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Versailles
II Testament
of the King
by
cryo interactive
Walkthrough
by MaGtRo
January,
2002

Game play: The game is mouse controlled. There are 10
save game slots and can be rewritten on. Save often because
the game can end if wrong choice is selected. Right clicking
on the mouse shows the Interaction bar at the bottom of
the main game screen. At the extreme left is the white circle
view icon that you can use to look at some items in close
up, ex. letters. Under that is the gold icon to get to the
Main menu. At the center of the bar shows the inventory
frames. To the right of inventory is the Documentation icon
and at the extreme right is the diary that lists important
actions already performed. Above the diary is the dress
icon that can change the outfit of Faverolles. During game
play, click mouth icon once to get the attention of the
person and then click mouth icon again to talk to them.
Exiting an area or a puzzle is not possible unless the puzzle
is solved or all actions needed to be performed in that
area is done. You play as Charles-Louis Faverolles.
CD 1

France
in 1700: The
Court is involved in the succession to the throne of Spain
since Charles II is ailing and has no heir. Both France
and the Empire hope that one of their own will be named
- Duc d'Anjou, Louis XIV's grandson or Archduke Leopold
I of Hapsburg. Charles-Louis Faverolles comes back to Versailles
after being a page at Grand Ecuries under Monsieur Boisseuilh
and advanced school, in hopes of becoming a diplomat to
Spain. He yearns to be reunited with Elvira, his childhood
sweetheart.
Faverolles
walks toward the Grandes Ecuries and smiles at a mysterious
Lady inside a carriage.
Some
Important Noblemen
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Duc
d'Arcueil
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Count
of Sinzendorf
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Marquis
de
Dangeau
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Marquis
Castel dos Rios
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Philippe,
Duc d'Anjou
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Marquis
de Torcy
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In
Search of a Position in Versailles
Looking
for Boisseuilh at Grandes Ecuries: Move forward pass the group of men towards
Golipeau, the groom and talk to him by clicking the mouth
icon 2x, first to catch his attention and then to talk to
him. He informs that Monsieur de Boisseuilh is not there
at the moment and recommends the Pelican Inn close to the
Grand Commun for lodging. Go back to the arched entry and
click on a Map icon (map exit). Click on Grand Commun on
the map.
Getting
Lodging at Grand Commun: Approach the nearest man in blue and talk
to him. Enter the brown door of the Pelican Inn to your
left. Talk to the innkeeper, the man in white hat. He wants
you to get rid of the singing drunk musician before he can
talk to you. Go out of the inn and look for a guard to help
you with the drunkard. After checking all the men, the guard
is the farthest man close to the carriage (a map exit is
near here). Watch the guard dispose of the drunk. The best
room in the inn is 50 livres and you only have 40. Give
the bag of money in the inventory to the innkeeper. He takes
the 35 livres and will wait impatiently for the rest. Exit
the inn, turn right, forward and left to go back to the
Grandes Ecuries using the map (another map exit).
Finally
meeting Boisseuilh at Grandes Ecuries: Move
forward and eavesdrop on the 2 men talking on the ground.
The Duc d'Arcueil
and Sinzendorf, the Emperor's envoy are discussing the health
of the Spanish King and the certain upheaval if Spain is
passed to a French or German Prince. Enter the building
and now eavesdrop on Boisseuilh and Marquis de
Dangeau. They discussed the thefts of saddles and
a diamond buckle of the Dauphin. Take the Letter for Boisseuilh
from your father from inventory and give it to him. He states
that since you want to be a diplomat you have to be known
to Marquis de Torcy, the Foreign Affairs Minister. Bringing
a saddle back to Torcy might do that. If Torcy is busy give
it to Blonderel, the head clerk. On the way out of the stables,
pass Duc d'Arcueil
listening to the conversation. Approach and talk
to Golipeau, the groom. Get the saddle and place
it in inventory. Go to the map exit and click on Minister's
Wing.
A taste
of court life at Minister's Wing: A
man sitting of the bench offers advice on offering the usher
1 ecu (3 livres) to be able talk to the Marquis. Turn right
and approach the usher alone by the door. He states that
the Minister and Blonderel are busy. Give the purse to him
and now you only have 2 livres. Give the saddle to Blonderel.
You ask for a position in foreign affairs, specifically
Spain. On the way out, the sitting man again advices that
one might meet a person of influence by attending the Grand
Couvert, a dinner open to the public with the king and other
royalties.
Getting
ready for the Grand Couvert at the Pelican Inn: In
the room at the inn, get ready for the Grand Couvert - hair
well groomed, with hat and sword. Pick up the hat
on the chair, gloves on the table and sword
on the bed. Place them in inventory. Click on Faverolles'
Dress icon at the bottom right of screen. Get hat from inventory
and click it on his head. The gloves goes on his right hand
and the sword on his left hand. Now you are ready and can
get out of the room. Go to the hallway, turn right and go
down to the dining area of the inn.
Talk to
the innkeeper that is forever wiping tables. Approach and
talk to Lhuillier,
the man in brown eating beside the innkeeper. He states
that to get in the Grand Couvert one needs a recommendation.
He is assistant building inspector to Mansart, the architect
and might get a position for you tomorrow if you pass the
test.
Trade
Order puzzle - The test is to arrange the order the
different trades who do the work in refitting the new
King's chamber. You can read about the Chamber of the
King at documentation. The different trades is at the
bottom of the screen. Click on a trade. Then click the
trade icon on a part of the room connected to that kind
of work and in prioritized order. Icons light up when
placed on correct spots. If an incorrect icon is picked
up, no place to set it down will be located.

One arrangement
is as follows: (trades 1-5 can be interchanged) 1. Carpenter
- center of room floor, 2. Plasterer - ornate decoration
on wall above the bed, 3. Marbler - left dressing area,
4. Wood sculptor - front railing, 5. Bronze worker - same
as marbler at left dressing area, 6. Painter - ceiling,
7. Gilder - same as plasterer at ornate decoration on
wall above the bed, 8. Mirror cutter - on either side
dressing area, 9. Painting guard - picture above the right
door, 10. Tapestry maker - curtain of the bed, 11. Fleecer
- on either vase like object on top of the bed canopy,
12. Clockmaker - clock on right dressing table.
After passing
the test, an appointment is made to meet Mansart tomorrow
at 9 AM by the statue of Proserpine at the Colonnade. A
guard walks in and Lhuillier
hands you a diamond and rushes out in a panic. Interesting!
Teetotum
game: On the way out, talk to the gambler on the left.
He issues an invitation to play teetotum using the diamond
as security. The object of the game is to bet on a number
that will match the numbers shown by a spun top. Select
a number and the diamond will be placed at the bottom
of that number. Click on your bet/diamond and the bet
of the opponent appears. Then click on the top icon and
click again to make it spin. When it stops, the top will
show the winning number. Winner takes all. After the first
game, the diamond is lost to the gambler. Go back and
talk to the innkeeper thus ending the day.
Meeting
Lhuiller at the Colonnade: The
next morning at the Colonnade, eavesdrop on 2 men (Mansart,
the architect in brown and Dupuis, the gardener) discussing
the gardens. There is a statue in the background ready to
be placed on a pedestal - Abduction
of Proserpine by Pluto. They turn to you for an "impartial"
opinion on the Ballroom (garden designed by Le Norte)
and the Colonnade (designed by Mansart). Better choose
the one by the possible employer, eh! Select Colonnade from
bottom left of screen.
Lhuillier introduces you as possible assistant
to him and Mansart is in agreement. Mansart wants you to
take Marquis Castel dos Rios, the Spanish Ambassador around
the garden. Talk to Lhuillier. He gives you an advance in
salary of 80 livres for July. If you chose the Ballroom
in the previous "impartial" test, Mansart will not be so
predisposed to you and Lhuillier will only give you a salary
of 40 livres. Another lesson in politics!! A talk with the
Spanish Ambassador is seen. Lhuillier gives you instructions,
list of groves (both not accessible to be read) and
key to the groves.
Tour of the groves with the Spanish Ambassador: During
the tour, the ambassador asks questions. On the first stop
on the King's Terrace overlooking the North Gardens, he
asks the name of the road - select La Tapis vert.
Next question is what direction is this tremendous view?
East-West.
They then visit the Orangery, designed by
Le Notre and then the Ballroom grove. Talk to the Ambassador.
At the Colonnade, the Ambassador discusses the situation
about the succession of ailing Charles II and the political
situation. He is worried about the involvement of a Countess
of Perlitz.
Next stop is the Encelade named after a giant
that attempted to dethrone Jupiter and was crushed under
an avalanche. The fountain is designed to show that scene.
Talk to the Ambassador again. Turn around, walk forward,
turn left to an alcove with a lady sitting on the bench,
the same mysterious lady from the carriage. Talk to the
Ambassador again and he will give another test.
Apollo Sculptures Test - Select the
sculptures that show Apollo. The pictures shown in order
are Apollo's Chariot, Abduction of Proserpine by Pluto
(NOT an Apollo sculpture), Apollo as a child with his
mother, Latone and Apollo waited on by the nymphs.
At the next stop, talk to the Ambassador again.
He says that this grove is Arbre en fer grove, also known
as Marais or Chen vert grove. Turn around, go forward, talk
to the Ambassador again. Another question - How many groves
are there? Fourteen. Return to castle, it is already
5 o' clock. The Ambassador knows of your love, Elvira Malaga
y Santiago and have decided to help you. The King and his
entourage including the Duc d'Anjou, grandson of the King
is out to take the King's walk.
Back at Pelican Inn to get the diamond
back: Lhuillier
is worried and Faverolle decides to visit him. Before doing
so, better get the diamond back from the gambler. Go to
the Pelican Inn and play with the gambler for the diamond.
Choose a number, raise or lower stake by the arrows on the
side, click on your bet to show the opponent's stake, click
on the top 2x. Continue until you win the diamond
back. Pay the innkeeper the money owed him by clicking the
coins on him.
Visit
Lhuillier at Grand
Commun: Exit
inn, turn left, up the stairs and through the door. See
the usher that stops people from getting in the Grand Couvert
without a recommendation. Turn left through the hallway
and see a guard posted on the stairs. Turn left, go to the
kitchen, turn right and talk to an enterprising kitchen
helper.
Lhuillier
is under arrest in his room. Now to find a way to get to
see him. The helper said that Lhuillier's dinner is ready.
Turn around and go to the other side of the tables. Pick
up apron from table by the wall. Click on Faverolles
dress icon on bottom right of interface bar, select apron
from inventory, click it on Faverolles and exit dress icon.
Turn to the right and pick up Lhuillier's dinner.
Go back and talk to the provost guard by the stairs. Go
up, talk to the next guard, enter room, place dinner on
table.
Lhuillier
asks if you have the pass (diamond) - answer Yes
or No. If no, game ends. If yes, Lhuillier states
that you must give the diamond back to the Dauphin or one
of his sons. Go back down the stairs and meet the kitchen
helper. He states that the Dauphin is in Meudon with 2 of
his sons and only the Duc d'Anjou is in Versailles.
In search
of Duc d'Anjou: Go
out and leave Grand Commun by the map exit on either end
of the area. At the map, there are several places to look
for the King's grandson who is out with the king on his
walk. The King is at Encelade as stated by the guard at
the Ballroom grove, by the hydraulics engineer at Colonnade
and by the resting gardener at Marais. On to Encelade.
At Encelade,
ask the Spanish Ambassador or Sinzendorf standing by the
fountain about the Duc. Other personages around will
say the same thing but the guard won't let you near them.
By the arbor (turn left to the alcove from the guard), the
Duc d'Arcueil
states that the Spanish Ambassador might be the one to give
the diamond to the Duc d'Anjou since he is out of favor
at the moment. Give the diamond to the Spanish Ambassador.
The downfall
of Lhuillier is shown after his theft of the Buckle
diamond. He was spared but was dismissed. Faverolles was
given his position.
Investigation of Water in the Gardens
Intrigue in the War Room: After
a walk through the Hall of mirrors and entering the War
Room, eavesdrop on the Minister Torcy and Dangeau on the
left. They talk about the ailing Spanish King and partition
of the succession. Turn around and talk to the 2 nobles
by the corner windows, Duc d'Arcueil and the scientist,
de Bandols in brown. The Duc, he being a friend of de Torcy
can help in your ambition to be a diplomat but he wants
you to show de Bandols the secret of the fountains, in discrete
fashion of course. de Bandols wants the plans for the hydraulic
network that bring water to Versailles and distribute it
around the gardens. Go to the map exit by the entrance to
the war room.
Search for information about the water
system: At
the Colonnade, talk to the hydraulic engineer but he can't
help because they are all too busy and short-handed. Map
exit. At
the Ballroom grove, the gate is closed. Use the key to the
groves on the gate and enter. Forward, left, forward 2x
to the mosaic walkway, turn right, up the stairs and talk
the gardener with the shears. His master, Dupuis might be
able to help. Now to find him. At Encelade, the raker also
tells that Master Dupuis who is at Marais can help.
Go to Marais and talk to Master Dupuis in
brown and lime green coat. He is putting out the citrus
trees but an accident calls him away. He asks you to take
over in the arrangement of the trees and he will give you
the plans later.
Citrus Trees puzzle - there are 3
trees already in place. The sequence of placement is Lemon
tree, Orange tree and Pomegranate tree. The trees to be
placed is at the bottom center of the screen (L-R: 9 Lemon,
9 Pomegranate, 9 Orange). Click on a tree and click on
a space (ill-defined shrub) around the garden to place
it at that spot.

Starting at the bottom left where there
is already a Pomegranate tree, place Lemon, then Orange
and then Pomegranate trees around the walls in a clockwise
manner.
Dupuis approved
of your work and will bring the documents to the apartment
at Grand Commun.
Studying
the information on the water system at Grand Commun: Click
on the document on the table, picking up a letter. Then
click the letter on the circle on bottom left of the screen.
Click on letter for translation.
Water
System Plans Puzzle - Dupuis asks that the documents
be placed in the right order before studying them. The
information on this can be found on documentation under
The Court in its garden (second from left picture on top
of frame) Water and Fountain (Search water, supply, distribution,
turning on). Pick up the folder on the table and see a
set of documents on the left and 3 folders on the right.
The object of the puzzle is to sort the documents by a
common subject and then place them on the folders on the
right. The folders has to be in sequence of usage in the
water system.
Click
the documents on the left and place them in the box at
the bottom to find out the title of each documents. Then
click the documents on the folders by common topic.
Top folder
for search water and supply - Eure Aqueduct, Plan of water
mill, Marlys machine, External network. Middle folder
for distribution - Internal network, gravitation, pipe
distribution. Bottom folder for turning on - Nozzles
and jets, Ajutage apples.
Go out the
room, open the door and talk to de Bandols. He wants to
be able to introduce water himself to a grove. He
will be at the Colonnade tomorrow morning at 10. Now they
will study the documents.
Go downstairs
and talk to the enterprising kitchen helper, Le Perdrix
who wants to be your valet. Go to the Colonnade.
de Bandols'
study of the water system at the Colonnade: Talk
to de Bandols and he wants equipments. Talk to Tiquet, the
hydraulics engineer at the fountain by the gate and borrow
his equipment. He gives you the clef-lyre and whistle
as well as a Pall Mall mallet. Talk to de Bandols. He
wants to introduce water to the fountain and you will change
the water pressure outside the gate using the Lyre key.
Give de Bandols the whistle and exit the gate.
Water
fountains puzzle - The object of this memory puzzle
is to follow the pattern of de Bandol's whistles. When
de Bandols whistle once, shown by a circle on the bar
at the bottom of the screen, increase the water pressure
by clicking on the tip of the lyre key (clockwise turn).
2 whistles shown by an elongated circle means decrease
the water pressure by clicking on tip of the other end
of the lyre key (counterclockwise turn). Best to remember
which end of the Lyre increases and which end decreases
when the whistle pattern gets complicated.
When you
successfully do the puzzle and before the last turn of the
lyre key occurs, Dupuis arrives and gives a scolding. Thinking
that the de Bandol's learning will be against Mansart (not
to boast of perpetual motion) appeases Dupuis. Talk to de
Bandols.
Involvement
in more Political Intrigues
Search
for owner of mallet at Pall Mall area: Use
map exit and go to the Pall Mall alley to give the mallet
with royal insignia to the owner. Talk to the Spanish Ambassador
about the passport. He wants to meet at 5 PM in Marais.
While talking about sensitive political topics, that same
mysterious Lady passes close by.
Turn left,
forward, left and talk to the guard of Duc d'Anjou. Go to
the other 2 Princes and find out if mallet is theirs. Go
back to the Duc d'Anjou
and give him the mallet. He asks that you fetch the mysterious
lady's ball. Turn right and go close to the wall by the
wooden turret/tower. Look down and pick up the dark brown
ball (Ball 1) at the center of the group of balls.
Give the ball to the mysterious lady in green,
Prosperine. She gives a letter and wants to meet
you at the Ballroom grove at 5 PM to talk about the secret
she overheard at Madam de Maintenon's place. Read the letter
from Prosperine. Interesting! Turn around and talk to the
just mentioned Duc d'Arcueil, who issues an invitation for
a game of Lansquenet at Encelade this afternoon. Full appointment
schedule!! Hmmm, both Prosperine and Duc d'Arcueil have
been around during unexpected times. Use map exit to go
to the apartment at Grand Communs.
Keeping all the appointments made: At
Grand Communs, Le Perdrix, the new valet says that his brother
is a Hydraulics engineer. He does have a problem with word
usage! Go up to the apartment and Le Perdrix gives you dinner
as well as letters delivered by Boisseuilh. The clock
strikes 3. Turn around. Pick up and read the 3 letters from
Elvira from the bed. They concern about her love, the political
situation in Spain and a warning about Comtesse de Perlitz
and the treaty.
Appointment
with Duc
d'Arcueil and Lansquenet game: Go
to Encelade, enter, turn left, forward, left and go to the
arbor. Talk to the standing
Duc d'Arcueil and he asks that you take his place and win
to cancel his debts.
Lansquenet game: The game of Lansquenet
is based on the first player to draw a card that match
the number and color of the face card in front of the
player, ex. a face card of 2 of hearts will win with a
2 of diamonds drawn. Click on the money at the bottom
right of the screen to bet, use arrows to increase or
decrease the amount of stake. Then click on the coins
to show the other stakes. The winning card for each face
cards around the table is shown at the center by moving
the pointer to each face card. Click on the stack of cards
beside the dealers face card on top of the screen to draw
your card. After each round (only you get to see your
drawn card) repeat the whole procedure over - bet, click
bet, draw card.
You will win in the end and recover Duc
d'Arcueil's debts and save him from ruin. He warns about
acquiring Madame de Maintenon's displeasure concerning
Prosperine marital future. He
states that de Bandols
want to visit the underground tunnels. Go to map exit
and click on Marais.
Appointment with Spanish Ambassador: At
Marais, go forward, right, forward and talk to the Spanish
ambassador in front of the organ like fountain. He states
that the King Louis had promised the Spanish King that nobody
from his court enter Spain. You are a King's officer and
thus cannot be given the passport. Go to the map exit and
click on the Ballroom grove for the next appointment.
Appointment with Prosperine: 3
Ladies including Prosperine enter the Ballroom and the gates
are locked. Go forward and find out that key to the groves
do not work. Talk to the musician in blue standing on the
left side of the gate. He can get Prosperine's attention
by playing her favorite music. Now, to get a sheet of music
and the title of her favorite tune.
Remember the drunk musician! Go to map exit
and click on Grand Communs and then enter the Pelican Inn.
Talk to the man with the trumpet and he will charge 2 livres
per copy of the sheet of music to be played. Pick
one up and give it to him (the correct music sheet is in
the right foreground). The music is Lully's Ceremonie Turque.
Go back to the Ballroom grove. Talk to the
musician again. He plays the music and Prosperine arrives,
gives you a sealed letter to read at home alone and
to be burned afterwards.
Opening the sealed letter at the room at
Grand Commun: Go
to your room at Grand Commun. Read the note with broken
seal. Oh! The King signed a secret treaty to divide the
Spanish kingdoms with England and Holland. Pick up the
lighter from the table. Now that the letter is read
- Keep it or Destroy it? If you do not burn
the letter - game will end later in the game play. Choose
Destroy it.
CD 2
Events
Involving the Underground Tunnel
The next morning, a knock on door is heard.
Open the door to see de Bandols. He wants to examine the
pipe works in the underground tunnel. He needs his measuring
equipments from his room at the Pelican Inn and he gives
you the key. The key to the underground tunnel is
also needed. Then meet de Bandols at the clearing behind
the Marais grove.
Go downstairs and talk to your trusty valet,
Le Perdrix. He will take care of getting the key to the
underground tunnel.
de Bandols' Equipment: Go
to the Pelican Inn and will be stopped by the innkeeper.
Show him de Bandols' key. Talk to him again. Go up the stairs,
left, forward 2x, right, through door, left and use key
on door. Enter. Open the chest by the window and pick up
spirit level. Turn around and pick up spring-adjusting
caliper from the floor beside the bed. Exit room and
go see Le Perdrix in the kitchen.
In search of the message at the kitchen
at Grand Communs: Walk
towards the man turning the spit. Turn to the right and
talk to the sitting woman. She said that a Swiss guard from
Bontemp was there looking for you and that Le Perdrix hid
a message before escaping. Search the kitchen for the message.
It could be in a cup on the table, pots on the shelves or
grinder on the floor by the window. The message is
in a pot on a shelf under the table close to the door.

Read the message. Key - removal of Prosperine.
Now what does that mean? Aha! Abduction (removal) of Proserpine
(Prosperine). Le Perdrix surely has a certain way with words.
On to the Colonnade where the statue - Abduction of Proserpine
by Pluto was seen. If you want to look for Prosperine, check
with the gardener, trimming the hedge at the edge of the
Ballroom grove. He will say that she might be at her toilette
or at mass with the King. Then go to the Queen's staircase.
Go up the stairs, left on the landing and enter the room.
Talk to Prosperine and she will get you back on track to
the Colonnade.
Search for key at the Colonnade: Upon
reaching the Colonnade, go forward towards the statue once,
look down and pick up the key to the underground tunnels.
Now go to the Marais grove.
Underground tunnel at Marais: Talk
to the gardener raking and find out that le Bandols entered
the clearing on the right after the iron gate. Turn right,
enter the arched entryway and turn left. Give the
room key back to le Bandols. An impatient and loud de Bandols
wants you to measure the pipe diameters using the spring-adjusting
caliper and check the gradients with the spirit level.
Turn right to the iron gate. Pick up the lantern
on the ground by the right ivy covered wall. Click the lighter
on the lantern. Click lantern on iron door.
Exploring the Underground Tunnel -
Forward once and a left and right tunnel is seen.
Go to the left tunnel and see another tunnel ahead
and an iron gated tunnel on the left. Go forward 2x.
A split of left and right tunnels are seen.

Look down facing the right tunnel and
see a pipe. Use spirit level on it. (A
hand icon is seen when placed over a pipe to be measured
and when the measurement is successfully done, another
hand icon is shown). Enter the right (with pipe)
tunnel and see a rectangular opening ahead.

Look down and see 2 pipes on either side.
Use the spring-adjusting caliper on the left pipe.
Enter the rectangular
opening. See a pipe ahead. Use spirit level on it.

But before
you could do anything a Swiss guard comes in looking for
you and You had to climb the ladder to hide. On the way
down, the ladder gave way and water rushes into the tunnel.
Go forward,
turn left, forward, turn right and
climb the metal rungs.
Talk to
the Swiss guard. He wants you to empty your pocket for the
letter Prosperine has given you. If you burned the sealed
letter, the only letter in inventory from Prosperine is
the first one given at the Pall Mall alley. If you did not
burn the compromising sealed letter, the game ends. Give
the guard the Letter from Prosperine from the inventory.
Whew!!!
Foreign
Affairs Work
Where did
de Bandols go? Must have been frightened by the guard. Talk
to Duc
d'Arcueil and explain to him what happened. He is now in
good standing with the King due to your actions with de
Bandols. As a repayment, he will introduce you to Minister
Torcy just now coming out of a meeting.
Meeting Minister Torcy at the Queen's staircase:
Climb stairs and see Minister Torcy at the landing.
Duc d'Arcueil introduces you to the minister. Talk to Minister
Torcy. He gives you a heated coded letter for you to decipher.
Deciphering the coded letter - To
decipher the code, look for a pattern between the numbers
in a set. Each set of numbers has a different pattern
from the other set of numbers. Place the answer on the
squares on the right by clicking at the center of each
squares. Clicking the reversed check mark beside the squares
will erase the numbers entered on the squares if the answer
is wrong or show the coded message on the right side of
the page if the answer entered is correct.
Minister
Torcy is impressed but he does not know who P is. You state
that it might be Comtesse de Perlitz and asks to be the
one to intercept the Lady at Bondy. You are to go to the
Grandes Ecurie, ask Boisseuilh for the best horse and directions
to the stage posts. Torcy will send the imprisonment order
to the Ecurie as soon as it is drawn up.
Arrangements
to be done at Grandes Ecuries to Stop Countess Perlitz: Go
to Grandes Ecuries. Boisseuilh states that all the men in
Ecurie are in the King's service and thus in yours. Turn
around and talk to Golipeau, the groom combing the horse.
He said that the best horse is next to the wagon. Turn to
the right, forward and talk to a short ?man in blue. He
says that the best horse is the racer with the white muzzle.
Go towards the 3 horses by the door and turn right to the
man reading a parchment. Talk to the man. He said the English
racers with the short hair is the best horse and that he
will also prepare your stages (directions to the stage posts).
Go back to talk to Boisseuilh and he will give you the sealed
order.
Turn to
the 3 horses. Now which horse? The horse closest to the
door is also closest to the cart as well as having the shortest
tail (cannot see the muzzle). Caparison the horse closest
to the door.
Caparisoning
the horse: The icons in the box on top right are the
different equipage to get the horse ready. Place the different
items in order of priority to the different areas of the
horse. The icons light up when placed on the correct area.

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1.
Brush
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2.
Comb
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3.
Saddle cloth
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4.
Saddle
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5.
Hunting collar
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6.
Necklace fastener
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7.
Saddle fastener
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8.
Bridle bit
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After placing
the different items on the horse, click on the hitching
ring or bridle bit to exit the frame. If done correctly,
a cut scene will come up. If not done right, the game ends.
The game ends when the wrong horse is chosen or when the
sealed order is not taken from Boisseuilh before caparisoning
the horse. (In my game, it took a while and several clicks
on the hitching ring before the cut scene or game end message
comes up - so just keep on clicking. Clicking on the bridle,
stirrup or saddle also can get an end to the scene).
You inform
Minister Torcy that the sealed order was delivered. The
King comes out and with an entourage of pages, courtiers
and guards. You are introduced to the King by Minister Torcy.
The King gives you the instance of Our satisfaction.
Life
in the Inner Court
From then
on, you are now of the court not just at the
court as part of the King's group. The King keeps you in
His presence in all functions of the court and gives you
tasks concerning Spain. The German Emperor could not bring
himself to sign the treaty, thinking that his son will be
named heir. You are now a Gentleman of Chamber. The King
now confides in you and gives you missions directly. Your
life revolves around the King.
Spanish
line of Succession: You
find yourself at a table at the Dining Room used for the
Grand Couvert that was off limits before. A man of the Court
talks about a rumor that the King laughed at the idea that
Duc d'Anjou is in line for the Spanish succession. You tried
to correct him but was derided by being a young upstart
who knows more than those that have been serving the court
for more than 20 years. He will not let you go until you
prove what you said.
Proving
that Duc d'Anjou is in line for the Spanish throne -
The answer can be found in documentation under Europe
in 1700, then Line of Succession. First, place the "crowns"
on known royalty that are not in line for the succession.
These are the known reigning royalties and their heirs.
Then fill the empty frames with the pictures of those
in line for succession.
The ones
not in line for succession (crowns) for France are Louis
XIV, the reigning King; Louis or de Monseigneur le Dauphin
and Louis Duc de Bourgogne, the first grandson. For Spain,
Charles II is the reigning King but has no heirs. For
the Empire: Leopold I, Emperor of Germany and Archduke
Joseph, his heir.
The ones
in line for succession (pictures) for France are Philip
d'Orleans or Monsieur, the king's brother; Duc de Chartres,
Monsieur's son; Philippe Duc d'Anjou and Charles Duc de
Berry are the King's grandson. For the Empire is Archduke
Charles, the younger son of the Emperor.
Exit the
room. Le Perdrix informs you that Duc d'Arqueil wants see
you at the Small, he means the Mall.
Playing
at Pall Mall Alley: Go
to the Pall Mall Alley and talk to Duc d'Arqueil.
Duc d'Anjou wants you to team with him in a game of Pall
Mall against Duc d'Arqueil and Marquis Dangeau at 100 livres
per game.
Pall
Mall - The game is explained in documentation under
Rules of the games. The object of the game is to get a
hard boxwood ball through various hoops. This is done
by hitting it with a mallet and with as few strokes as
possible. Each team has their own ball.

There
are 2 gauges at the bottom of the screen that affects
the strike of the ball. Click the mouse to stop the moving
arrow as close to the center green line in both gauges.
Getting the arrow inside the light green lines on each
side of the center green line ensures an accurate hit
to the hoops. The hoops to be hit are staggered on the
field.
After the
win, Duc d'Anjou wants to make you part of his team if the
king wills it. He also expects you to be at the ball tonight.
In
Disgrace
The Ball: In
your room at Grand Communs, click on the outfit on the bed.
Exit the room.
At the Rocailles
grove, the ball is in progress. This is your first attendance
at the ball. A courtier in blue courts your favor since
you publicly acknowledge the Duc d'Anjou's right for the
Spanish succession. Prosperine asks for help. The Comte,
the man Madame de Maintenon wants her to marry died. She
thinks that she will be sent to St. Cyr. She could not continue
her appeal because Madame is watching. Duc d'Arqueil expresses
his attraction for Prosperine and asks for you to intercede
in his behalf. Duc D'Anjou is delighted to have Faverolle
as his champion. During the walk with the Duc, Elvira's
picture falls on the ground and a Swiss guard picks it up.
The Charge: The
next morning, Madame Maintenon shows you Elvira's picture
and charge that you are deceiving Prosperine. You have today
to bring the proof to Vernhole, the Swiss guard since Madame
will be gone to St. Cyr, back at 2 PM and an hour later
leave for Marly. By the staircase, the Marquis de Dangeau,
Minister de Torcy , Prosperine and the courtier in blue
states their opinions about your disgrace. Duc d'Arqueil
tells you to use the passport promised to you by the Spanish
Ambassador as proof. Marquis de Castel dos Rios can be found
in the gardens.
The Proof: At
Marais, talk to Dupuis, the gardener. He wants you to give
the plans for the Trianon to the Spanish Ambassador. The
Ambassador is in deep conversation with Sinzendorf
and cannot be interrupted. Wait and eavesdrop on the conversation
until it is finished. What was said was that Spain is in
turmoil, that the important positions are to be given to
Spanish men and that Spain might take measure against France.
The Ambassador informs the Emperor's envoy that Duc d'Anjou
is with the King at the Ecurie.
Give the
Trianon plan to the Spanish Ambassador. He gives you the
Spanish passport. He states that letters from Spain
is not getting through. You are aware of this because you
have stopped receiving news from Elvira sent through Boisseuilh.
He advises for you to find out about the situation from
the riders.
If you interrupted
the conversation of the Spanish Ambassador with the Emperor's
envoy. The Ambassador will dismiss you. Leave the gardens
and find yourself in the room at Grand Communs. A knock
will be heard and upon opening the door, the Spanish ambassador
is seen. He explains that he cannot give you the passport
in front of the envoy. It does not matter for you have written
your resignation, since only the passport can save him.
No hope of seeing Elvira or Spain ever again. The passport
is given since you need it here. The Ambassador expressed
his opinion about the stoppage of letters from Spain and
urges you to check with the riders.
A Spy
in the Midst
Check
with the riders: Enter
the building at Grand Ecuries and talk to a rider about
the letters being stopped at the Spanish border. He states
that a Dutchman has approached him and asked about the Duc
d'Arqueil. He thinks that they are after his letters. He
cannot get away from the Duc who is coming in the building
at that moment. If you want to hear the rest of the story,
he must get away from here. The Duc talks to you about your
presence there and you ask why he is not at Marly.
Go out the
stables, turn right, right again after the horses and see
a rope attached to a ring on the wall. The rope is holding
a sack of hay. Untie/click the rope. The horses gets frightened
and starts neighing. The rider comes out to calm them and
explains the rest of the story - He thinks the Duc is mixed
up in this affair but has no proof. The Dutchman is here
at Versailles at the Grand Commun.
Search
for a spy: Search
for the Dutchman in the dining area and kitchen at Grand
Commun. At the kitchen, talk to the sitting woman. She has
not seen a Dutchman.
Finding
the spy: Go
to the Pelican Inn. le Perdrix, noting that you are worried
will remain close to your side. Turn to your left and see
Vernhole, the Swiss guard standing by the door. Give him
the Spanish passport. He says he will be back in 20 minutes.
If you miss him now, he will be back and can give the passport
later. Talk to the innkeeper and asks about a Dutchman.
He says that there is only an Englishman, who spends his
time writing, not noticing when his beer is brought up and
only goes out to post letters. Sounds of windows breaking
is heard. Must get to his room to see what he is writing.
Pick up
the stone on the floor behind le Pedrix. Go to the
table in front of the fireplace and pick up the dinner
for the Englishman. Talk to le Pedrix and tell him to
go to the Englishman's room, look around and bring back
anything he is writing. Since he cannot go empty handed
give him the Englishman's dinner. If you missed giving the
passport to the Swiss Guard, give it to him now.
Back
in grace: The
Swiss guard returns and gives you a letter from Madame Maintenon.
She is convinced of your sincerity but advises that to reach
Spain must have 3 more passports - France, England and the
Empire's. She will take care of the French.
Room
of the spy: Talk
to le Pedrix. He says that the room is filled with papers,
seals, number and letters. He tried to get one but the Englishman
got angry and so he left. You ponder on getting a seal of
safe conduct (English passport) from the Englishman but
needs a distraction. Give the stone to le Pedrix and ask
him to throw it on the Englishman's window. Go up the stairs,
through the hallway, left and knock on door. Look on the
table and pick up the codes. The Englishman gets
distracted, pick up the safe conduct (English passport)
and again he gets distracted. Pick up the documents
and he gets distracted again and asks for a change in room.
He realizes that you stole his papers and challenges you
with drawn sword. The Swiss guard warns that no fighting
is to be done. Wait, do not draw your sword and the guards
will try to catch the Englishman but he gets away.
Elvira
is in Danger
In the War
room, the King wants you to be here when he gets back from
the Chapel. giving you only a half hour.
Try to
get to Elvira: Talk
to Castel dos Rios and he said that his son just got here
from Madrid. Elvira has been taken by the German function
and the letters to you have been seized. The only one that
can help is the Comte Sinzendorf and he can be found at
the Marais grove. Turn to the right and talk to Duc d'Arqueil.
He gives you the French passport and wants to talk
about Prosperine. You said that it is important for you
to see the Emperor's envoy right away. He tells you that
Sinzendorf asked Torcy for an audience with the King. But
Torcy refused because Sinzendorf would not divulge
the reason for the audience.
Go to Marais.
Talk to Sinzendorf, the Emperor's envoy. If you have not
talked to Duc d'Arqueil before this the Envoy will not talk
to you. Explain to him about Elvira and promise him an audience
with the King. He has carte blanche to talk to the King
on an extremely important matter. After your errand to the
chateau you will talk to Torcy when he arrives for the council
meeting. Exit the grove.
You walk
through the Hall of Mirrors towards the War room again.
The King enters with his entourage. The King says that a
rider from Madrid is coming and that you should bring him
to the king as soon as he arrives.
Go to Grand
Ecuries. Talk to Golipeau, the groom and Boisseuilh about
the rider. Go to map exit.
Go to the
Queen's staircase. Climb the stairs and talk to Minister
Torcy. Inform him that Sinzendorf has full power to sign
the division of Spain. Torcy says that he will speak to
the King immediately. He also tells you that the Englishman
was arrested in the gardens. He wants you to check if he
is really your man and then as for our business, to see
him at the Minister's wing.
Go talk
to Sinzendorf at Marais grove. He inquires about his appointment
and will be at the Ballroom grove all afternoon.
In search
of the Imprisoned Englishman: Go
to Colonnade. Go forward and talk to the Swiss guard. He
states that he cannot tell whether the madman is an Englishman
because it is a state secret. Turn left and talk to the
hydraulics engineer in brown outfit. He says that the madman
wants to throw himself off the turret used to prune the
tallest trees. Go to Encelade and ask the raking gardener
about the madman. He says that he is too busy for rumors
because he has to go to the Mall to prune big trees.
Madman
at the Pall Mall Alley: Go
to Pall Mall alley and talk to the courtier. He tells you
his eyewitness account and that the spy is a foreigner.
Go to the turret/tower. Pick up the rake leaning
at the background amidst all the other tools. Turn left
and climb the wooden steps. Turn left and see a message
on top of the hedge. Use the rake on the paper. Get down
from the turret and go to the map exit.

Coded
Message: Go
to your room at Grand Communs. Click the message from the
hedge on the code book on the table. Read the message -
The king is dead and he named the Duc d' Anjou as his heir.
Be sure that the message on the hedge is gone and a coded
message is in the inventory, if not redo the message and
the code book part again. Talk to le Perdrix. Tell him to
Go to the Grand Ecurie, bring the rider to him and
that you will be at the Ballroom all afternoon. If you choose
the other answer - Go
and give this message to Sinzendorf, the game
will end. Go to the map exit close to the Pelican Inn.
Checking
in with Torcy at Minister's Wing: Go
to the Minister's wing. Approach Blonderel by the curtained
door and he says Torcy is at dinner but he will get him
for you. Talk to Torcy about the Envoy's appointment and
about the coded message. He says that it is a fake. On the
way out of the room, talk to Duc d'Arcueil. He states that
the king wants to talk to you before he goes on his hunting
trip. At the King's terrace, the King said that he will
grant an audience to Sinzendorf and also to tell Torcy.
He also asks if the rider has arrived.
Informing
Sinzendorf of the audience: Go
to the Ballroom grove. You see the Duchesse
de Bourgogne and Sinzendorf talking. She was trying to get
the Envoy to play Blindman's bluff but he was hesitant.
You were chosen to take his place.
Blindman's bluff - The eyes are blindfolded.
Then try to catch a person around you and identify that
person. In this game, the blindfold has slits that enables
part of the outside to be seen. Aim for Sinzendorf, since
you want to talk to him. Look around and notice that Sinzendorf
in red is way back of the group. On his right (your left)
is the Spanish ambassador in black. Panning to the left
and closer is Marquis de Dangeau wearing red. To his left
is the Duchesse de Bourgogne. Play blindman's bluff and
try to catch and identify the Duchesse de Bourgogne, then
Marquis de Dangeau and then the Spanish ambassador and
finally Sinzendorf. When you correctly identified each
one, the closer to the next person in the background occurs
until you are in front of Sinzendorf.
When
you successfully pick Sinzendorf, the game ends.
Go forward 2x to the mosaic walkway, turn
right, climb the steps and talk to Sinzendorf. Inform him
that the King will meet him at 6 PM. He gives you a letter
to be given directly to the German ambassador in Madrid. You
now have all the passports needed.
Correct the mistake: Go down the steps and talk to Castel dos Rios.
He states that the Treaty of Division will be signed and
the Imperialist will reign in Madrid. Duc d'Anjou will never
be King of Spain. Love triumphs but abandon hope of living
in our kingdom. You state that it might be possible to get
Sinzendorf to refuse the audience of his own accord.
Go back to Sinzendorf. Talk to him. If the
spy is indeed an Englishman then the message is not true
and that changes everything. How can we get to the truth?
You tell him that there is one here that can tell us and
you will see if he has arrived. Go back to the exit of the
grove and see le Perdrix. He says that he brought the rider
with him. Tell the rider to follow you as you go back to
Sinzendorf. Ask the rider to tell the message he carries
- The King of Spain is not dead and has not named his successor.
Sinzendorf withdraws from the audience with the King.
The
Forever After
The king announces the betrothal of Duc d'Arqueil
to Prosperine. He also grant the leave for you to visit
Spain and to come back quickly.
While you are in Spain, Charles II dies. Later
in France, the King presents the new King of Spain, his
grandson, Phillip Duc d'Anjou. Castel dos Rios, the Spanish
Ambassador is the first to pledge before the new king. His
birth destined him to this crown and the late king also
through his will. You
are told by French King to follow his grandson.

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may not be distributed without express written permission
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way.
For Questions
or Comments on this Walkthrough,
Please write to: MaGtRo
Copyright
© 1/2002 MaGtRo
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