Just Adventure original
Faust: The Seven Games of the Soul Walkthrough by Dan Kennedy
Introduction
An adventure
classic to some, an incomprehensible mess to others – Faust (or Seven
Games of the Soul) at least has the ability to elicit strong reactions
from its players.
Faust dares
to structure its story around the mature concepts of sin, redemption,
and the practicalities of our existence that tend to blur the lines between
good and evil. As Marcellus Faust, you are stricken with the task of
surveying the sordid lives of a number of inhabitants of a surreal, early
20th century amusement park. Mephisto, a gregarious devil-tempter
straight out of the Faust legend, is your tour guide as you visit different
locations and time period in the park’s history in order to judge the
relative “evilness” of each character on trial.
Lovers of
the game rave about the mature storyline, the vivid character studies,
the dazzling graphics, and the strong blues and jazz soundtrack. Those
who hate the game see it as a pretentious, nonsensical story with poor
production values and a frustrating, unresolved ending.
In the end,
like everything else, the truth lies somewhere between the two extremes
– Faust is a challenging, intriguing game with some fairly major flaws.
Consider the following:
·
The story is daring and original, but
is difficult to penetrate until much of the game has been played. Key
dialogue moments are sometimes unexpectedly triggered, and whip past in
the blink of an eye. Unfortunately, in this linear, story-driven game
that many players are unlikely to play a second time, the plot is difficult
to grasp the first time through.
·
The player’s character (Marcellus Faust)
begins the game purely as an observer, and as such, we learn little about
him or his motives. Yet, by the end of the game, Faust has becomes a
central character in the story. This lack of character development, unlike
the much more realized Mephisto character, hinders the player from being
truly affected by the game’s climactic moments.
·
There are a number of production issues,
including inconsistent cursor usage, misplayed graphics, incorrectly triggered
voice passages, and overlapping hotspots.
·
The puzzles range from original and fun
to tedious and frustrating. Some brilliantly conceived puzzles are severely
hampered by poor interface design and positioning issues that punish players
even after they correctly deduce solutions. In addition, many puzzle
solutions automatically trigger cut-scenes and setting changes, wresting
control of the pace of the game from the player.
·
The developers should be lauded for assembling
an original and eclectic soundtrack. In practice, however, the music
seemed to loop too quickly (perhaps the vocals on some of the tracks accentuate
the looping) and the music occasionally drowns out the character dialogue.
Your ultimate
enjoyment of the game will likely be directly related to the appeal of
the central story, and the importance you place on the issues listed above.
Dispute Resolution
The game begins
with a conversation between Gabriel and Peter (you know, those “heaven”
guys) discussing what’s going to happen down below. The discussion is
difficult to follow, and hard to hear – get used to it. Next up is the
amusement park’s creator, Theodore More, who introduces the setting of
the game. Dreamland, a glorious amusement park of delights and
horrors established in 1920 has gradually faded into obscurity and is
now closed. Finally, we switch locations to the park itself, where Mephistopheles
– an extremely expressive devil – explains to Faust what he and “the man
upstairs” need our confused protagonist to do.
The player
is next directed to the menu screen, which comes up after each of the
seven chapters of the game is completed. The two arrows at the top of
the screen allow you to scroll through the seven chapters, but the game
restricts you to playing them in order. The left side of the menu page
displays familiar commands, including Load, Save, Options and Exit (note
that the game also has an automatic save feature, which preserves your
current progress in the game under your “login” name, without having to
manually save it).
The right
side of the menu allows you to view the “Stars” of each chapter, review
cut-scenes previously seen (“Movies”), play all of the “Music” in the
game, check your progress through the game via a “Status” window (lame),
and experience some of the park’s “Attractions”. (Note: there really
isn’t any point in visiting the “attractions” yet since you will encounter
them during gameplay).
Once you complete
a chapter, entries in “Pact” and “Theodore’s Notebook” are added (caution:
you may have to scroll back through the chapter titles at the top of the
screen to gain access to them). The notebook in particular is invaluable,
since it supplies some desperately needed context to the stories. The
Evidence area is not accessible with the cursor.
Trailer Trash
The first
chapter (“Twice as Bad”) begins with a short introduction by Mephisto
that mentions the balancing act all couples must strive to maintain.
The gameplay begins in November 1935 near a patio set located between
several characters’ homes at the park. Feel free to wander around, but
the action for the first story takes place within the Twins’ trailer located
directly in front of you. Ignore the tent to the left, and the small
shack to the right, and proceed into the trailer (note the “walking feet”
icon indicates movement is possible in any given direction).
Inside the
trailer, turn to your left and click on the left sink (note the grabbing
hand cursor) containing a metal strainer. The click triggers a cut-scene
showing attached Siamese twins collecting coins that have fallen from
the pockets of roller coaster riders. They both appear to have a keen
interest in money, and one twin seems dominant over the other. Once the
scene has ended, right click to bring up the menu link and your inventory,
and note that the strainer is now present in your inventory.
Mouse over
the cabinet below the sinks, and note the solid hand cursor, indicating
manipulation is possible. Click open the cabinet doors, and note the
eyeglasses icon on the empty space inside. Clicking here triggers an
audio passage in which one twin accuses the other (Lilly) of wasting money
on food. The drawers to the right of the cabinet can each be opened,
but there isn’t anything inside them.
Pan to your
right until the trailer’s stove comes into view. Click on the front of
the stove for a close-up, and note the slightly right-pointing hand cursor
over the ashes in the stove, indicating another object can be used here.
Spot the iron shovel hanging to the right of the stove and pick it up.
Now right-click to open your inventory, grab the shovel, and click on
one of the piles of ash in the stove. We now own a shovel filled with
ash – but what do we do with it? Anyone have an icy sidewalk?
To sift through
the ash, grab the strainer from your inventory (it will appear in the
centre of the screen if you are still in the stove close-up view), grab
the shovel, and click on the strainer to dump the ash in. Now click and
hold the left mouse button down, and shake the strainer around to sift
out the ash. When completed, the strainer will be empty. Repeat this
process two more times for the two remaining piles of ash in the stove.
After the last pile is sifted away, note the small white object in the
strainer – it is a tooth. Click to grab it, and we get a short scene
of one of the twins holding a skull. Not good times! Bad times!
Before backing
away from the stove, note the metal key located inside the now (mostly)
empty stove. Pick up the key, and back away from the stove close-up (to
accomplish this, find the eyeglasses icon along the bottom of the screen
and click).
Twin Beds
You will find
a chalkboard on the wall to the left of the stove – click on it to see
the details of loans made by the twins to others at the park. Back away,
and click on the shelf below the chalkboard. In the open drawer, click
on the green book on the left, and listen as the ladies explain their
love of accounting lessons. Back away, and click on the white paper to
the right. It seems that a gentleman named Hannibal is in deep debt with
the twins – primarily because both ladies are having romantic dreams about
him.
Back away,
and walk one step further into the trailer. Turn to your left, and click
on each of the two mirrors on the bureau – you will get a special message
from Mephisto each time. Pan over to the right, and click on the wardrobe
– the close-up view shows two keyholes that must be filled before we can
gain entry. Back away, turn to the left a bit, and find the small, framed
picture of a man on the left side of the bed. Clicking on it reveals
that Lilly carries a torch for Hannibal. Now click on the small drawer
located directly below the picture. Inside, you’ll find a small brass
key – take it and close the drawer.
Take another
step into the trailer, turn to your left, and click on the gramophone
located to the right of the bureau. We watch a cut-scene involving Mephisto
offering riches to each of the twins separately in exchange for giving
up Hannibal forever. The domineering one takes the money, but Lilly turns
it down. The last moment shows Mephisto separating the twins with some
sort of otherworldly table saw.
Click twice
on the lamp located on the right side of the bureau to trigger a short
movie of Hannibal trying to pay back some of his debt with romance and
the tacky lamp (we also learn that the aggressive twin’s name is Jody).
Find the hairbrush near the centre of the bureau’s top surface to hear
a familiar sisterly argument between the twins.
Pan around
to face the twins’ bed, and click on the circular, framed picture of Hannibal
located on the far side of the bed. Apparently Jody was also quite taken
with the dead-beat Hannibal. Clicking on the bed itself also trigger
another conversation between the twins.
For Love
of Money
Pan to the
left and enter the trailer’s bathroom (you’ll be seeing many bathrooms
in this game) Turn to your right and try playing with the taps on the
sink – the left one works, but the right one does not. Turn around and
face the two-person toilet – feel free to lift the seat to take a peek
inside (don’t worry, it’s empty). Click on the top of the tank located
above the seat to open it up, and then click on the object partially hidden
in the left side of the tank. The object is a knife, and touching it
triggers a short scene showing one of the twins holding up the knife as
if to strike someone.
Now that we’ve
explored the trailer, time to attack that locked closet. Walk back into
the main room several steps, turn to your left, and click on the wardrobe.
In the close-up view, grab the brass key from your inventory, and click
on the left keyhole (the hotspot can be a bit tricky to find – look for
the key to “light up” when properly positioned). Next, grab the burnt
key from the stove, and click on the right keyhole.
The doors
open revealing hanging clothes. Click and hold the left button of the
mouse, and shift the clothes over to the left and right by moving the
mouse. This will expose a wall safe at the back of the closet. Clicking
on the safe yields a close-up, and a voice passage from Jody, who mentions
“All our wealth on this of all days…”. The key phrase here is “all our
wealth” – you must add up all of the money coming to the twins from their
various debtors: the three totals on the chalk board ($121.60, $96.07
and $107.32) must be added to Hannibal’s current debt as written on the
paper in the shelf below the chalk board ($187) to get a grand total of
$512.00.
Click and
hold on the safe’s combination dial, and turn the arrow to “5”, “1” and
“2” in that order (note that it doesn’t matter which direction you turn
the dial in). The safe will open to reveal the winning lottery ticket
as promised by Mephisto.
Live Fast,
Die Young
Clicking on
the ticket triggers a fairly long cut-scene that chronicles the murder
of Lilly by her now separated sister Jody. She chops the body up, and
sneers something about “being close to Hannibal”. She disposes of the
head in the stove, and debates what to do with the skull when finished.
After the movie ends, we are transported to a different location in the
park: the front of some type of spooky roller coaster ride.
Click forward
several times to move towards the ride’s entrance. Click to get into
the skull-car, and click again to begin the ride. The fast moving ride
loops around continuously, but you will notice one anomaly – at a certain
point in the loop, a right-hand pointing cursor will show up on the screen.
When you see this cursor, start clicking furiously to force your car to
take a different path on the ride. You may have to keep doing this over
and over until you magically hit the cursor at the right moment – I’ve
had to go around the loop up to six times in a row before getting the
car to take the alternate path.
Your car travels
up an unfamiliar tunnel, and stops at a dead-end. Find the skeleton located
on the right hand side of the wall at the end of the tunnel, and click
on it for a close-up. Click again on the skull, and a copy of the “agreement”
between Jody and Mephisto can be perused.
Backing away
from the skull triggers another setting shift – suddenly we’re piloting
an odd-shaped paddleboat on a sun-lit lake. The boat comes to a stop,
and we are standing on a dock. Follow the path up the slope and into
a gazebo at the top. Entering the gazebo triggers a hard-to-hear conversation
with Theodore More, who tells us about force and counter-force, and that
a lot depends on our success here.
Once Theodore
has left, click on the chair in the centre of the gazebo to sit down.
Panning to the left and right spins the rotating seat around. Pan to
the left until you can see a metal plaque on one of the gazebo’s pillars.
Click for a close-up – it commemorates the inauguration of the park in
1920. Back away, spin to the right, and stop when you hear a groaning
noise coming from the rotation mechanism (you should also be looking down
the path towards your boat). There should be a small brown square patch
visible on the floor of the gazebo (it is located in the shade of one
of the pillars). Click for a close-up and press on the patch – this turns
out to be a release button of some kind.
Back away
from the button, and pan to the left to find the plaque again. Clicking
on the plaque again causes it to swing open, revealing a small compartment
containing a book. This is Theodore’s journal, which contains entries
for each of the seven characters to be investigated. Grabbing the journal
triggers a quick shot of Mephisto tossing the skull into the air back
at the roller coaster ride.
Fun House
Back at the
menu screen, Theodore’s Notebook may or may not be available for viewing
from the Chapter Two page (if it isn’t, scroll back to the Chapter One
page, and read the notebook from there). The entries are quick to read,
and really do help to clear up some of the confusion of the chapter you
just completed. Note that the evidence from Chapter One (the lottery
ticket) cannot be accessed, and that the pact between Jody and Mephisto
can be reviewed by clicking on “Pact”.
Begin the
second chapter (“The Alchemist and the Genie”), and listen to Mephisto
prattle on about the nature of killing, and the next subject – a Mr. Nathaniel
Meister. You begin the next phase of the game in December 1952 staring
at the back of a blocky building at twilight. Walk forward towards the
building, turn to your right, and move forward again to stand beside a
water well. Turn to your left, walk forward, and move forward again (a
bit to the left, actually) onto the front deck of the building. Walk
forward a step, and turn to your left to see a unmoving water wheel with
a lever to its left that won’t work. Turn back around, walk back along
the deck, turn to your right, and enter the front door of the house.
At this point, you may want to turn off all of your lights, because this
Chapter is dark and hard to see.
You stand
in a high, spacious entranceway with several staircases leading off to
the left and right. By now you’ve noticed that some pretty inventive
people were handling the architectural design elements of the game. Turn
to the left a bit, and proceed up the stairs leading to the left. You’ve
now entered Nathaniel’s office – turn to the left, and click on his diploma
from Princeton. We hear Nathaniel’s voice lamenting his fall from Ivy
league to trailer trash, and blaming the Secret Service. Back away –
the two pictures to the right of the diploma can also be examined, but
reveal little information.
Turn to the
right and click on the ashes in the fireplace – a burnt scrap of paper
and voices heard over the telephone don’t seem to tell us anything. Back
away, turn back to the left a bit, and click on the easy chair in front
of the desk – click again on the scratches on the chair’s left arm rest.
We get a flash of Mephisto looking very nonplussed. Back away from the
chair and walk past the left side of the desk, moving forward into the
room.
From your
corner location, turn to face the desk again, and find the hotspot on
its surface just to the left of the telephone. We see another glimpse
of Mephisto in full arm-swinging mode. Now find another hotspot along
the left edge of the desk – just in front of the chair here, where a drawer
should be. It actually is a drawer – but the area is so dark, you can
hardly make it out. Pick up the pipe inside the desk, as well as the
boxy item below the pipe – a box of matches as it turns out. Back away
to close the drawer, and turn to the right to face the wall bookcase.
Historical
Perspective
Note that
each of the shelves of the bookcase has a small white label above it –
just mouse-over the labels to read the name of each subject at the bottom
of the screen. There are several books to investigate on the bookcase.
Find the hotspot on the second shelf (“Faust”) from the floor on the left
bookcase and click there. A copy of Goethe’s Faust appears on the screen
– click to open the book, and click again to hear a short passage. Close
the book and place it back on the shelf.
Your next
destination is the “Kryptology and Coding” shelf on the middle bookcase
– it’s the 4th one from the floor. Mouse-over the right side
of the shelf to hear your own voice reading the label, and then click
here to view a copy of Meister’s university thesis. Clicking on the book
yields a short intro from Nathaniel, and then our own voice making a comment.
Back away from the book, and click on the other hotspot on the left side
of the same shelf. A thick book, “Code Book”, is shown to us – click
on the metal hook-like object sticking out of the top of the book. Check
your inventory – it was a key – and then back away from the book view.
Examine the
top shelf of the middle bookcase (“History”), and click in the centre
of the shelf. A book titled “History of WWII” appears in the centre of
the screen – click on the book to open it. Clicking on the left-hand
page triggers a passage detailing Operation Fortitude, a British Secret
Service initiative in which the Allies successfully convinced the Germans
that a 1944 landing would take place in the north of France. As a result,
the German forces were spread too thinly, and the invasion was successfully
carried out. A key component of the plan was the sacrifice of a number
of French resistance agents, who were purposely fed false information
and then given to the Germans, who tortured and killed them. Click on
the right-hand page to hear Nathaniel’s rather dim view of the operation.
Tape Delay
Back away
from the book, and pan to the right until the corner shelf unit comes
into view. The upper portion of the unit is locked, so take your Code
Book key out from inventory and click on the keyhole to unlock it. Inside
you’ll find five small drawers, with a rolled up paper located below and
to the right of the drawers. Click on the paper – it appears to be some
sort of map with a whole series of sections cut out of it. Place it into
your inventory.
Open the top-left
drawer, and click on the object inside – it’s a signet ring with a pelican
on it. Now open the top-centre drawer, and click on the paper inside.
This appears to be an agreement dated 1945 between Meister and Theodore
More, spelling out a contract – Meister teaches anyone in the park in
exchange for the construction of his house, and food. The agreement cannot
be placed into your inventory. Open the top-right drawer, and pick up
the magnifying glass inside.
On to the
bottom-left drawer, which gives a funny sounding knock when fully opened.
Pick up what looks like a hunting knife from the open drawer (check your
inventory – this is actually a “letter opener”). Close the drawer, and
open the bottom right one – unfortunately, it only seems to open half-way.
Remembering that funny knocking sound from the bottom-left drawer, close
the bottom right drawer, open the bottom left one, and then re-open the
bottom right one. The drawer should pull out completely – click on the
shape inside the back compartment of the drawer, and then look at your
inventory to see what you’ve grabbed – it’s the wooden head of a statue.
What’s the
best thing to do with the head of a wooden statue? Put it back on it’s
body, of course! Back away from the view of the drawers, and look down
near the base of the corner unit – two statues to the left and right,
and the one on the left is missing it’s head. Grab the head from your
inventory and place it on the top of the left statue – immediately, the
bottom left side of the cabinet swings open to reveal a hidden compartment.
The close-up view shows three reel tapes on a shelf below a tape player.
Click on the tapes to put them into inventory, grab Tape #1, click on
the right side of the player to place the tape here, and press the “Play”
(right-pointing arrow) button.
The tape contains
two audio recordings of Nathaniel speaking in 1945 about some disappointing
pupils of his. [Note: He clearly seems to be speaking about the twins
here, which leads me to believe that Chapter One actually took place in
1945 instead of 1935]. Stop the tape by pressing the button with the
square on it, and click on the tape again to place it back into inventory.
You can also listen to Tapes 2 and 3 in the same manner – one has a rocking
song by John Lee Hooker on it, while the other song sounds like the Monster
Mash recorded in German.
Back away
from the compartment – the tapes return to their place on the shelf, and
the cabinet door closes.
Upstairs
Downstairs
Pan to the
right – you can take a step towards the green curtain ahead, but there
isn’t anything to see or do there. Instead, turn around, walk back towards
the stairs, and descend them. At the bottom of the stairs, turn to face
the other staircase that rises up to the right, and proceed up this staircase.
Click on the door at the top of the stairs to go forward into Nathaniel’s
bathroom.
You can spend
some time looking around in here, but there isn’t anything to see or do.
Turn around and click on the door to exit. Descend the stairs, and turn
to the left once you’ve reached the bottom. Click forward to move past
the bathroom staircase, and then turn to your left to see a small set
of stairs leading downward. Walk forward down the stairs and click on
the closed door ahead – we hear a conversation between Nathaniel and Theodore
indicating that the kitchen is not finished just yet (and thus is inaccessible).
Turn around,
walk back up the stairs, turn to your right, move one step forward. Panning
to the left, you should be able to make out a door located to the right
of the stairs leading to Nathaniel’s office. Click on this door to enter
Nathaniel’s bedroom.
Map of the
Human Heart
Have a quick
look around in here – there is much to see – and start by examining the
“map” on the closet door to the right of the large globe. Click on this
map to look closer – it looks suspiciously like the one we found inside
the corner unit in Nathaniel’s office – except that it has all the pieces
that were missing from that first map. Take out the map from inventory
and click on the map on the door – nothing happens! Back away from the
map, and then open this door by clicking anywhere on the door except the
map. The door opens to reveal a bare spot on the wall behind the location
of the map.
Take out the
map from your inventory and click on the empty spot – the map is placed
on the wall. Now click on the door to close it, and the map is completed.
We hear the same audio passage from the “History of WWII” book from the
office. The map itself shows the latitude (50 degrees 20 minutes) and
longitude (00 degrees 45 minutes) of the actual landing spot of the invasion
at Omaha Beach on June 6, 1944. After the audio is done, we see a close
up of what looks to be a combination lock on the globe. The first 8 numbers
(06 06 1944) of the combination are automatically revealed, leaving a
5 digit number to be determined.
Back away
from the map, and move towards the left of the large globe. You’ll find
a ratty tapestry hanging on the wall here that has a rainbow on it. Pan
to the right and click on the lumps of metal on the right side of the
globe. We see a close up of the locking mechanism that we glimpsed earlier.
We will have to find the 5 digit code to complete the combination. Back
away from the lock, and return to your initial position by walking towards
the closets to the left of the bed.
Shirts, Shoes,
Service
It’s time
to investigate Nathaniel’s 4-door closet. Facing the closet doors, click
on the left-most one. Nothing of interest here, so click on the open
door again to close it. Now try the second one from the left – here we
have sweaters and shoes. Click on the sweater to the right – we find
a postcard from Omaha Beach (Omaha again!). Click on the postcard to
turn it over, revealing a cryptic message: A=0. Back away from the postcard,
and close the second closet door.
Now try the
second door from the right – more shirts and shoes. Click on the top
shirt of the pile to see its blurry label. Take out the magnifying glass
from your inventory, and click on the label to get it in focus. The label
contains some standard washing instructions, but there is a curious set
of picture-steps near the bottom of the label. The first shows a knife
next to a sealed envelope, the second illustrates the knife moving under
and through the seal, and the third shows that a downward slice with the
knife opens the letter. Back away from the label, and close the closet
door.
The door furthest
to the right is opened with a click, revealing yet another set of shirts
and shoes. There aren’t any clues here, so shut the door, back away and
turn to the bed. Click on the metallic panel on the wall above and to
the left of the bed. On closer inspection the lid to the left, and the
lever to the right cannot be manipulated at this time. Back away from
the panel and examine the bed.
Off the Post
Doesn’t something
strike you as a bit odd about Nathaniel’s very skinny bed? That’s right,
the bed posts have some sort of large round carving on them. Click on
several of the posts for a closer view. Each post has a carving of a
man with a pipe in his mouth – the pipes on the two posts at the head
of the bed area pointing sideways, while the pipes on the two posts at
the foot of the bed are pointing upwards. Each post also has a circular
wooden dial with an arrow that can be rotated by clicking and holding
on the arrow and dragging the mouse around. The two dials on the left
side of the bed go from 0 to 180 (clockwise), and the dials on the right
side go from 0 to 60.
Do we have
any numerical information with scales of 0-180 and 0-60. Yes – the latitude
and longitude of Omaha Beach, which are given to us in degrees (0 to 180)
and minutes (0 to 60). The only thing left is to determine whether the
latitude should be set on the head of the bed (and the longitude set on
the foot) or vice-versa.
Take out the
pipe from your inventory and examine it. The small settings on the shaft
indicate that we read latitude when the pipe is upright, and longitude
when the pipe is pointing to the left (click the fat end of the pipe to
rotate it). But remember that the pipes on the bed posts are either pointing
upwards, or to the RIGHT. In order to be able to rotate our own pipe
from an upright position to a right-pointing position, we’ve got to treat
the “longitude” left-pointing position as the upright position. Got it?
No? Well, our inventory pipe tells us that the posts with the upright
pipes (the foot of the bed) should be set to the longitude co-ordinates,
while the posts with the right-pointing pipes (the head of the bed) should
be set to the latitude co-ordinates. Trust me.
Your next
step is to shut off all the lights, since the developers made these dials
so dark and hard to see that entering these co-ordinates is a real pain.
·
Start at the foot of the bed – the longitudinal
co-ordinates are 00 degrees, 45 minutes
Ø
The left post’s dial should be set to
zero. If you haven’t touched this dial, the arrow should already be pointing
straight upwards to zero at the very top of the dial. If not, rotate
the arrow so that it points straight up to 0.
Ø
The right post needs to be set at 45 minutes.
The dial goes from 0 to 60, so the arrow should point directly towards
the west compass direction (or, put another way, straight to the left).
·
Next, go to the two posts at the head
of the bed – the latitude co-ordinates are 50 degrees, 20 minutes.
Ø
The left post’s dial should be set to
50 degrees. As the dial runs from 0 to 180, and every ten degrees is
shown with a large tick (and a numerical label), the arrow should point
to the 5th large tick counting clockwise from the top of the
circle. This positions the arrow a little below straight to the right
(or put another way, a little south of due east).
Ø
Similarly, the right post’s dial should
be set to 20 degrees, the 2nd large tick counting clockwise
from the top of the circle. This positions the arrow pointing to the
south-east (actually, a little closer to east than south)
The right
posts are the harder ones to set, since they are darker, and the positioning
is a bit more finicky. Try varying the positions of the arrow on each
a bit – once the correct setting is reached, the game pauses, the view
reverts back to the whole bed, and a drawer along the side of the bed
slides open.
Training
Day
Click on the
box inside the now-opened bed drawer for a close-up. The box is locked
with some sort of metal clasp with a pelican symbol. Luckily, you found
a signet ring upstairs with that exact marking on it. Take the ring out
and click on the symbol to open the lock. Pick up the light coloured
item on top of the opened box (it’s a decoding wheel – save it for later!),
and then click again on the box to get another close-up.
Another lock
here – this one consists of 7 wheels with a rainbow of colours present
on each one. We must determine the proper order of the colours in order
to gain access. Where have we seen a sequence of colours before? On
the tapestry over by the globe of course – a rainbow shown in the following
colour order: violet, dark blue, light blue, green, yellow, orange, red.
(Note that if you return to the tapestry to check this yourself, the locked
box will have to be reopened with the signet ring.) Turn each colour
wheel by clicking and holding down the left mouse button, and moving to
the left or right.
Place the
colours in the order listed above from top to bottom. The colour chosen
for each wheel must be positioned so that it touches the right edge of
the visible portion of the wheel (this makes for a rather strange looking
rainbow progression). Once the sequence has been correctly entered, the
box below opens to reveal a single white envelope. Click on the sealed
envelope for a close-up – it looks similar to the one in the tiny pictures
on the shirt label we saw in Nathaniel’s closet.
Grab the letter
opener from your inventory, and position the tip of the blade just to
the left of the right side of the letter’s seal. Slowly move the tip
to the left so that the blade runs under the seal and out the left side
as well. Complete the opening by slicing downward with the blade. Note
that if you mess this up, a green cloud of gas comes out of the envelope,
but this simply resets the sealed envelope again.
The note inside
this envelope is infuriating – this was simply a training envelope to
open. Back away from the note, and return to the centre of the room.
Journey to
the Centre of the Earth
Let’s have
a look at that decoding ring we got from the locked box. It’s got an
outer ring of black letters and numbers shown in order, and an inner ring
of random red letters and numbers. Using the clue that we got from the
Omaha Beach post card (A = O), spin the inner ring (just click and rotate)
and align the “A” on the outer ring with one of the “O”s on the inner
ring (there are two of them). The inner ring is a bit difficult to manipulate
– go slowly and be patient.
Our next step
is to figure out what word needs to be converted into numbers to enter
into the globe locking mechanism. What 5-letter word is associated with
the date 06-06-1944, and the post card giving us the decoding clue? OMAHA!
Now, find the “O”, “M”, “A” and “H” on the outer ring of the decoder,
and write down the aligned red letter/number on the inner ring. If you’ve
chosen the “O” between the 6 and the 8 on the inner ring, the results
will be a combination of letters and numbers. However, if you’ve chosen
the “O” between the M and N on the inner ring, you should be able to assemble
the following numerical equivalent to OMAHA: 7 9 0 3 0.
Back away
from the decoder, and walk to the left of the globe. Pan to the right,
and click on the locking mechanism on the right edge of the globe. Adjust
the set of five digits at the bottom of the mechanism to read “7 9 0 3
0”. The wheels are changed by clicking and holding the mouse button down,
and dragging the mouse up or down. The globe splits at its equator and
opens.
Click on the
scarf to the right to hear a short passage from Nathaniel mentioning something
about a promise to save “her”. Now click on the letter to the left –
this is the real sealed envelope you must open with the letter opener.
Grab the opener from your inventory, and repeat the steps from before
– insert the tip slowly, and open it with a quick downward slice. If
you do screw it up, a green gas appears and kills you. This time though,
you are sent off to heaven where God tells you how disappointed he is
in you; you then arrive back in front of the globe to try the envelope
again.
The letter
inside is Nathaniel’s resignation letter – apparently he was involved
with the decision-making of Operation Fortitude (although he wasn’t aware
of the level of sacrifice some of the operatives would have to make).
He may have also lost a loved one, as the scarf suggests. We then witness
a scene between Nathaniel and Mephisto, in which the evil one offers immortality
and unlimited knowledge to Meister, who turns it down.
Communicating
With the Dead
We are returned
to Nathaniel’s office in July 1960. He’s collected a few more books,
but everything else is the same. Walk towards the bookshelf we investigated
last time, and turn to the right towards the shelf in the corner. Insert
the key from your inventory into the main lock, allowing access to those
small drawers again. Open up the top left drawer – there are two pieces
of red and white wax here to collect. The same More-Meister contract
is in the top-centre drawer, and the top right one is empty.
The bottom
left and right drawers are also empty (you can re-check the secret compartment
again if you want), but note the tape reel present in the bottom centre
spot where there is no drawer. Just click here to grab the tape. Back
away from the drawers, and click on the head of the left wooden statue
near the floor – this opens the left hand shelf with the tape player again.
Grab the new tape from your inventory, place it on the player, and hit
the play button. The message is from Meister for “the one who’ll come”
(he’s evidently anticipated our visit). He’s set up a treasure hunt for
us that will lead to the creation of the one who will be our assistant.
The three
tapes present on the shelf below the player are the same, but there is
now a slip of paper below the tapes. Pick up the paper to read “If
you want to know about fire, learn about ashes”. Back away from the
shelf, and turn to the left towards the bookcases. All of the hotspots
on the books and the desk are the same as last time, except for the spot
on the “Faust” bookshelf (left bookcase, second shelf from bottom). Clicking
here triggers a voiceover from someone – but unfortunately the developers
mistakenly have a Mephisto recording playing over the proper audio here.
In order to read the proper words that are said, you must have the subtitles
option checked on the Options screen (accessible from the Main Menu).
There isn’t really any new information given out, but its nice to read
what’s actually being said.
The Collector
Walk one
step towards the stairs, and turn to face the fireplace. Grab the shovel
leaning up against the wall to the right of the chair, and then click
on the bellows lying on the ground in front of the fireplace. This causes
a compartment to open at the back of the fireplace. Grab the small wooden
box inside the compartment – the box now appears in the bottom left corner
of the screen. Evidently this is your treasure holder – note that the
two pieces of wax have already been placed inside this box.
Now pick up
the wood item (it’s a “handle”) and a slip of paper found inside the fireplace
compartment. The paper reads “The frog in the well knows nothing about
the high seas.” Recall that there is a well outside the house – back
away from the hearth, pan to the right, and descend the stairs to the
front door. Exit the house, turn to your right and move forward. Another
step forward takes you to the well. Take out the handle from your inventory
and click on the wheel located to the right of the well. The bucket automatically
rises up to eye level.
There is a
stone frog hanging from the handle of the bucket – click on the frog for
a close up, and then click on the object sitting in its mouth (is that
an eyeball?). The object is placed into your wooden box. Next, click
on the water bucket itself to read the following clue at the bottom of
the bucket: “What is below is like what is above”. Hmm…not much
to go on.
Time to look
around a bit – turn to your left, and walk forward. Turn to your left
again, and walk forward off the path into the trees. From your new location
turn to your left and examine the rocks on the ground here. One rock
in the centre of the screen has a hotspot over it – click here to turn
the rock over. Now there’s a hotspot on the ground where the rock used
to be. Take out your shovel from inventory and click on the spot to find
“what is below”. Once the buried box is uncovered, open it and take the
telescope and the white unidentified object located inside. The white
object is placed into your collectibles box.
Now read the
next clue: “Analogy – turn to your left and look up. Learn to read
the veins of the rock at the branches of the tree, and find the petrified
sap”.
Spin That
Wheel
Following
the directions in the clue, back away from the box, turn to your left,
and look up at the tree here. You should find a hotspot on the lowest
branch on the right side of the tree. Click here to see a close up of
a metal hook on the branch – take out your telescope, and click on the
hook to install the telescope. Now look into the telescope by clicking
on the eyepiece – you get a nice shot of the rock face ahead. Click on
the image to move forward to the rock wall, and click on the object in
the small hollow in the rock – another piece placed into your box. The
next object is a red handle – pick this up and place it into your inventory.
Click on the
paper in the hollow to read the next clue: “I am movement – I live
half in the air, and half in the water, but I get a grip on the earth.
7 after black.” The clue obviously refers to the water wheel at the
side of the house. Back away from the hollow, turn around, move forward
one step, turn to the right, and move forward twice to reach the front
of the house. Move straight ahead to reach the water wheel, and turn
to the left.
Take out the
red handle from your inventory, and click on the broken lever located
on the wall to the left of the wheel. Click again on the restored control
lever to send the water wheel into motion. Watch the wheel spin around,
and keep in mind the last three words of the last clue: “7 after black”.
After a while, you will spot one of the blades of the wheel with a thick
black horizontal line on it. We want to stop the wheel so that the 7th
blade after the black-lined one appears. Watch for the black blade, and
then count each successive blade that comes after. After the sixth appears,
click on the red lever to stop the wheel at the seventh blade. This make
take a few tries, but the wheel is pretty forgiving about when you click.
When the wheel
stops at the correct position, you should get a hotspot on the wheel right
at eye level. Click for a close-up of the surface of the 7th
blade, and click on the red coloured handle near the centre of the blade.
This opens a secret compartment inside the blade that contains a number
of items: a key, a red object (for your box), and the next clue. “Make
the radiant sun shine in glory upon Iris’ rainbow. Help is not far from
the sailors.”
Ray of Light
Back away
from the water wheel bucket, turn to your left, and walk forward. Turn
to your right and enter Nathaniel’s house again. Proceed into his bedroom,
and have another look around in here. The picture on the closet door
to the right of the globe is different, but overall things look fairly
similar to our first visit. Click on the open drawer on the side of Nathaniel’s
bed to see some sort of glass triangle lying inside the drawer. Grab
it and check your inventory – it’s a mirror.
Remembering
the clue, we must somehow get sunlight on a rainbow – presumably, the
one on the tapestry. Walk over to the left side of the globe to examine
the most likely source of the sunlight – the outside wall of the room.
Find the small window located on the wall to the left of the rainbow tapestry,
and click for a close up. Press the red button in the centre of the window…nothing
happens. Back away, and return to the centre of the room.
Click on the
new picture on the door to the right of the globe to get a close-up, and
spot the two metal hooks in the left-central portion of the picture.
Take out the mirror from your inventory and click on the hooks to place
the mirror here. Back away, turn around, and examine the small control
panel on the wall to the left of the bed.. Does that wide hole on the
bottom of the left side of the panel look like a keyhole to you? No?
Well, it is – take out that gold key you grabbed from the water wheel
and click on the hole to open the left side of the panel.
Another click
on the red knob here fully opens that window on the far wall of the room,
causing a ray of light to shoot across the room, bounce off a light and
couple of mirrors, and beam over beyond the globe. Walk towards the tapestry
on the fat wall, and spot the burning flame that the beam has lit on the
wall hanging. Click on the patch, and then spot the rolled up paper inside
the horse’s mouth (down and to the left of the flame). Click on the paper
to receive the next clue: “Vista interiora terre rectificandoque invenies
occultum lapium”.
Now I don’t
know Latin (is this even Latin?), but I do know that “interiora terre”
must approximate “inside of the earth”, so back away from the tapestry
and turn to the globe to your right. Click on the globe to open it, and
grab the green chunk inside (we only have one more open spot left in our
collectible box!). The next clue reads “One cannot wonder looking
at the stars with a stone in one’s shoe”.
You should
remember that there are a bunch of shoes in Nathaniel’s closets to the
left of his bed, so back away from the globe and walk into the centre
of the room. There were no shoes in the left most closet, so try opening
the second door from the left. Click on the black shoes (to the right
of the brown ones) for a close-up of one of the shoes. You will easily
find the hotspot on the shoe’s heel – clicking here opens a secret compartment
holding the last message “Bravo. All elements gathered. Meet me in
kitchen. Proud of you. Waiting. Nath”.
Following
the Recipe
Back away
from the closet, exit the bedroom, turn to the left, walk forward, turn
to the left and walk forward to the kitchen door. Click on the door to
enter, and look around. A large mechanism sits directly in front of you,
and a series of cabinets lie to your left. Turn to your left and open
each of the cabinets in turn. In the cabinet furthest to the right, you’ll
find several kinds of salt along the bottom shelf – pick up the “Common
Salt”, “Salt of the Wise”, and the “Rock Salt”. These items are placed
into your collection box.
Back away
from the cabinet, and turn to the mechanism, which may start blinking
and moving on its own (if it doesn’t, try clicking on the hotspot directly
under the blue lamp hanging from the top of the frame). As the mechanism
moves, it grabs items from your collection box. After your assistant
Homunculus has formed, he greets you and mentions that Nathaniel did not
die in vain.
You are transported
out into the park at night. You stand in front of a doorway with several
coloured spotlights shining on the sidewalk here. The left-most white
light is barely flickering – look up to see the location of the actual
lights. Check your inventory – there isn’t really anything that you can
use to fix the light. Perhaps your new helper can provide some aid.
Grab Homunculus from your inventory, and click on the malfunctioning light
to fix it.
The scene
switches to a conversation between Faust and More, where the architect
describes his early life and the beginnings of Dreamland. Once the talk
has ended, pan around until you see a box on the ground labeled “Maps”.
Click here to gain a map of Dreamland (not that it will be much use to
you later). The chapter ends with Mephisto bemoaning intellectual types
like Nathaniel (I think we’ve heard this audio track before!).
Back at the
Menu page, note that More’s notebook entry for Chapter 2 is simply Nathaniel’s
resignation letter, and there is no pact to peruse, since Nathaniel never
did sign an agreement with Mephisto.
Stu-Stu-Studio
Chapter 3
(“Shadow of Casanova”) begins with Mephisto discussing his failures
(Nathaniel for instance) and successes (the horny painter Frank Barnes
that you will soon meet). We begin the action in February 1930 standing
on a dock with a small paddle boat behind you. Walk away from the boat
onto dry land, turn to your left, and ascend to the raised chair. From
your seat you can spin around and take in the beautiful vista – note that
you are on an island right now.
Walk back
down the stairs, take another step forward, and turn to your left to see
steps leading down. Descend the stairs and enter the home of Frank Barnes.
Looking at the large underwater plate glass window, pan to the right,
and move off towards the easel. From your new position, pan to the right
until you see a framed certificate on the wall to the right of the stand-alone
closet with the mirrored door. Click on the certificate to get a close-up
– Frank earned first prize in some art competition “A promising young
man, they said”.
Back away
from the diploma and turn to the stand-alone closet. Find the hotspot
on the blue and orange square about half-way up the right side of the
mirror, and click here. Suddenly the mirror blinks out, and we can see
a drawing of a man on the back wall of the closet. Click on the square
again to see the head of the drawing morph into someone else, and then
the glass door swings open. After Frank speaks, note the small item in
the drawing’s hand up in the top-right corner – click here for a close-up,
and again to grab what appears to be a tiny silver wig. Back away from
the close-up, and then the closet.
Pan to the
right, and move forward under the stairs towards the other side of the
room. A round window looking out into the water is to your left. Look
to your right to see a table in shadow. Click to get a close up, and
then click on the small metal toggle switch in the bottom left corner
of the screen. It’s a light table, but we don’t have anything to put
on it. Back away from the table, turn back to the left, and walk towards
another small table ahead.
Casa-no-way
There are
some interesting pictures and drawings on the wall near your new position
that will shed light on Frank the artist. Begin with the round photo
of an older couple on the wall to the left of the drawing table. Evidently
his dad was not proud of his son’s chosen profession. Next, click each
of the drawings located on the wall above the drawing table. The women’s
comments are dismissive, patronizing and insulting. Frank was obviously
not a hit with the ladies.
Walk to the
right of the drawing table, and click on the surface of the small cabinet
in the corner of the room here. Clicking on the pen pot to the right
brings up two items that can be placed into inventory – a “thin” pencil
and a compass needle. A click on the wooden box to the left opens the
lid, and another click inside the box opens a newspaper clipping that
savages Frank’s artistic vision. Back away from the clipping and the
table top. You can also click on the door handle of the cabinet below
to open it up, but there isn’t anything inside.
Pan to the
right, and note the three-button controller on the wall here. You can
press the buttons all you want, but nothing significant happens. Keep
turning to the right, and walk forward to the right of the clock. Turn
back to face the clock, and note the hotspot on the clock’s face (we cannot
access it yet). Another red button on the wall to the right of the clock
does nothing. Turn around to face the downward staircase, and move forward
to descend the stairs.
A hedonistic
mural stares back at you at the base of the staircase, preventing any
forward progress. Trace around with the cursor until you find a hotspot
– yes, on the pinched nipple of the woman on the right. Click here to
hear Faust comment about the size of the tool needed for the job. Take
out your thin pencil, click on the nipple to open the way ahead, and enter
Frank’s bedroom.
In the Bedroom
Frank’s got
his dining room table and his bathroom in here as well, but let’s just
call it his bedroom. Start at the dining room table and try clicking
on the chair to the left, and then on the champagne bottle to the right
of the table. Frank sounds like a very lonely man. Pan to the right,
and click on the surface of the bed – this triggers some sort of dream
sequence featuring a writhing spirit, and Frank’s wee-wee (look closely!).
Now try clicking
on the compass located at the foot of the bed. Naturally it’s missing
a needle, so take yours out of inventory and click in the centre to complete
the compass. The needle swings counter-clockwise from north to northwest,
and then stops. Back away, pan to the left, and move towards the bathroom
located along the far wall. There are 2 cabinets to the left that can
be opened, but there isn’t anything of interest inside either of them.
Simply admire another bathroom, and then return to the main room.
Note the small
rug on the floor to the right of the bed – a clock reading 5:30 can be
barely made out in the design. Turn back to the bed, and walk forward
onto it (the forward cursor should be above the mattress). On the bed,
turn to the left and click on the small bookcase beside the bed. Frank
discusses Don Juan while complaining about “not getting any”. Back away,
turn to see a similar bookcase on the right side of the bed, and click
to hear Frank speak about Casanova.
Back away,
look up, and click on the roof of Frank’s poster bed. Ye gods! No wonder
this guy is so aroused – look at what he stares at every night. Click
on the left side of the roof, and drag the mouse over to the left with
the button pressed – a hidden surface appears. Do the same to the right
side, and then read the passage. Slide the doors back, and back away
from the view.
Turn round
until you face the figurine lamp behind the bed, and click here. Click
on the figure’s head to hear a profound passage from Frank, and then watch
as a drawer opens below. Take the green coloured key inside the drawer,
and back away from the lamp.
Now examine
the 4 green mermaids on each of the 4 bed posts. There is a small red
button located in the stomach of each mermaid. Clicking these buttons
in some order may trigger something, but what order should we choose?
Remember what happened when we placed the needle on the compass – it swung
in a clockwise direction from north to northwest. Starting from the “North”
bed post (the one on the right at the head of the bed), click the red
buttons on the 4 mermaids in a counter-clockwise direction on the bed.
Begin by clicking
on the mermaid on the right side of the head of the bed, then keep turning
to the left and clicking on the mermaids until you have clicked all four.
The sound of movement signals your success. Walk off the bed’s surface,
and then look back at the front of the bed. A panel with a locked door
has dropped from the ceiling. Take out your green key and click on the
door to open it. We see a flash of a painting (a demon embrace), and
then watch as the easy target Frank is seduced by Mephisto’s offer of
limitless desirability to the opposite sex.
Just a Gigolo
We begin again
back on the dock outside Frank’s underwater abode in October 1939. Walk
forward to the island, turn to the left, take a step forward, turn to
the left again, and descend the stairs into Frank’s Place. The rooms
look very similar to what we saw in 1930. At the large underwater window,
turn to the right, and walk forward towards the stand-alone closet. From
the closet, turn to Frank’s first prize certificate still hanging on the
wall and click on it – Frank seems to value something different these
days – and click again to place it in your inventory.
Back away,
turn to the left, and click on the square along the right side of the
stand-alone closet. The mirror disappears, and another click opens the
door. We see a glimpse of the face of Mephisto on the figure at the back
of the closet. There appears to be something hanging from the figure’s
hand again – click for a close-up, and again to pick up a gold key. Back
away from the closet and watch the door swing shut.
Pan to the
right, and walk towards the other side of the room. Pass the light table
on your right, and walk towards the large drawing table on the far wall.
Click on the photographs above the table to see how the ladies now love
Frank, and click on his parents’ picture to the left to hear how they
disapprove of his present occupation.
Walk to the
right of the drawing table and click on the surface of the corner cabinet.
Open the small wooden box with a click, and click again to display its
contents. Along with the small clipping from before, Homonculus reads
to us two letters of rejection: one from a publisher rejecting Frank’s
“Diary of a Seducer”, and another from a Paranormal Institute refuting
his claims of the ability to read thoughts. Back away from the papers,
click on the handle of the cabinet door below, and grab two items on the
top shelf of the cabinet – a magnifying glass, and a box of slides. Back
away from the cabinet to close the door.
Time is On
My Slide
Where is the
best place to view slides when you don’t have a projector? Why, a light
table of course! Walk towards the stairs from your current position to
get to the light table. Turn to the table, click on it for a close-up,
and click on the toggle switch in the bottom left corner of the screen.
Take out the slides from your inventory and place them on the table.
Now grab the magnifying glass and click on each slide in turn.
All of the
slides except the two on the right look like they were taken during a
trip to Thailand. Both the right-most slides show a clock face showing
a time of 5:30 (just like the small carpet down in the bedroom). Put
the magnifying glass and the slides away, and then back away from the
table.
Walk around
to the clock located across from the entrance to the bedroom stairs.
Grab the gold key from your inventory and click on the clock face to open
the glass covering. You can set the hands of the clock by clicking and
dragging them while holding the left mouse button down. The hands are
a little difficult to position, but the long hand should point to 6, and
the short hand should be between the 5 and 6 (just in case reading time
is not your forte). Once the correct position is established, the hands
rotate and reset themselves. Back away from the clock, turn around and
descend the stairs to the bedroom.
Whisper to
a Scream
At the bottom
of the stairs, you’ll have to take out your thin pencil from inventory
and click on the pinched nipple to open the way again. Inside the bedroom,
note the trap door now open to the right of the bed. Feel free to click
on the same hotspots that were active during our earlier visit. The dinner
chair and champagne bottle suggest Frank isn’t exactly happy with his
new life. There isn’t anything new in the bathroom, and the hotspots
on the bed and compass are the same as before.
Click on the
secret shelf above the bed to view the demon painting again – this time
with commentary by Frank. Walk onto the bed’s surface, and click on the
bookcase to the left of the bed to hear about Frank’s telepathy (the right
bookcase yields the same passage). The figure lamp is also the same as
during our previous visit. Walk off the bed, turn to the left, and click
on the open trap door to descend the ladder.
We see Faust
slowly climbing down the ladder, and then suddenly we’re in Frank’s darkroom
of horrors. The walls are covered in drawings and photographs of “nekkid”
women, a garish red bulb lights the room, and screams fill the air (this
gets tired really fast). Facing the far counter, turn to the right to
face the wall here. There are a series of drawings hanging from a line
about halfway up the wall. Find the drawing that sits over a dark wall
patch, and click there to reveal a secret compartment. Pick up the two
light bulbs inside, and back away.
Turn back
to the left and take a step forward into the room. Turn to your left,
and find the open book lying on the counter here to the left of the sink.
This appears to be Frank’s “little black book”. Try clicking on the hearts
on the right-hand page – this reveals a diary passage where Frank tells
us of his ability to read minds. The gift allows him to seduce whomever
he pleases, but at the same time he can tell that his conquests will never
love nor respect him.
Dark Fall
Back away
from the book (it gets placed into your inventory), pan to the right,
and click on the old-time camera located to the right of the counter.
Some believe that a camera can catch the soul – Frank believes the picture
taker’s soul is at risk.
Turn to the
upright unit to the right of the camera. Find the hotspot in the centre
of the top portion of the unit and click it to open a small door. Take
out the yellow light bulb and click on the small open door to place it
here. After the door closes, click on the table surface near the bottom
of the unit to get a close-up. Click on the red button in the bottom
right corner of the screen to turn the yellow light on.
We now must
put something onto this light table. Grab Frank’s first prize certificate
and place it on the table surface. The yellow light does not illuminate
anything new, so back away from the table, click on the top hotspot to
open the small door, take the yellow bulb out (and place it back into
your inventory), and replace it with the red bulb. Click on the table
again, and hit the red button to wash the certificate in red light.
The light
reveals Mephisto’s agreement with Frank – he has given up his talent (save
for one painting that will exhaust his talent) in exchange for irresistibility.
Pick up the agreement and back away from the table. We see a cut scene
in which Frank burns himself badly, and Mepihisto reveals himself as a
devil (but one with the tiniest bit of compassion).
Roundabout
We are transported
to an underground midway train roundabout. You can walk all the way around
the central switching mound, and even up onto the mound itself, but there
doesn’t seem to be any activity here. From the initial position (standing
in front of the train car), walk to the right of the mound one step.
Pan to the left – a wooden door leading under the mound will become visible.
Clicking the centre of the wooden door yields More’s voice telling us
the eyes deceive. Move the cursor over to the left edge of the doorway
and click again – this should open the doorway.
Walk forward
into the room ahead, and step towards the large set of gears on the wall.
Clicking on the large horizontal bar near the bottom of the wall ahead
lets us hear More’s voice again speaking about control. Pan to the left,
and click on the small metal control panel on the wall to the left of
the gears. A miniature version of the gear system is found inside the
panel. Grab the horizontal bar near the bottom, and while holding the
left mouse button down, drag it to the left and let go. The bar will
swing across and set the large gears in motion.
The engaged
gears push the train car up onto the switching mound. We get a monologue
from More speaking about how the park went from a successful family attraction
to a disturbed place of mystery – More doesn’t know which he preferred
more. The chapter ends with Mephisto asking for our sympathy for having
to spend 3000 years with humankind.
Ghostrider
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