home *** CD-ROM | disk | FTP | other *** search
INI File | 2003-06-11 | 45.4 KB | 1,570 lines |
- [Image] 11th Hour
- [Image]
-
- 1.> After the whole intro sequence,
-
- you'll wind up in the Foyer. Look familiar? Head off to the
-
- right and go into the Library. Turn till you're facing the
-
- fireplace. Note there's a bottle there. Your first "treasure
-
- hunt" clue from the GameBook is "Winter Coat Worn For A Mixer."
-
- Well, "Winter Coat" is actually an anagram for "Tonic Water."
-
- So grab the bottle of tonic water. You get a new, short video
-
- sequence. Now, since you're here, walk over to the bookshelf.
-
- Note you get the pulsing brain icon when you sweep the cursor
-
- across that area. Click on it, and you'll see a row of eight
-
- books. The object is to put all the green books on the left,
-
- and all the red books on the right. You can only move adjacent
-
- pairs, and it has to be done in four moves. So, if the books
-
- are set up like this:
-
- 1 2 3 4 5 6 7 8
-
- Click on the line between 2&3 (they'll move to slots "9&10" on
-
- the right) Then click on the line between 5&6 (they'll move to
-
- the now open 2&3 slot) Then click on the line between 8&9, to
-
- move those to the now open 5&6. Finally, click on 1&2 to move
-
- them to slots 8&9. Puzzle solved, Library done.
-
- 2.> Exit the library and go upstairs. Using the GameBook's
-
- map, you'll note that Brian Dutton's room is now open. Go in.
-
- You'll note that your next clue is "Rolling rock, bottle cap."
-
- Bottle cap...and rock is an anagram of "cork." You need a cork.
-
- On the floor to the left of the old television, there's an
-
- overturned, empty bottle of champagne. Grab the cork. This'll
-
- open the Picture Gallery. There's also a cash register in
-
- Dutton's room, and it's a puzzle. The idea is to get each half
-
- of the register display to show the same amount. The amount
-
- needed in each half is 81 cents. So, if the keys are set up
-
- like this:
-
- 5 5 1 25 5 5 10 10
-
- 5 25 10 25 10 10 1 10
-
- Press the left five keys in the top row, and then the left
-
- three keys in the bottom row. That's all there is to that one.
-
- Alternately, you can press the entire top row of keys, and then
-
- the leftmost and rightmost keys on the bottom row...that'll
-
- work, too. There are at least two other solutions, but hey,
-
- this a walkthrough, not a "gimme every possibility in the world"
-
- guide.
-
- 3.> Check your GameBook again. You wind up with "Artsy, excited
-
- lecher." Anagram time again. Artsy is an anagram of "satyr."
-
- Ya gotta find a satyr. (don't even try to tell me you don't know
-
- what that is). Go back down to the Foyer, and check the table
-
- to the left of the staircase. You'll see there's a section of
-
- chessboard on it. Fans of The 7th Guest know what this
-
- means...a pain in the ass. Anyway, the object of this puzzle in
-
- this one is to reverse the positions of the knights; you can't
-
- move a knight off the chessboard, either, which is a bit
-
- strange. This is not all that simple. Even the GameBook hint
-
- thingy says it takes 40 moves. So, here's the 40 move solution.
-
- If the board is set up like this:
-
- 1
-
- 2 3 4 5
-
- 6 7 8
-
- 9 10
-
- Then, follow this move sequence: Knight at 1 to 4, then to 10,
-
- then to 2, then to 8.
-
- Knight at 7 to 1, then to 4, then to 10, then to 2.
-
- Knight at 5 to 7, then to 1, then to 4, then to 10.
-
- Knight at 6 to 4, then to 1, then to 7, then to 5.
-
- Knight at 10 to 4, then to 1, then to 7.
-
- Knight at 2 to 10, then to 4, then to 1.
-
- Knight at 8 to 2, then to 10, then to 4, then to 6.
-
- Knight at 1 to 4, then to 10, then to 2.
-
- Knight at 7 to 1, then to 4, then to 10.
-
- Knight at 6 to 4, then to 1, then to 7.
-
- Knight at 10 to 4, then to 1.
-
- Knight at 2 to 10, then to 4, then to 6. 40 moves, puzzle
-
- solved. Next...
-
- 4.> Well, you've still got to find that satyr. Check the clock
-
- by the chessboard. Check the bottom section with the unmoving
-
- pendulum. It's a secret passage to the Portrait Gallery.
-
- Wander around until you find a painting with a fallen statue
-
- piece (a body section) under it. Look at the painting above
-
- it...a nude woman figure struggling with, you guessed it, a
-
- satyr. Click on the satyr for another video sequence. Note:
-
- Don't do the puzzle in this room yet; it triggers the end of the
-
- "7 P.M." hour when you solve it. Check the GameBook for your
-
- next clue..."A Heart Attack Could Put You In The Ground."
-
- 5.> No problem. Heart is an anagram for "Earth," and "ground"
-
- is another hint to that. There's a globe in the Library. Go
-
- back to the library and touch the globe. You'll get another
-
- video sequence. Now, the Game Book says you want
-
- "BattleGround." Wonderful. ANOTHER anagram. "Battle" is an
-
- anagram for "Tablet." The tablet you want is in a room that
-
- isn't open yet. Go back up to Dutton's room, and click on the
-
- closet door (it's a bit tricky to get there, but you'll make it
-
- eventually). This takes you to the Chapel. Go through here to
-
- the arched doorway in the back, and go through into the Lab.
-
- Head to the puzzle on the cabinet. This one's an Artifical
-
- Intelligence game. You've got to get the mouse to go into the
-
- orange hole. Placing a maze piece in a row causes the other
-
- pieces in the row to slide over, or placing one in a column
-
- causes the column to slide up or down. Worse yet, you can't put
-
- a piece at a row that Stauf played on the last turn. After you
-
- place a piece, you can move the mouse to any location along the
-
- newly created path. As this is an AI game, you'll find this is
-
- incredibly frustrating, and there is no set solution. My best
-
- recommendation is actually to let Samantha beat him (that is,
-
- keep whacking the Help key on the GameBook till she solves the
-
- puzzle). The manual says "overuse of the Help feature may
-
- weaken the connection between your helper and you." Yeah,
-
- right. Just like the book in the Library in the 7th Guest, if
-
- overused, would make it impossible to win. Wrong answer, folks.
-
- So, if you really want to play, be my guest...there is no real
-
- winning strategy, just a lot of luck. I suggest you just let
-
- Samantha beat it. NOW, look at the green bottle next to the
-
- puzzle. There's an asprin...or something...tablet next to it.
-
- Click on it, to get another video sequence. And another
-
- annoying clue..."Bars Deter Cuckoo Bird." Well, "bars deter" is
-
- an anagram of "redbreast." A robin. Head through the arched
-
- doorway with the levers & gears & stuff, through the crypt
-
- (ewwww) and you'll wind up in Temple's Bedroom. Go out of
-
- there, and head back to the Foyer. Go find the clock again, and
-
- this time, look around the area. You'll find a crooked picture
-
- of some birds in a tree. Click on the bird in the lower right
-
- corner...it's a robin. Touch it, and you'll get a sequence with
-
- Robin in the painting. The Game Book will beep, and you'll get
-
- a neat sequence with a tentacle...
-
- 6.> Now the GameBook beeps again. "Modern Art Flourishes Under
-
- The Sun." Well, that's an indication to go solve that painting
-
- puzzle back in the portrait gallery again...modern art under a
-
- picture of a girl in a dress, standing next to a giant
-
- sunflower. So head through the clock (how fortunate, you're
-
- right there as it is) and click on the Mondarin painting. This
-
- is another Artifical Intelligence game (there's a total of
-
- seven...sort of...in the game. Samantha can beat six of 'em).
-
- The object is to choose the last possible space, and you can't
-
- choose a space that is adjacent to a previously chosen space.
-
- When you choose a space, all the spaces touching it brighten,
-
- and when Stauf chooses one, all the pieces around it grey out.
-
- As it's an AI game, there's no set solution, but here's a good
-
- hint: there are two spaces you can choose to start with to have
-
- any real chance of winning. These are the vertical rectangle to
-
- the right of the center of the painting (that is, to the left of
-
- the two big vertical rectangles on the right side of the
-
- painting), or the "L" shaped piece at the bottom of the painting
-
- in the middle (just above the long horizontal rectangle along
-
- the bottom). The game should be over in about five moves.
-
- Always remeber to start with one of those two moves, and you
-
- might be able to pull off a win. If you get frustrated,
-
- Samantha can beat it. Winning this one signals the end of the 7
-
- P.M. hour, gives you a good long ending sequence for the first
-
- part, and starts up the 8 P.M. hour. It's gonna get worse,
-
- folks...
-
- 7.> You start off 8 P.M. with another treasure hunt
-
- thing..."SkedAddled." Another anagram, this time..."Desk." So
-
- you need a desk. No problem. There is a desk in the Library.
-
- Sheesh. You keep going back in there! Talk about annoying. So
-
- go click on the desk in the Library and you get another video
-
- sequence. Now you get another clue..."Part of the body examined
-
- in the doctor's office." Doesn't seem like much of a hint,
-
- unless you think the clue is in "the doctor's office." Look
-
- closely and you find "torso" in there. (last four letters of
-
- "doctor's" and first letter of "office.") So you need a torso.
-
- There was one under the picture of the satyr in the Portrait
-
- Gallery. Sigh. Go back there and click on the torso on the
-
- floor for yet another video sequence, and yet another clue.
-
- "Libation for an affectionate puppy called Sounder." Weird
-
- clue, but consider...what does an affectionate puppy do? Lick
-
- people. Lick 'er. Liquor. Bad joke, but it's the clue you
-
- want. (The "Sounder" bit is a clue that the words sound like
-
- each other) Go back to Dutton's room again, and click on the
-
- champagne bottle (which you got the cork from before). How
-
- annoying. Guess what. Another video sequence, and another
-
- clue..."Animal sullied street." Well, now...Animal. Obvious
-
- clue, and "sullied" means messed up...it's "street" that's
-
- messed up. Yep. Street is an anagram for "setter." An Irish
-
- setter. Well, ya gotta go find an Irish Setter.
-
- 8.> Head upstairs and go into the Game Room. There's a puzzle
-
- you've got to solve on the pool table...the white balls must be
-
- changed into the first nine pool balls, in the proper order.
-
- Click on a ball, it turns to the number 1 ball. There's only
-
- one way you can do it, though, (Stauf's rules) so they can only
-
- be done in a certain order. Even though it's on an angle, look
-
- at it as a skewed square. Do it in this order:
-
- 7 8 9
-
- 6 4 1
-
- 5 2 3
-
- Once you're all set with that, look around for the picture of
-
- the dogs playing poker. One of the dogs is an Irish Setter.
-
- Touch it, and the GameBook gives you a video sequence with an
-
- interview between Robin and a doctor...Eileen's doctor.
-
- Including a flashback scene of Eileen's hand sliced off at the
-
- wrist...yay! Blood and gore! Plus, you get another clue (what
-
- a bargain!)
-
- 9.> Of course, it's completely messed up...it's like the whole
-
- thing is in a code. Hope you're good at codebreaking. Okay, if
-
- you're not, let's just say it's a pain. One of the GameBook
-
- clues is "Xma'r translates to you'd" Big help. I suppose you
-
- could figure it out from that, but if you don't want to..."Read
-
- my face, but do not watch. I have hands with which to count,
-
- but have no crotch. I have no legs and yet I run. If we were
-
- related, you'd be the son of my son." Son of the
-
- son...grandson. So this'd be the grandfather...clock. Yep.
-
- Back to the foyer. Touch the clock pendulum and you'll
-
- get...not a video sequence on the GameBook, but a scene in which
-
- you encounter a ghost, or a reflection of a younger
-
- Eileen...who's looking for her friend, Samantha. Oh yeah, and
-
- you get another clue. It's another bunch o'gibberish. However,
-
- this one is set up so that it looks like the entire message is
-
- in English, just shifted one key to the right on a typewriter
-
- keyboard. These wrap, by the way based on the GameBook's
-
- keyboard, so...the first letter "Z," is really "M" shifted one
-
- to the right. So, if you don't feel like puzzling through it,
-
- the message is "My first is not bent around. My second means
-
- lift her up or cut her to the ground." Not bent is "straight,"
-
- and the second word...lift her up or cut her to the ground.
-
- "Raise Her" or "Raze Her." Cute. You want a straight razor.
-
- It's upstairs, in the bathroom.
-
- 10.> So, head up to the bathroom Go ahead. Look in the tub.
-
- Cool! Full o' blood, with a skeleton in it! Look to the right
-
- of the tub on the floor, and click on the drain. It's another
-
- puzzle. You've got to swap the positions of the brown spiders
-
- on the top with those of the white spiders on the bottom. You
-
- can only move along straight lines from one point to the next.
-
- It must be done in seven moves, and a move is complete when
-
- another spider is selected (loosely translated, you don't have
-
- to move a selected spider just ONCE). So...if the thing is set
-
- up sorta like this:
-
- 2
-
- 1 3
-
- 4 5
-
- 6 8
-
- 7
-
- Then move in this order:
-
- #1: Select 1, move to 5.
-
- #2: Select 3, move to 7, then move to 1
-
- #3: Select 8, move to 4, then to 7
-
- #4: Select 6, move to 2, then to 8, then to 4, then to 3
-
- #5: Select 5, move to 6, then to 2, then to 8.
-
- #6: Select 1, move to 5, then to 6.
-
- #7: Select 7 and move it to 1. That's it.
-
- No problem. Now pick up the straight razor on the edge of the
-
- bathtub. Wonderful scene with Marie and Chuck. Fun chick. And
-
- another clue..."Fruit Loop On Stove." Here's the clue broken
-
- down...it's a fruit, and it has to do with a loop on a stove. A
-
- loop is a ring, or an "O," and another word for stove is
-
- "range." So "O-range." Go to the Dining Room, and touch the
-
- orange in the still life picture. It animates with a truly sick
-
- scene, and then you get another video sequence, this time with
-
- "Dreams abound of arming the rebels. What of nocturnal horses'
-
- schedules?" The clue not only tells you where the next thing
-
- is, it also tells you what it is.
-
- 11.> "Arming the" is an anagram for "Nightmare," and "nocturnal
-
- horse" should probably clue you in to that one too. As for
-
- rebels...well, there's a room with a Confederate flag in it.
-
- That's in Ed Knox's room. Once you're in there, there's an old
-
- mirror. You have to slide the panes around in the mirror to
-
- restore it to its original state. You have to use the
-
- desilvering portions as your guide. The fact that your
-
- flashlight beam is always reflected in it does NOT help matters
-
- much. The biggest problem with this game is that 50% of the
-
- time, it's in a configuration that CANNOT be solved. The
-
- GameBook also suggests you use the desilvering sections of the
-
- mirror as clues to the solution. When it can be solved, you
-
- want to proceed from left to right, solving one column at a
-
- time. This is a big pain. While you can eventually beat the
-
- puzzle yourself if you keep resetting and trying again, it's
-
- okay to let Samantha beat this one, as there is no REAL
-
- strategy. The fact it can only be solved half the time makes me
-
- call it an AI game, even though it really isn't (that's why I
-
- call it the "sort of" seventh AI game). Just remember...if you
-
- want to beat it yourself, always start by getting the left
-
- column done first, and from then on, consider that section
-
- frozen...then move to the next column and try to solve that,
-
- then keep that frozen, etc. The panes should wind up set up as
-
- follows (one of these will be missing):
-
- 1 2 3 4 5
-
- 6 7 8 9 10
-
- Where:
-
- Pane 1 has two desilvering portions; a larger, semi-elliptical
-
- one up the top, and a smaller semi-elliptical one on the right
-
- side of the pane halfway down.
-
- Pane 2 has a big section missing, with the portion along the
-
- left side still mostly intact, and some of the bottom still
-
- intact.
-
- Pane 3 has a majority of the pane missing, with only a little
-
- at the bottom left.
-
- Pane 4 also has a majority missing, with only a tiny bit in the
-
- lower left corner, and the upper right corner left.
-
- Pane 5 is mostly intact, save for a little desilvered section
-
- on the left side.
-
- Pane 6 is mostly intact, save for a little deslivered section
-
- midway up on the right side.
-
- Pane 7 has a thick, mostly horizontal deslivered section
-
- running just above center (with the right edge extending upwards
-
- to the top), and a tiny deslivered section on the right side
-
- down the bottom)
-
- Pane 8 has a mostly horizontal section at the top (obliterating
-
- the entire upper left corner), and a smaller patch in the lower
-
- right corner.
-
- Pane 9 has a horizontal patch that thins out as it runs left to
-
- right in the top section of the mirror, and a second patch
-
- obliterating a small section of the lower left corner.
-
- Pane 10 is intact.
-
- Terrible pain (I know, bad joke), especially since the missing
-
- pane is random every time. You might just want to let Samantha
-
- do this one if you get too frustrated, especially since you
-
- really don't know if you can beat the damn thing or not until
-
- you're almost finished! Anyway, whatever way you do manage to
-
- beat it, after you win, go over to the painting over the
-
- fireplace...fans of The 7th Guest will recall this is Fuseli's
-
- "Nightmare." Touch the horse. Bingo. And a video sequence
-
- involving Robin and the police chief. Next clue comes up
-
- then..."A distant, ancient Castle Keep, this famous Prince a
-
- place to sleep, To sleep, perchance to dream, of an upset
-
- teagarden indochine."
-
- 12.> After you finish going, "HUH?" you'll probably be really
-
- confused. However, Shakespeare fans will pick up the "perchance
-
- to dream" bit as something from one of his works, namely Hamlet.
-
- Plus, it mentions "Prince," which should also clue you into
-
- Hamlet. But, it's not Hamlet you're looking for...anyone who's
-
- ever seen the parody of horror films called "Student Bodies"
-
- must remember this joke. Hamlet...is a danish prince. A Great
-
- Dane. And "upset teagarden" is an anagram of "Great Dane." So
-
- you need a Great Dane. Sorry, the picture of the dogs playing
-
- poker in the Game Room doesn't have one. There is a faded
-
- picture of one in the Library (not AGAIN!) Go touch it, and
-
- you'll wind up with a verrrry interesting "ghost" sequence,
-
- including a bit with Marie in an impressive little costume, a
-
- Great Dane morphing into the hotel manager, and Marie herself
-
- morphing into an interesting monster. Fun chick. I like her.
-
- Then you get yet another clue..."A man-horse on the fly sounds
-
- like a wounded bull's eye." Well, I wish I could say this
-
- wasn't a bad pun, but for those of you who like
-
- mythology...Bulls-eye. Hit the bullseye, you hit the center.
-
- Centaur, or man-horse. Bad pun. So you need to solve another
-
- puzzle...this one ends the 8 p.m. hour. Naturally, this means
-
- another AI game. Great. Actually, the "on the fly" also
-
- indicates the centaur is winged. This is a big mistake on the
-
- part of the game designers, actually. The actual puzzle is in
-
- the Chapel (through Dutton's room), and it's the weird sculpture
-
- with the triangle in the middle (the puzzle IS the triangle).
-
- The mistake is that this is NOT a centaur. Not even close. If
-
- it's anything, it's a winged Sphinx! The body shape is more
-
- accurate for a Sphinx, but I suppose it could count, as it's the
-
- only thing in the house even CLOSE to what you're supposed to be
-
- looking for. Click on the triangle.
-
- 13.> This one's another AI game, and another pain. Once again,
-
- I really recommend you just let Samantha beat these goddamn
-
- games. They're very annoying. But, if you want somewhat of a
-
- challenge (actually, this one's fairly simple), here's the
-
- rules. Build an unbroken path that touches all three sides of
-
- the triangular field, and touching a corner hexagon counts as
-
- touching two sides at once. The key to this is simple: Always
-
- start in the absolute middle hexagon. Stauf will try to block
-
- you in one way or another. Just start building a path opposite
-
- to where he blocks, and towards the nearest corner. Keep an eye
-
- on Stauf's plays...once he sees what you're doing, he'll start
-
- building traps to keep you from reaching the third side. If
-
- that happens, start working the path towards the third side
-
- instead, and go back to the corner problem when you get around
-
- his trap. Stauf sort of gives up after a while, anyway, so if
-
- you hang with it, you should be able to get through it...but if
-
- you get sick of it, Samantha can beat it. Anyway, however you
-
- beat it, sit down and wait. You've got another big video
-
- sequence that shows you quite a bit more of what's happened.
-
- And the end of the 8 p.m. hour. Time to move on to 9...nope, it
-
- ain't over yet, folks.
-
- 14.> You start off the 9 p.m. hour with the clue "put an olive
-
- in a stein, mix it up, and get the equivalent of a fool's London
-
- subway." Another word for fool is boob. A London subway is
-
- called a tube. "Olive in a stein" is an anagram of
-
- television...a boob tube. The TV is back in Dutton's room.
-
- Touch it, and you'll get a scene with Robin meeting
-
- Samantha...your helper in this game. And another clue. "A
-
- vital, instrumental part." This is a bad joke, again.
-
- "Instrumental" indicates you want an instrument. And "A vital
-
- part" is...an organ. So go touch the organ back in the chapel.
-
- Great. You get an animation from the organ, and another clue
-
- from Stauf..."22233642-736846873." Wonderful. Look at your
-
- phone, and match up letters with the numbers to figure out what
-
- the clue is. It actually reads "Academic Penthouse." An
-
- academic penthouse is an Ivory Tower. Confused? Oh well.
-
- Anyway, what you want is up in the attic. Head upstairs and
-
- inside. You'll find a little train set. You've got to
-
- rearrange the letters attached to the engine so that it reads
-
- "Stauf" rather than "Faust." Gee, I wonder if that's where the
-
- name came from. This one takes some time, and you've got to use
-
- the two switches to change around the letters. Start by
-
- clicking the left-hand switch, then move the letter "A" down and
-
- around until it ends up left of the "F." Do the same with the
-
- "U" and the "S." Then move the "T," then the "S," then the "U,"
-
- and then the "A" to the bottom track. Move the "F" to the far
-
- right of the top track. Now move the "A" to the top track to
-
- the left of the "F." Move the "U" to the mid-point of the upper
-
- track, then the "S" to the left of the "U," and the "T" to the
-
- left of the "S." Move the "A" to the bottom track, followed by
-
- the "T" and the "S" (you should have "STA") on the bottom track.
-
- Move the "U" to the left of the "F." Now move the "S" from the
-
- bottom track to the mid-point of the upper track. Move the "T"
-
- from the bottom track to the left side of the "S." Then move
-
- the "A" from the bottom track to the left side of the "U." Move
-
- the "T" down and around the lower track so it's on the left side
-
- of the "A." Then just push the "S" to the right against the "T"
-
- on the top track. So much for that... Now walk over to the
-
- chess table, and grab the only standing piece...a white rook, or
-
- white "castle," or "ivory tower." You meet another ghost...this
-
- one of a younger version of Samantha. And then you get another
-
- clue.
-
- 15.> This one comes up with "Light piece from great orchestra."
-
- The answer is hidden in "greaT ORCHestra." And it's a light
-
- piece. So you need a torch. There's one on the altar in the
-
- Chapel. Go touch it, and you get a scene with Chuck dropping
-
- off a dead body at the Mansion. Great. Well, now you get
-
- another clue..."cheesy object that sounds larger." Larger...or
-
- greater. Cheese grater. That, of course, is in the kitchen.
-
- Go over to the butcher's block, and you'll find a series of
-
- eyeball plates arranged around a pentagram. This is another
-
- puzzle. The object is to create five stacks of two plates on
-
- every point of the star pattern. A plate must jump two plates,
-
- stacked or not. Once moved, a plate cannot be moved again. At
-
- least this one HAS a solution. Assume the plates are arranged
-
- like this: (1, 3, 5, 7, and 9 are the five star points)
-
- 10 1
-
- 9 2
-
- 8 3
-
- 7 4
-
- 6 5
-
- Then, do the following. Move 8 to 1. Move 6 to 3. Move 10 to
-
- 5. Move 4 to 7. Move 2 to 9. That's all there is to it. Now
-
- turn right and look at the stove. There's a bloody cheese
-
- grater there. Pick it up. COOL! Crawling, severed fingers!
-
- Nice effect! Then the GameBook beeps, and you get another clue.
-
- 16.> "500=100=0" Those of us who are mathematically inclined
-
- will say, "boy, is THAT a dumb equation." Consider, though. 0
-
- is a round object. 500 in Roman numerals is "D," and 100 in
-
- Roman numerals is "C." So "D=C=round object," or "D is C is
-
- round object," or, if you will, "DISC is round object." So you
-
- need a disc. Head up to the lab, and check out the small table
-
- next to the French door. A case for...believe it or not..."The
-
- 7th Guest." Good grief, talk about advertising! You get
-
- another short video clip. Then you wind up with another clue,
-
- "Blend a teapot shot and the pearlies won't rot." Teapot shot
-
- is an anagram for "Toothpaste." So go to the Bathroom (no, I
-
- mean WALK to the bathroom) and check the sink. Touch the
-
- toothpaste and it turns into a big green bug. Ick. Now the
-
- GameBook gives you yet another clue. "Slyness holding shipment
-
- in choppe?" Note that "choppe" is spelled in French style.
-
- Sly...can be "guile," and a holding shipment is a "lot." So,
-
- "Guile lot in choppe." Guillotine. Head off to Hamilton
-
- Temple's room. You'll find a cube on the bookshelf in there,
-
- which is yet another puzzle. Click on it. Your mission is to
-
- get a path from one "arrow" face to the other. The trick here
-
- is that the number of pips aren't really numbers, they indicate
-
- direction. The direction you choose...defines the meaning of
-
- the die face from which you move. So, basically, let's say you
-
- start with a the four. Then you click on the one, to its right.
-
- From now on, whenever you click on a four face, the next move
-
- must be to the right. So, here's one solution (there's
-
- several). Start by clicking on the four above the first arrow.
-
- Then click on the three above it. (So four="up"). Then click
-
- on the six above and to the right of the three (so three="up&to
-
- the right"). Then click on the one down and to the right of the
-
- six (so six="down& to the right"). Now click on the five to the
-
- right of the one (so one="right") Finally, click on the three
-
- below the five (so five="down") The puzzle will solve itself
-
- from there (because the three will send the path automatically
-
- up and to the right to another three, then up and to the right
-
- again to the one, which shifts it right to the three, which
-
- shifts it up and to the right...to the exit arrow). Now go
-
- touch the guillotine...it slices down, but doesn't get you.
-
- Then the GameBook has another vid sequence...this one of
-
- Eileen's hand getting caught in the Mansion gate and...well, you
-
- don't need to know the details, do you? Anyway, you'll get
-
- another clue then..."Poor drainage could still produce a flower."
-
- 17.> "Drainage" is another anagram...for "Gardenia." Go to the
-
- top of the stairs and look at the painting...yep. The big white
-
- flower on the left at the bottom is a gardenia. Click it.
-
- Nothing seems to happen, but you'll get a message as you start
-
- to walk off. After a while, the GameBook beeps again, with
-
- another clue..."Sounds like it got higher from wine." Got
-
- higher...it "rose." Rose wine. But what you need is a rose,
-
- the flower. Go to Martine Burden's bedroom. Go to the table
-
- with the pyramid on it...it's another puzzle. For this one, you
-
- have to click on letters. You must reveal two fifteen letter
-
- words, and once a letter has been chosen, you may not pass
-
- through that letter's space again. The outer corridor will
-
- always remain open. After you do the first word, different
-
- letters reappear to let you get the second word. Okay, the
-
- words you want are "UNINTENTIONALLY STRAIGHTFORWARD," so here is
-
- the order to click on the letters in:
-
- (First word):
-
- 13
-
- 4 6
-
- 3 7 12
-
- 14 8 11 5
-
- 15 9 10 2 1
-
- (Second word):
-
- 11
-
- 5 12
-
- 4 6 1
-
- 14 7 2 10
-
- 13 15 8 3 9
-
- Anyway, once you finish, go over to the vanity...and there's a
-
- rose in a vase on it. Click on it, and a petal will fall off.
-
- You turn around and run into...Martine Burden. Well, this is an
-
- interesting little scene...and she just fades out afterwards.
-
- Sorry, folks. I always thought she was a serious babe anyway.
-
- Then the GameBook beeps again. Check it, for another clue (big
-
- surprise).
-
- 18.> "What kind of jewelry is angrier?" Well, well, another
-
- anagram. "Angrier" is "earring." So head off to Julia Heine's
-
- room. Go for the jewelry box. There's another puzzle, this one
-
- in the pendant. The rules are simple: Each gem must be adjacent
-
- to a gem of a matching color. You can rotate a cluster of gems
-
- or swap positions with another cluster. So, here's a solution.
-
- If the pendant is set up like this:
-
- 1
-
- 6 2
-
- 5 3
-
- 4
-
- Then, swap 3 and 4. Swap 3 and 6. Swap 3 and 5. Then turn 6
-
- twice, 5 twice, 4 five times, 3 four times, and 2 twice.
-
- That'll do it. Next, go over to the vanity and pick up the
-
- earring. You'll get a sick little sequence with a ripped-off
-
- ear bleeding rather profusely. Nice. Then, guess what, the
-
- game book beeps again. This one comes up with "You might hear a
-
- well-mannered Cockney with a 60's hairstyle." Well-mannered
-
- could mean how someone behaves...and a Cockney accent would make
-
- that how someone "behoives," and a 60's hairstyle is...a
-
- beehive. So you need a beehive. Go back up to the Attic and
-
- click on the door past the staircase (you know, where ya finally
-
- beat Stauf in the 7th Guest?).
-
- 19.> Up here is a blasted-out room. And a little beehive
-
- honeycomb on the floor, which winds up with blood and honey in
-
- it. This is another AI puzzle, and doubtless, fans of the 7th
-
- Guest will recognize this as the goddamn cell game from that
-
- one, except this time, Stauf has the blood and you have the
-
- honey. Globules divide into two when moved to an adjacent cell,
-
- and jumping two cells moves the globule without replicating.
-
- Honey absorbs adjacent cells filled with blood, and vice versa.
-
- Listen up, folks. Stauf responds in the same way you hit him.
-
- Be aggressive, and he does the same. Play defensively, and he
-
- does the same. There are 60 cells total, and you need 31 to
-
- win. So, it's even WORSE than the lab puzzle from 7th Guest.
-
- There is no set strategy, and it is a MAJOR pain in the ass.
-
- So, to be simple, once you get frustrated, just let Samantha do
-
- it...hell, it might even take HER a couple tries, but
-
- eventually, she will beat Stauf if you just keep punching the
-
- button. When you finally beat it, you'll get a long video
-
- sequence, which shows a LOT of info about what's been going on
-
- here...and an interesting thought. The house is alive, an alien
-
- creature. It raped both Eileen and Samantha. Samantha had an
-
- abortion, which left her paralyzed, but Eileen gave birth to
-
- Marie...a daughter of the house itself. Eww. I don't even want
-
- to think about that one for too long. Anyway, that triggers the
-
- end of the 9 p.m. hour and the start of the 10 p.m. hour.
-
- 20.> You start off with a clue...big surprise..."Instrument is
-
- sharp, but missing its head." Well, it's an instrument. And
-
- it's "sharp," but missing its head...the first letter. So you
-
- get "harp." That's in the music room, way downstairs. Great.
-
- Head down there, and you'll find that the piano is blocking the
-
- harp. On the mantle is a small game with all sorts of
-
- furniture, and a piano. The idea is to move the pieces around
-
- until you can move the piano off the board. This one is ROUGH.
-
- Anyway, figure the pieces are arranged like this initially:
-
- 1 (lounge) 10 (piano) 2 (lounge)
-
- 6(chair) 7(chair) 8(chair) 9(chair)
-
- 4(lounge) 3 (table) 5 (lounge)
-
- (It's tricky to look at it like that, but consider it as on an
-
- angle. You only have two squares open, those to the "south of,"
-
- or "down from" the endtable.)
-
- 3 towards the right side of the board, 7 towards the right side
-
- of the board, 7 away from you, 6 away from you, 6 towards the
-
- right side of the board, 4 towards the left side of the board, 3
-
- towards you, 7 towards the right side of the board, 6 away from
-
- you, 4 away from you, 1 towards the right side of the board, 1
-
- towards the right side of the board, 10 towards you, 8 towards
-
- the left side of the board, 8 towards the left side of the
-
- board, 6 towards the left side of the board, 6 towards the left
-
- side of the board, 7 towards the left side of the board, 7
-
- towards the left side of the board, 5 towards you, 9 towards the
-
- right side of the board, 9 towards the right side of the board,
-
- 2 towards the right side of the board, 2 towards the right side
-
- of the board, 8 away from you, 6 away from you, 10 away from
-
- you, 1 towards the left side of the board, 1 towards the left
-
- side of the board, 4 towards you, 7 towards you, 7 towards the
-
- right side of the board, 10 towards the right side of the board,
-
- 8 towards you, 8 towards you, 6 towards the left side of the
-
- board, 6 towards you, 2 towards the left side of the board, 2
-
- towards the left side of the board, 9 towards the left side of
-
- the board, 9 towards the left side of the board, 5 away from
-
- you, 7 away from you, 7 towards the right side of the board, 10
-
- towards the right side of the board, 8 towards the right side of
-
- the board, 8 away from you, 1 away from you, 4 towards the left
-
- side of the board, 4 towards the left side of the board, 10
-
- towards you, 9 towards you, 9 towards the right side of the
-
- board, 5 towards the left side of the board, 7 away from you, 9
-
- towards the right side of the board, 10 away from you, 4 towards
-
- the right side of the board, 4 towards the right side of the
-
- board, 1 towards you, 6 towards you, 8 towards you, 2 towards
-
- you, 5 towards the left side of the board, 5 towards the left
-
- side of the board, 10 away from you, 8 towards the right side of
-
- the board, 8 towards the right side of the board, 6 towards the
-
- right side of the board, 6 towards the right side of the board,
-
- 1 away from you, 4 towards the left side of the board, 4 towards
-
- the left side of the board, 8 towards you, 8 towards the left
-
- side of the board, 3 towards the left side of the board, 9
-
- towards you, 9 towards you, 7 towards you, 7 towards you, 10
-
- towards the right side of the board, 6 away from you, 6 away
-
- from you, 8 away from you, 8 away from you, 3 towards the left
-
- side of the board, 7 towards the left side of the board, 7
-
- towards you, 10 towards you, 10 towards the right side of the
-
- board. 90 moves, and the piano is off the board.
-
- ALL RIGHT! Turn around, and note...the piano is now gone. You
-
- can go touch the harp. Then the GameBook beeps with another
-
- clue. This begins a good string of stuff without a puzzle.
-
- 21.> "A defective truck with a crane makes for a ball-busting
-
- ballet." Truck and crane is an anagram for "nutcracker," but
-
- for a good laugh, hit the Help key three times to hear Samantha
-
- get a bit embarressed by the clue she gives out. Go upstairs to
-
- the hallway and touch the nutcracker on the floor in the corner
-
- down at the far right end of the hall. It animates for a
-
- minute, then you get another video sequence...with Marie and
-
- Chuck. Then you get another clue..."Look at key missing first
-
- misprinted label." Key missing first...is ey. Then rearrange
-
- the letters in label to get eball, and you get...eyeball. The
-
- "look at" is also a clue. Go into the Game Room and click on
-
- the little cue ball, painted like an eyeball. It spins around,
-
- with cut nerves and blood...ick. Then you get ANOTHER
-
- clue..."Disabled cutting edge." Hell with it. Without
-
- explanation, you find "blade" inside "Disabled," which also
-
- reflects the "cutting edge" bit. So you want a blade. Go into
-
- Temple's bedroom and click on the hunting knife in the headboard
-
- of the bed. You get another video, this one with Chuck
-
- stabbing...something. Great. Just what you needed to see.
-
- Then you get another clue, one of my favorites..."Unreasonable
-
- reason." Unreasonable can mean crazy. A reason for doing
-
- something is your motive. So crazy motive... or loco motive.
-
- Go to the attic and touch the toy train. A neat little sequence
-
- follows, and then you get yet another clue. "Paper used in
-
- unusual theses." Theses mixed up is "sheets." Go to Martine
-
- Burden's room and touch the bloody part of the bedsheet to get
-
- another video sequence...this one with Chuck getting pulled into
-
- the house with a bloody corpse. Then you get another
-
- clue..."Adriot holding a sharp instrument." Well, this time
-
- it's a different blade. Adroit means "clever." So the clue is
-
- actually "Clever holding 'A'...sharp instrument," or "Cleaver."
-
- Go to the kitchen and grab the meat cleaver embedded in the
-
- door. Then you get a wonderful scene with Julia Heine (looking
-
- younger than before), Chuck, and Stauf...and Chuck finally gets
-
- the cleaver in the head. YAAAYYY!!! Of course, then you get
-
- another clue from the GameBook. This one is "A desserted
-
- Arthropod." An Arthropod is a type of crustacean. And it's a
-
- dessert. Go to the Dining Room, and note the cake shaped like
-
- a...yep...a Trilobyte. That's the AI puzzle for the end of the
-
- 10 p.m. hour.
-
- 22.> When you click on it, you wind up in a game of Connect
-
- Four, with bonbons. You're playing against Stauf. The whole
-
- mission is to get four of your bonbons connected in a row, four
-
- connected in a column, or four connected in a diagonal before
-
- Stauf does. THIS time, however, I happen to have a winning
-
- strategy, but it all depends on Stauf's first move. There are
-
- eight available columns, as follows:
-
- 1 2 3 4 5 6 7 8
-
- Always start in column 3 or column 6. If you start in column 3
-
- and Stauf then opens with column 5, you've got him. If you
-
- start in column 6 and he opens with column 4, you've got him.
-
- Otherwise, I'd suggest you just reset the puzzle...or play him,
-
- if you want the fun. Anyway, let's say you get the first
-
- situation (you pick 3 and he takes 5). Play in this order,
-
- using the columns above as a guide (the odd-numbered moves are
-
- yours):
-
- 6
-
- 4 8
-
- 3 7 10
-
- 9 11 1 5 2
-
- In that one, you win on the 11th move. Now, let's say the
-
- other situation happens; you start in 6 and he takes 4. Play in
-
- this order, using the columns above as a guide (once again, the
-
- odd-numbered moves are yours):
-
- 11
-
- 10
-
- 14 8
-
- 12 4
-
- 5 3
-
- 6 7 2 15 1 9 13
-
- You can win this one fairly easily. Then you get another long
-
- sequence...Chuck stabbed the chief (who'd apparently been
-
- sleeping with Robin) instead of Robin...so he got the axe. Or
-
- the cleaver, in this case. And so on, up into showing Robin
-
- entering the house...and the beginning of the eleventh hour. 11
-
- p.m.
-
- 23.> Once again, we start off with a clue. "663 264625 46 2
-
- 6455466." Another telephone message, and this one says "one
-
- animal in a million." Is there an animal in "million?" Yup. A
-
- lion. There's a lion sculpture at the top of the stairs. Go up
-
- and touch it. You'll see a scene in which Robin is attacked by
-
- a cougar. She and her sister drowned a kitten when they were
-
- young, apparently. Hmmph. Bitch deserves to die, after all.
-
- Anyway, you then get another clue. "Drink left at sea." Well,
-
- left at sea is "port." Port wine is a drink. Head to the
-
- Knox's bedroom and click on the wine glass on the table next to
-
- the bed. Edward Knox appears, tries to warn you, and then his
-
- head blows up. COOL! Then you get another clue..."Snake, baby,
-
- trap." These are all words that are associated with "rattle."
-
- So go to the Doll Room. On the bureau is a wooden puzzle with
-
- tinker toys and chess bishops on it. This is another puzzle.
-
- You have to interchange the white bishops on one side with the
-
- black bishops on the other. You can move any piece in any
-
- order, but it must move along a straight line, and cannot land
-
- in line with a bishop of the opposite color. Okay, set the
-
- "board" up like this:
-
- 4 8
-
- 2 6 10
-
- 3 7
-
- 1 5 9
-
- Where the white bishops start on positions 9 and 10, and the
-
- black bishops start on positions 1 and 2. Move 10 to 7. Move 1
-
- to 8. Move 2 to 3. Move 7 to 4. Move 3 to 5. Move 8 to 10.
-
- Move 9 to 6. Move 6 to 1. Move 4 to 6. Move 5 to 2. Move 10
-
- to 5. Move 6 to 8. Move 5 to 7. Move 2 to 4. Move 8 to 3.
-
- Move 7 to 10. Move 4 to 9. And move 3 to 2 to win. To the
-
- left of the bureau, check the floorboards to find a trapdoor...a
-
- passage to the nursery. Search around there, and you'll find
-
- the rattle. Then you'll get a scene in the nursery...in which
-
- Stauf offers Robin money, power, and all that wonderful kind of
-
- stuff. Then the video ends...and you get another clue.
-
- 24.> "A letter from Greece is quite a number in Rome." Those of
-
- you who know the Greek alphabet, raise your hands. Okay, one
-
- Greek letter is XI, which is...guess what...eleven in Roman
-
- numerals. Go back to the grandfather clock and click on the
-
- eleven on the clock face. You get a long video in which...well,
-
- we find out, sort of, what happened to Robin. Sort of. Then
-
- you talk to Samantha again, who tells you to get out now...she
-
- says you can't win. Not what you wanted to hear. Then the
-
- GameBook beeps again with another clue..."This eight letter word
-
- has "K-S-T" in the middle, in the beginning, and at the end."
-
- But that would be nine letters just for the KSTKSTKST. Stupid
-
- sounding, but it's another trick. It has "KST" in the middle,
-
- "IN" the beginning, "AND" at the end. Or, "INKSTAND." Head
-
- back to the Library (groan). When you click on the inkstand,
-
- the pen writes down "Play in my doll house!" Head back to the
-
- Doll Room, and click on the dollhouse. When you look inside,
-
- you'll find that there's a little puzzle on the floor. The Help
-
- button won't help you...Samantha says it's because the
-
- connection is getting weak. This is deliberate, not because of
-
- overusing the help feature. This is the last AI game, and
-
- you've got to beat it on your own. It is, in fact, the game of
-
- Pente, where the object is to get five of your pieces in a row,
-
- or capture five pairs of your opponent's pieces. If you enclose
-
- a pair of opponent's pieces with two of your own, you will
-
- "capture" those pieces. The whole idea is to get an "open
-
- four," or four connected piece of your color without one of
-
- Stauf's on either end of the line of four. Get one of those,
-
- and you've won, because you should be able to get five no matter
-
- what Stauf tries. Luckily, when you play this the first time,
-
- you get the first move...and Stauf plays rather half-heartedly.
-
- After all, he doesn't mind you beating this one, considering
-
- what you'll deal with next. If you go back and play again
-
- later, though, he'll play much harder, and if you somehow manage
-
- to go back and do it a third time, he starts looking five moves
-
- ahead (nearly impossible to beat). Anyway, whenever you manage
-
- to beat him, you're on to the final challenge.
-
- 25.> You go on to a long video, in which you're the contestant
-
- in Stauf's game show. He opens up three doors, and you get to
-
- pick which one you want. Behind the left door is Marie, in full
-
- "slut" mode, offering herself up for you. In the middle is
-
- Samantha, in a TV set, logically asking you to choose her.
-
- Behind the right door is Robin, who you've been looking for the
-
- whole time anyway...and she tells you that she loves you.
-
- Okay, folks, it's decision time. Who do you pick? The lusty
-
- Marie? Helpful Samantha? Or your former girlfriend, Robin?
-
- Hmmm. Actually, I think it's pretty logical, but here's what
-
- happens for each one you choose:
-
- IF YOU PICK MARIE: Basically, you wind up back at a no-tell
-
- motel. You and she start to get it on...and then she turns into
-
- Stauf in a wig...who then reverts to his natural alien form and
-
- proceeds to eat you alive. Literally.
-
- IF YOU PICK ROBIN: Things seem great, as you go off together,
-
- and apparently get married. Then YOU are found murdered, and
-
- Robin is found to now be president of the brand-new Stauf
-
- broadcasting company. Guess Samantha was right, and she said
-
- Yes to Stauf after all.
-
- IF YOU PICK SAMANTHA: You have a little conversation with
-
- Samantha back at her house. Then you turn on the monitor...and
-
- Stauf's house burns to the ground. This, of course, is the
-
- ending you're "supposed" to pick in order to truly win the game.
-
- End of story!
-
- ----------------------------------------------------------------------------
- [Image] [Image]
-