel on
- your left.
-
- Continue down the tunnel and you will encounter two forks. At the first
- one, the left rail leads to the melting chamber (the steel doors should
- be open if you went through door no. 4 in the planet room). At the next
- fork, pull the lever to direct the rails toward the left passage. Go back
- to the first of these fork and look at the control panel. Pull the left
- switch and a wagon full of ore will come from the right. Head toward the
- second fork and go in the left tunnel. You will come into a room with
- closed doors in the ceiling. Attach the chain to the wagon and head back
- to the control panel. Flip both switch up and down again and the wagon
- will retreat to the right tearing off the ceiling door. Pull the lever at
- the side of the control panel. Flip the left switch back up. The wagon
- will go into the melting chamber. Go to the melting chamber.
-
-
- Melting chamber
-
- Go toward the left stairway and you will come facing another control
- panel. This panel has different controls and switches. The upper two
- switches control the claw power (left one) while the right is the
- electric switch. On the left side, is the vertical claw control. In the
- upper middle lies the horizontal claw control. Just below it, you will
- see the temperature gauge (left side) and temperature control lever
- (right side). At the bottom of the control panel, you will find the
- voltage control (left) and the voltage meter (right). It took me several
- tries but the following actions worked out: Switch claw power on. Pull
- horizontal claw control to the right. Pull vertical claw control down
- (the claw will gather the ore) and up again (ore will be lifted). Pull
- the horizontal claw control to the left and pull down the vertical claw
- control down (The ore will be put in the melting machine). Pull it back
- up. Increase temperature to the maximum with the temperature control
- lever. Use voltage control to increase voltage to 80. Pull the electric
- switch on (the angle of the claw will be raised). Pull down the vertical
- control claw, and up again (now you see a glowing white mass in the
- claw). Pull the horizontal claw control to the right (the claw will put
- the white crystal in the wagon). Head back to the control panel in the
- mine. Pull both switches down to let the wagon go to the right. Pull the
- left lever to redirect the rail toward the second fork. Pull both
- switches up and then pull the left switch down. The wagon will head
- toward the room with the ceiling doors.
-
-
- Mixing room
-
-
- Go to the room with the ceiling doors. Note there are now open. Climb up
- the ladder. Go toward the control panel in the far corner of the mixing
- room. There are several controls on this panel. If nothing works, go to
- the melting chamber and pull the switch at the base of the coil. The
- electric switch in on the upper left corner. The claw control is in the
- upper right corner. The claw to the crystal maker in on the lower right
- side. The voltage meter is in the middle. The voltage control is in the
- lower center of the panel. The spin control clutch is to the right side
- of the control panel. Now, pull the claw control to the rightmost position
- (the claw will get the white crystal from the wagon). Pull this lever to
- the leftmost position (the claw will put the crystal in the mixing tub).
- Go to this mixing apparatus. Turn the left wheel to pour H20 (water) in
- the mixing tub. Turn the right wheel to pour HNO3 (nitric acid) in the
- tub. Pull the switch to start the mixing process. Pull the bottom switch
- to fill the container. Head back to the control panel. Pull the claw
- control to the left and then down. Pull down the crystal maker claw.
- Activate the electric switch. Set voltage to 80 volts. Activate the spin
- control clutch. You have created a large lifestone. Use the controls to
- direct the claw to take the crystal and place it in the dumb-waiter. Send
- the dumb-waiter up by pushing one of the botton on the left side.
-
-
- Meeting with Dr. Frankenstein
-
- Now is time to talk with Dr. Frankenstein. Go to the tower's first floor.
- Go through the anteroom and then into the biology laboratory (at least it
- seems like one). Save your game because you can die in the meeting to
- come. Open the door to the left (it was locked before). Enter the room
- and look around. There is a door to your right but do not open it yet. Go
- straigh to Dr. Frankenstein and a discussion will follow. When it is
- finished, look at the cages to see some disturbing sequences. Turn left
- and go to the desk. Take the notes in the drawer. Read them. Turn left
- and Dr. Frankenstein will talk again. Save your game and head for the
- other door (not the one you entered). You will be forced to face Dr.
- Frankenstein who will point a gun at you. Turn around and go through the
- door as fast as possible. You will be OK outside.
-
-
- Meeting the thugs and run for your life
-
- Go outside near the exit doors to the courtyard. Save your game again.
- Turn toward the castle. A thug will greet you with a rifle. Another thug
- will be to your left, so head right toward the castle doors. You will
- know where to go because a thug will always block your way if its not the
- right direction. Climb up the left stairs. Go forward, turn left and go
- straigth forward to the open door. It will close behind you. Turn right
- to face the mirror. Do it quickly because the thugs will soon brake the
- door of this room. A girl will appear in the mirror and she will shatter
- it. Follow the girl to the secret cave (it is not far from the planet room
- door no. 1). You will be safe there. The girl Sara will talk to you
- several times. Take the cup of water and drink it. She will ask for the
- bottle on the upper shelf, so push one of the barrel and use the wooden
- fork to retrieve a bottle. There will be some more talks and then the
- monster hand will appear. Use a rock to send it away. Sara will now want
- to see Dr. Frankenstein.
-
- Go to the mausoleum (door no. 4 of the planet room). Look into the drawer
- and look at the notes. More talks will follow. There will be an earthquake
- that will block all the doors except door no. 2 (the tunnel was collapsed
- before). Follow Sara in this tunnel. This will bring you to a vast cave
- with a ladder going up. You may save your game because this is the ladder
- maze and a monster will try to catch you. The exact route is as follow (I
- hope it is not random with each game): up, up, take left ladder up, take
- left ladder up, take right ladder up, take left ladder up, up, up, and
- up. Take Sara's hand to get her free of the monster. You will be back in
- the garden.
-
-
- The observatory
-
- Go to the secret dock through secret passage no. 5. Look around and you
- will find a note. Take it and read it. Turn around and you will see a
- bomb (you cannot deactivate it). Go to the observatory on the third floor
- of the castle. Go straigth to Dr. Frankenstein. There will be talks
- between Sara and him. Move around a bit to start new conversations. He
- will then leave and lock you inside the observatory with Sara. Go back
- to talk with her. Look into the spyglass to see the thugs forcing your
- child Gabrielle to follow them to the secret dock. Go back near the door
- and push the desk under the wall grate. Open the drawer and take the key.
- Use it on the locking mechanism of the grate (the one on the wall). The
- key will fall in the floor's grate. Push back the desk and go retrieve
- the horseshoe shaped magnet near the spyglass. Use it on the floor's
- grate to retrieve the key. Push the desk again and use the key to unlock
- the wall's grate. Sara will climb through the opening and unlock the door
- to the observatory. She will be murdered on the spot. Get back to the
- secret dock. You will find Gabrielle lying dead on the floor, killed by
- the bomb. Take her with you and head to the laboratory on the third floor
- of the tower.
-
-
- Endgame
-
- Place Gabrielle on the table. Go to the dumb-waiter and retrieve the
- lifestone. Put it in the holding apparatus above the table. Go to the
- main control panel. Pull the three left switches to the right position
- and then the two right switches to the up position. Pull the lever at
- your left (to raise Gabrielle to the roof top). Climb the ladder and look
- at the speed gauge. Wait until the speed reaches between 10 and 20 and
- unroll the rope to let the kite float free. Go down to the Tesla coil
- chamber (2nd floor of the tower). Pull the switch down to charge the coil
- and pull it back up when the needle in the display is still in the light
- red area (but close to the dark red area). Head back to the control panel
- on the third floor. Turn the three left switches to the left and see the
- results. This is ending No 1 where you save your daughter, leave the
- castle and live long and happy.
-
- Now there is also another ending to this story. If you pull up the switch
- in the Tesla coil chamber on the 2nd floor when the needle is in the dark
- red area, and then pull the three left switches to the left, your daughter
- will come to life but dies eventually again. You will then be emprisoned
- again by Dr. Frankenstein and won't live long and happily.
-
-
- ########•#########•#########•########•#######•#######
- By: Jacques Dupont
- ########•#########•#########•########•#######•#######
-
-
-