Black Dahlia
Black Dahlia™ WALKTHROUGH
(Original Version)
by
Olga Karkalas
This Walkthrough is copyrighted (c) by Olga Karkalas. No part of this Walkthrough may be published, reprinted, or distributed on electronic media without the permission of the author.
Black Dahlia is a registered trademark of Take 2 Interactive Software, Inc.
ACKNOWLEDGMENTS
I would like to thank Tim Rooney and Janet Blackburn for advice on graphics and for taking the time to read and comment on this Walkthrough. I am also grateful to Mike Phillips for help when I ran into the inevitable walls (or is it doors) in Black Dahlia. I am also grateful to many other players who intentionally or unintentionally contributed to this Walkthrough by posting questions and helping me identify the problem areas and bugs.
Comments, suggestions, corrections, etc., can be sent to or within CompuServe to okarkalas (72163,267).
This Walkthrough consists of an introduction with basic information about the game including known bugs, a walkthrough section, a hints section, and a solutions section. It is not intended to be a replacement for the game, but to be used as a supplement to solve problems and puzzles.
INTRODUCTION
Before beginning the game, read the Readme file on CD #1. There is a problem with a particular sound card. The Readme specifically advises against multi-tasking while playing the game. Several players ignored this advice and lived to regret it. Also, read the User’s Manual thoroughly. Become familiar with the various cursors and interface. Especially note the comment about the F1 key. It is very useful in this game.
Black Dahlia™ has many Easter eggs. They can be found by using Shift+left click. Some can be found by just clicking on certain spots. Try holding down the left mouse button on the compass cursor and spinning Jim around the room.
As usual, save frequently. You can die in this game. Also save your game in the event of bugs and dumps, as well as to replay conversations. There are several gruesome scenes. I have included a caution statement before these scenes are played, if you wish to avoid them. The sounds and music are quite good. Use headphones if you have introductory-level speakers.
At the beginning of the game, you have a variety of locations to visit, but the game becomes more linear as it progresses. In some places, you cannot leave a room until you’ve completed a puzzle.
Hints, solutions, and cheats are placed at the end of this Walkthrough to save you from yourself. Hints for a specific puzzle can be found by searching the Walkthrough for the specific puzzle name preceded by an asterisk, for example, *Dream Door. The solutions can be found by searching for the puzzle name preceded by @, for example, @Dream Door. The cheat codes are given at end of the individual solutions.
There is one error in this game. The rune set on the Dragon Wisdom Book is not transcribed accurately into the Notebook. Correct it in the Notebook or write down the correct rune set. Take 2 has been notified of this and may correct it in later versions of the game.
At the time this Walkthrough was written, we were aware of a variety of problems with the game. Take 2 stated that a patch would be posted in the very near future at the Take 2 Web site. The patch will correct the following problems: Direct Draw unsupported RGB mode error; a problem with stuck rune tiles (rune puzzle); crash when music volume is set to minimum or maximum; full subtitle support (this should be useful in this game); and a problem with characters not returning objects. No mention was made of a DOS version.
Suggestions to avoid software problems:
Do not use <Alt-Tab> during the game. This may cause your game to freeze and corrupt the game files. Note: Screen capture programs, including <Alt+Print Screen>, don’t work well with this game.
Set the adjuster for the music volume in the center of the scale to avoid some software problems. Music settings are found in Options at the main menu, or right-click and select Options.
Runes in the Rune Puzzle (bag of runes) can freeze (become immobile). Solution: Restore a prior save, or if the problem is terminal, obtain a saved game from another player or try the cheat code. Try not to play with this puzzle until you need to solve it. Also try solving it on paper and just entering the solution. This problem should be addressed by the patch.
If the Dream Door Puzzle doesn’t respond to the correct solution, obtain a saved game past the archway puzzle from another player. The cheat code may work here as well.
Game freezes when CDs are changed and the game will not load after that. Solution: Totally uninstall and reinstall the game, possibly several times. Note: The Windows Uninstall feature does not delete the entire Black Dahlia file. Copy saved games to a temporary directory before uninstalling. Also, try disabling Autorun. Try using Enter rather than clicking with the mouse. You may encounter this problem if you used <Alt-Tab> or tried multi-tasking during the game.
Messages about error loading files may be more prevalent on CD #7 or on another disk. Ignore these by hitting the <Esc> key. These messages should not interfere with the game.
Periodically you may encounter a grid rather than a puzzle when trying to restore a game. The grid resembles an empty holodeck on the Star Trek shows. Restore a prior save.
The game may periodically dump you back to the desktop. Try “Continue” or restore a prior save.
If you have problems retrieving the bag of runes from Helen, replay and again use the World Map instead of the travel cursor.
WALKTHROUGH
CD #1
Our story begins in Cleveland in the autumn of 1941. After the introductory sequence, you will meet your alter ego in the game, Jim Pearson, and your boss at the Cleveland COI Office, Bill Sullivan. Sullivan will give Jim a badge and a case file and direct him to his Office.
At this point, take time to become familiar with the Game Menu and the various cursors. Open the Game Menu (right click your mouse or hit the <Esc> key) and click on Inventory. You should have a Badge and the Case File. Click on Badge and examine it. Click on the small disk. Jim has a St. Christopher’s medal. Click on Case File; examine the Card and review the Crime Report. You will be adding inventory items to the Inventory throughout the game and some of the puzzles will need to be solved within the Inventory. Certain items will also have hot cursors when they are displayed in the Inventory as was the case with the badge. Exit Inventory by right-clicking your mouse or hitting the <Esc> key.
Open the Game Menu again and click on World Map. This screen allows you to travel quickly to the various locations in the game. You should have Sullivan’s Office and My Office as the available locations. Check the World Map periodically. New locations can appear when they are mentioned in dialogue. Exit the World Map by selecting a new location, right-clicking your mouse, or hitting the <Esc> key.
Examine your office thoroughly. You should find the following: light switch (turn on), bookcase with books and various curious objects, a locked cabinet in the bookcase, notes on top of the file cabinet, a file in the file cabinet with the last entry dated 10/30/41, a working telephone, a central drawer with a newspaper clipping and folder, a right drawer with a notepad listing errands and a revolver (move the notepad aside with the cursor to find the gun — hold the left mouse button down; the gun will be added to your Inventory), and most importantly, a bag of runes (See *Bag of Runes in the Hints Section for a hint and @Bag of Runes if you cannot find it). There are several facts to be gleaned from the errand list: Your predecessor knows someone named Cassie and he had intended to call Professor Strauss. Examine the revolver in your Inventory. It has a movable part (action cursor). After finding the key, try it on the locked cabinet. The locked cabinet contains a note from Sullivan and a note from Dr. Strauss. Sullivan’s note is very important and provides clues for deciphering telephone numbers.
Examine the bag of runes in your Inventory. Use F1 for a description of the puzzle. Note that the three runes on the card with the crests and in your Notebook are also in the bag. You cannot solve the puzzle at this point and will be collecting clues throughout the game. Because of the rune freezing problem, avoid placing the runes on the diamond-shaped frame. Make sure you have a saved game before playing with the runes.
Return to Sullivan’s Office, click on Sullivan and ask him the questions at the bottom of your screen. After you ask about Hank Finster and Detective Merylo, Detective Merylo’s Office and Hank Finster’s Office will appear as new locations on your World Map.
Visit Hank Finster. When in his office, notice the shield behind him. Ask your questions. Finster gives you two pieces of important information: George Hansen, the fired foreman, hangs out at McGinty’s Bar; Finster had found his visitor, who has red hair and a red beard, in the mug shot book at Merylo’s Office. McGinty’s appears on your World Map now.
Proceed to Merylo’s Office. You can ask Merylo various questions. He mentions the FBI agent, Winslow. Also look at the mug shot book on the far left of Merylo’s desk. Click on the stationery to place it in your Inventory.
At McGinty’s, the bartender doesn’t know very much but there is someone else in the bar of interest. Meet Dick Winslow and get your first taste of “Jimbo” and “sport.” Winslow tells you about a black list, which Sullivan never mentioned.
Once you have Strauss’ number, call him and then visit another location such as McGinty’s before returning to your Office. When you return, you will find a note from Helen Strauss.
CD #2
At the Museum, show Helen the invitation with the crests, Finster’s stationery, and the bag of runes. Examine the book with the crests of the Germanic knights. Also examine the rest of this room. You may see the spinning rune cursor on Helen but you should still be able to show her the various inventory items. She will take you back to see her father’s project, a broken stained glass window. This is a puzzle you should solve relatively soon. Be sure to examine the book on Norse gods and the Crusades on the table behind Helen. Of interest is the fact that Odin loses one eye.
Leaving Helen to work on the runes, head over to McGinty’s to see if Hansen has shown up. If he has, he will tell you that the “creep” was named Louie. He also promises to find out more about Louie. You should examine the telephone and the messages written around the telephone.
Now that you have a name and a description, go back to Merylo’s and look at the mug shot book again. There he is, Louis Fischer with the aliases Louis Fielder and Louis Fielding.
Return to the Museum to solve the stained glass window puzzle. This is basically a jigsaw puzzle. Assemble the glass pieces into the crests you saw in the book. The four crests need not touch each other. Definitely look at the F1 comments here and use the lamp above the stained glass puzzle to see the hidden names. The purpose of the puzzle is to associate names with the crests and thus with the four officers of the order of Germanic knights. There is no need to assemble the window perfectly. If you have problems here or hate this type of puzzle, see @Stained Glass Window in the Solutions Section for the cheat code.
Back at McGinty’s, Hansen tells you that Louie was overheard calling himself “Harold.” On the telephone wall is the name Lou Fielding with the telephone number CMR-259. Call the number and type in a name when prompted by the game. You’re told that there is no such person there. Could Louie have another alias you don’t know about?
Let’s check back with Helen at the Museum and see whether she’s made any progress. Helen has indeed been working hard and provides you with a transcription of the parchments. These now appear in your Inventory as Helen’s Notes. Despite the oddity of these documents, you should read them soon. She also describes the leaders of the Germanic knights: the head of the order, the sergeant at arms, scribe, and herald (wait, what did she say?). From the stained glass window, you know that Landulph was the Chief Knight, Finsterlau the Sergeant at Arms, Muhlhaven the Scribe, and Fischterwald the Herald.
Back at McGinty’s, dial Louie again and try the new name. The answering party now tells you to try the Raven Room, a new location on the World Map.
At the Raven Room, examine the register. The name Muhlhaven should be familiar. You also find out that Louie may be at the Mission. Examine this area thoroughly. You should find a holy card to place in your Inventory. Look at this card in your Inventory and turn it over. The Mission should now be on your World Map.
At the Mission, Ernie tells you about Louie and that he works as a doorman at the Raven Room. Ernie also shows you an interesting photograph; steal it from him. Trick Ernie into leaving and rifle the suitcase behind the counter. Finding the photograph is not easy. First move everything, except the lowest folder, to the right; then move the folder totally to the left and place the other items on top of it to reveal the photo. Click on the photo to add it to the Inventory.
Merylo most likely knows the other people in the photograph. Let’s pay him a visit and find out. We continue to discover more and more about Louie’s past. With all this information, it’s time to find Louie himself.
At the Raven Room, Louie is at his post. After questioning him, show him the photograph. You can do this even if you only see the rune cursor. The terrified Louie will promise to meet you elsewhere.
The video sequences will take you to a loft and stop where you must decide which path to take. Save your game here, because you can die. Two of the choices, with appropriate shooting, will see you safely through this part of the game. See *Shooting for suggestions here. Pick up the matchbook and add it to your Inventory. Caution: This sequence has a somewhat gruesome ending.
CD #3
As Jim walks to his office, he experiences his first strange vision. Merylo drops by for a visit and reveals that the FBI is handling the gunman case. Jim has changed the office; look around. Look at the photograph in the newspaper; the man in the cape should look familiar. You also have not had the opportunity to examine the matchbook. Make sure you open it and see the name Muhlhaven.
The World Map will now show Hotel Cleveland, Louie’s Loft, Sullivan’s Office, and My Office.
As you go to visit Sullivan, you will overhear Winslow’s comments. Ask Sullivan about Pensky.
Let’s visit Louie’s Loft. Examine the place thoroughly. You should find an interesting knot design drawn on the door, more runes near the stove (sweep first), a house-shaped lockbox, and a dresser with a locked drawer. The lockbox is your next puzzle. Press F1 to read the game’s description of the puzzle. Hint: The front door both flips over and moves to the left.
See @Lockbox for the solution and cheat code.
The lockbox contains a key and a signet ring. Try the key in Louie’s dresser. This is the Dresser Lock Puzzle. Press F1 for information. Hint: Determine the types of moves you can make with the key and correlate these with the moon patterns you see above the dresser. See @Dresser for the solution and cheat code. Place the fang you find in the Inventory.
It’s time to find Muhlhaven at the Hotel Cleveland. Although the desk clerk is not helpful, you can find Muhlhaven’s room. Use the telephone; Jim will pretend he’s Muhlhaven, and order a newspaper. Remember that the hotel’s telephone number is on the back of the matchbook.
Upstairs outside Muhlhaven’s door, use the cart and knife to gain access to the room. You should find a key in the vase on the night table. Also note the other piece of paper in the vase. You will be seeing it again. After the uninvited company leaves, take the photograph out of the same vase and examine it; turn it over as well. The lock to the closet should look familiar. Open it and read the note from Mrs. Flanagan and take the invitation to the Raven Room gala premiere.
At Sullivan’s Office, ask about Pensky’s case file. The FBI has it. You should also ask Sullivan about von Hess and Muhlhaven’s photo.
At the FBI Office, have a chat with Winslow. The important piece of information here is that Winslow has Pensky’s file in his safe.
Leave Winslow, visit another location, and return to the FBI Office. Winslow will be sufficiently “busy” for you to search his office for the safe and for clues to the safe combination. See *Safe for hints and @Safe for the solution.
Read Pensky’s file. Click on the FBI pass. Sunnyvale Rest Home should appear on your World Map.
Still trying to catch up with Muhlhaven, visit Flanagan’s. This time he should be there. He will provide information on von Hess and the inner circle of the Raven Room. Show the invitation to Muhlhaven and make sure he signs it.
It’s time to visit Sunnyvale and meet Mr. Pensky. Pensky will provide a great deal of background and some explanations. He tells Jim to find three talismans (raven’s feather, fang, wisdom of dragon) to prevent the nightmares. He also urges Jim to attend the party and suggests asking Helen for help with the seal.
Pensky said he had hidden the raven’s feather in his book on the crusades back at the office. Return to the Office and find the feather. You already have the fang from Louie’s dresser.
At the Museum, Helen shows you the seal and you are faced with another puzzle. If Helen’s comments about hurrying become annoying, hit the <Esc> key to avoid this brief video. Press F1 to obtain the game’s description of the seal or stamper puzzle. It’s best to label the rings, for example, 1 to 5 from front to back, and to determine the function of each ring. The object is to replace the silver quadrants with bronze ones and to have the bronze quadrants form the picture of the Landulph black eagle. If you manage to replace all silver quadrants with bronze and the game does not accept the solution, you have the wrong picture. The solution to this puzzle is described under @Seal.
If the game does not proceed to CD 4 but instead takes you to the Raven Room before the party, you most likely have forgotten to find the feather.
CD #4
You arrive at the Raven Room and find the party in full swing. You will meet von Hess (note the military cross) and others, including Winslow.
To enter the back room, first create a diversion with the dumb waiter. You will need an inventory item from a table in addition to the tray of glasses. The objective here is to make the tray of glasses fall as the dumb waiter spins. After the video sequences ends, Jim finds himself in the darkened back room.
Examine the room. Note the paired shields at the top of the two walls and that the black eagle is always last. There are many items of interest, but focus your attention on the table. A pull cord above the table turns on the light. The signet ring opens the panels. Note the paired runes on each panel and the statement in the center of the table. Where have you seen “gifts” mentioned before? See *Table for hints and @Table for the solution and cheat code.
Caution: The completion of the table puzzle is followed by a somewhat gruesome sequence.
Upon returning to Sunnyvale, Jim finds that Mr. Pensky has disappeared.
Our story resumes on December 2, 1941. Jim receives a note from Cassandra Rollins. Visit the Psychic Parlor and have a lengthy chat with Cassie. Ask to be put in a trance.
The dream world is divided into two sections: the dream door puzzle and the clues area. Go through the mirror to obtain 15 clues (statements) on the order of the various stones around the door. You will find a dream version of Merylo’s office, Winslow’s office, Sullivan’s office, and your office. As it is rather easy to become confused and lost in the clues area, save a game at the dream door puzzle. If you have gathered all 15 clues but can’t find the way out, restore the dream door puzzle save. The game will accept your solution without having seen you suffer through all four offices. See *Dream Door for the text of the clues and @Dream Door for the solution and cheat code. This is the first door of many you will encounter in this game. Be forewarned.
Solving the dream door puzzle throws you immediately into the crystal sphere puzzle. It’s best to leave this one because you don’t have the necessary clues. Use <Esc> to return to Cassie. Tell her about the spheres so that she shows you an astrology book. The ever-cooperative Jim copies the important information in the Notebook.
You haven’t been back in the real world for a while, check back with Sullivan. He will tell you about von Hess (he’s in Winslow’s hands).
A visit to Merylo is in order. Merylo will give you a folded invitation, the same one von Hess took from Muhlhaven’s room. He also mentions that Winslow has the medallion (iron cross). Make sure you look at the torso killer case file. Read the Santini Report (victim No. 1) very carefully. You will need to read it twice as the first time you click on it triggers a conversation with Merylo. Also ask about Kingsbury Run and about Item 19 (the evidence FBI has impounded).
Take time to examine the folding invitation; don’t forget to use F1 to obtain information about the puzzle. The invitation needs to be folded but why? Be careful when folding the invitation because the puzzle does not reset upon exiting. It’s also difficult to unfold. Leave it alone for the time being.
The World Map now also shows Santini’s Home, Raven Room, and Kingsbury Run.
Visit the FBI Office. Winslow is not cooperative about von Hess’ medallion but will make sure the evidence is returned to Merylo.
If you visit the Raven Room at this point, you should notice a similarity between the geometric shapes on the door and the ones on the folding invitation. The invitation, when folded into a square showing all 8 outlined geometric shapes, will provide the solution to the Pressure Plate Puzzle on the door. See @Invitation for the solution. After hassling with the invitation and finally opening the door, you will find that there is nothing there. Don’t despair. The room will be useful later. But now the room is lit, look around. The tapestry with the runes is interesting.
Winslow kept his word and upon returning to Merylo’s office, you find the missing evidence.
You now have all the clues needed to solve the crystal spheres puzzle. What, you say? Take a look in your Notebook. See *Crystal Spheres for other hints and @Crystal Spheres for the solution.
After the crystal spheres puzzle is solved, Jim finds himself in another area of the dream world which leads to a pool with various stones. Each stone when dropped triggers a brief video. The video showing Santini in his bedroom is important. Ask Cassie about the pool and stones. Cassie suggests that Jim find a totem of the killer in order to see him in the dream pool.
Return to Santini’s Home to find the items hidden behind the baseboard. Read Santini’s papers in the Inventory. Click on the runes to enter them in the Notebook.
Proceed to Kingsbury Run.
CD #5
December 6, 1941 — Note the date.
At Kingsbury Run, the man with the cane is just entering the sewer. Follow him. Although the sewers seem complicated, they are relatively easy to map. There is one main section running east to west. There are two sewer branches that extend north. Note: Some players have lost the compass display during this sequence. After you reach the main east-west run, proceed 4 clicks east (to the right) and then continue a long distance north until you find the pressure gauge puzzle. Hint: Note that one gauge does not move and that the second wheel from the left controls only one gauge. The objective of this puzzle is to set all gauges to 30. See @Pressure Gauge Puzzle for a solution.
Solving the pressure gauge puzzle opens a hidden door and leads to another door with a familiar cross. Click on the door to enter the runes in the Notebook. Click on the forward arrow.
Go to see Winslow at the FBI Office. If you can’t talk to Winslow, you’ve forgotten to click on all the cursors in front of the sewer door. Winslow proves to be a sport and accompanies you, although dapper Dick is none too happy in the sewer. Click on the medallion shape on the door. Winslow leaves you facing another door puzzle, the sewer levers/bars door puzzle. It is very difficult to map out the movements controlled by the levers. The levers control different bars depending on which bars have been released. If trial-and-error leaves you frustrated, see @Sewer for the solution. I don’t believe it’s possible to find a solution with fewer than 4 moves.
Jim and you encounter another door but this one even stumps Jim. Remember that your cursor allows you to look up and down as well as left and right. Watch what the mystery man does very carefully.
Return to the Raven Room and tackle the candlestick puzzle; at least it’s not a door. Hint: The candlestick has 5 moving parts. The two lower pieces and the key-shaped piece should be extruded to fit the wardrobe keyhole. See @Candlestick for the solution. Click on the pendant after you open the wardrobe.
Now that you have a totem, return to the Psychic Parlor and the dream pool. Find the new stone and watch the scene very carefully. The video sequence leaves you and Merylo in the Raven Room. Find the proper book and watch the video. Caution: You will be viewing a gruesome scene.
CD #6
The video sequence leaves Jim in Europe, Germany specifically, in April 1945. The Allies have come across Nazi treasures and a locked door. Who do they send for? Jim and you, of course. This door puzzle is the vault antechamber door puzzle. Hint: Ignore the symbols and concentrate on light and dark sides. The planets do not need to be lined up in a single line. The man with the dark cape in the mural above the door is Odin. See *Vault for additional hints and @Vault for the cheat code.
The room beyond the door contains three vaults, each with its own puzzle. From the left, these are the gear shift puzzle, key puzzle, and half-a-gear puzzle.
The key puzzle is a logical puzzle. Identify which keys turn which locks. Then begin with the key that fits only one lock and continue to eliminate possibilities until you have all keys placed correctly. See @Key for the solution.
The gear shift puzzle is a problem. The objective is to open all the bars by correctly moving the knob in the center. See @Gear Shift for the solution.
Two of the vaults are empty, but the third will contain the Black Dahlia. Unfortunately, the Military Police have their orders and the stone slips through Jim’s fingers.
The video sequence leaves Jim in the wine cellar of a monastery near the Swiss-Austrian border in October 1946. Explore the cellar. Be sure to walk up the stairs to spot the winch. Solve the winch puzzle (see @Winch for the solution). Warning: Be sure to save here. Jim can die. If you have solved the winch puzzle correctly, have Jim descend into the well.
CD #5
Welcome to the catacombs. Note the wooden beams marking the entrance to the well. Your objective here is to find four tombs: Scribe’s tomb, Sergeant at Arms’ tomb, Landulph’s tomb, and the Herald’s tomb. A small alcove with the Herald’s key must also be found. In the center of the catacombs is a central chamber with an altar and columns. Note: The well entrance is to the south, if you become lost and need to find the starting point again. The game again provides a helpful compass here.
Take a left at the first juncture from the well and keep taking the left turns until you reach the
Scribe’s tomb. Here, examine the tomb and pick up the stone pieces. Look at them in your Inventory and then wash them in the wall fountain. Assemble the stone pieces into runes. Each rune is three tiles high. Hint: Look for a line on the bottom pieces of each assembled rune to determine the rune order. See @Stone Pieces for the solution. Check the Notebook to make sure the runes have been copied into it.
Leave the Scribe’s tomb and take a long walk. Continue taking the left tunnels until you reach the Sergeant at Arms’ tomb. Solve the tile puzzle. Be sure to click on the sword so that Jim copies the runes into the Notebook. See *Tile Puzzle for a hint. For those of you who hate tile puzzles, see @Tile Puzzle for the cheat code.
Again take the left tunnels until you reach Landulph’s tomb. Be prepared for tricks and save your game before proceeding. Choose the correct steps. There is a clue here. Write down your sequence, as you will also need to go back down the steps without being able to see the runes. Make sure you click on the rune set on the sarcophagus and check the Notebook again. You should have three new sets of runes. See *Landulph’s Tomb for a hint and @Landulph’s Tomb for the solution.
Continue to take left tunnels until Jim emerges in the central chamber with the columns. Explore the chamber. The rune sets from the tombs obviously need to be entered on these columns to solve the main chamber column puzzle, but we need to find one more tomb.
Face the altar. Turn to your right and take the tunnel straight in front of you. This is the last tunnel to the right (when facing the altar). Again take the left tunnels. When you find the Herald’s tomb, you will not be able to do anything. Leave the tomb and take the first left tunnel. At the first stop, turn left and explore the alcove. There is a medallion/key in the chest to the right of the altar. Place it in your Inventory and examine its back. Return to Herald’s tomb (right from the alcove, right at the junction) and open the tomb using the medallion. Click on the runes here but note that they are a mirror image.
Return to the central chamber by taking the right tunnels. Enter the four sets of runes on the columns. Remember that one is a mirror image. There is only one correct solution here. Enter the left rune in a set at the top of the column. See @Column Puzzle for the solution. A secret door will open when the correct rune sequences are entered.
CD #7
Explore the Abbot’s crypt, particularly the area down the stairs, and take in the paintings. The Abbot’s hands form a perfect receptacle for the rune frame in your Inventory. It is time for THE puzzle in this game. You may also want to reread Santini’s Notes to understand this part of the game.
The Notebook should contain 11 sets of runes in all, including the four from the tombs. Because the runes can “freeze” or lock while you’re working on this puzzle, make sure you have a saved game here. It may also be helpful to solve this game using pieces of paper with the runes drawn on them. After you have the solution, arrange the runes properly and place the assembled casing in the Abbot’s hands. If nothing happens, your solution is not correct.
Because of the difficulty of this puzzle, some comments are in order. The rune sets have repeating sequences or at least one rune in common. The game omitted the “X” rune in the rune set from the Dragon Wisdom Book. Insert it before the slanted X in this rune set. Although certain sequences of runes on the frame do spell out words, they don’t appear to make a comprehensible statement. All runes in a rune set are contiguous to each other, but don’t necessarily run from left to right or top to bottom. If you have the solution, you should be able to draw a box around each rune set without lifting your pencil from one rune to the next. See @Runes Puzzle for the solution.
If the hands accept the completed rune puzzle, the Abbot will speak and relate a story. Note that he mentions egress from this room and also asks that you destroy the Black Dahlia. After the Abbot’s speech, the light coming from his eyes will be red. The fumes seen through the binoculars below will also be red. Obviously, in order to leave, we need to solve this strange situation. The turning tiles, oval mirror, and binoculars are somehow interconnected. There are no specific clues for the solution in the game. See @Mirrors for the solution.
After Jim leaves the Abbot, he encounters some familiar faces. Go through the question-and-answer session.
The video sequence takes Jim to a base in Germany in November 1946. In your talk with the airman, you find out that Matt Collins had sent the Black Dahlia to his L.A. girlfriend, Elizabeth Short. Searching Collins’ locker places a letter from Elizabeth Short and her photograph in the Inventory. Read the letter. Note that she has a key to a locker at Union Station. The key has no identifying numbers but she has a “surefire way of remembering the locker number.”
We next see Jim in the dining car of a train bound for L.A. The ashtray reveals that you-know-who is on the train. Your next efforts will now be devoted to finding him.
The porter is not helpful but the sheet at the porter’s station (near the door) reveals that Matt Collins was the preceding party at your table. Winslow must be using Matt’s name. Save your game here. Take a lengthy walk through the train to the baggage car.
Caution: If you begin opening doors to the rooms, you will be thrown off the train and fail in your quest.
In the baggage car, check the door for a blueprint of the train. Once you have found it, it becomes the World Map and allows you to travel quickly through the train. Also find some string. One suitcase can be set on a trunk. Do not pull the emergency cord.
Go to the caboose and talk to the conductor. He’s not very helpful. Obviously, you must get him out of his office, so that you can look through his papers.
Use the string and suitcase to create a distraction. But leave the scene very quickly. You cannot use the string until you’ve seen the conductor.
Once in the conductor’s empty office, look for any useful information. There is a list of passengers in the left drawer of the desk. Winslow/Collins is in several possible rooms on car 283. Problem is which car is it? The repair requisition sheet on the desk lists the repairs to be done to Winslow’s car. Also, note the passengers who have special needs such as a cradle for an infant and wheel chair assistance. Armed with this information, go back through the train and examine the cars. Two cars can be identified by videos showing a couple with a baby and the conductor promising a wheel chair to a passenger. If you can’t identify Winslow’s car and room, see @Train for the solution.
When you find Winslow’s room, you discover he’s up to his usual tricks. But upon awakening, Jim meets Alice Casey. Still, hot on the trail, Jim finds out from the conductor that Winslow has taken the Express but has left his baggage behind. Find a list of baggage and tag numbers in the baggage car and then identify Winslow’s trunk. If you don’t find the list, the game will not allow you to find the trunk.
The trunk is the crate puzzle. See @Crate for the solution to this puzzle. After solving the puzzle, head back to the dining car and chat with Alice.
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