Just Adventure original
Faust: The Seven Games of the Soul Walkthrough by Dan Kennedy
Chapter 4,
“The Phantom Lover”, begins with Mephisto speaking about mad love
versus madness, and leaves you standing once again on a dock in June 1935.
Turn around and walk forward towards the stairs ahead. Notice that the
steps are folded back preventing us from climbing up. You can try walking
off to the left of the stairs, but the only thing to see here is the view
across the water. Walk back to the foot of the staircase, and mouse over
the distant end of the left banister to find a hotspot here. What could
you use to trigger the steps to fold down?
Remembering
the end of Chapter 2 where a certain assistant helped us with changing
a very high light bulb, take out Homunculus and click on the hotspot.
Our friend flies through the air, triggers a lever, and the steps fold
out. Proceed up the stairs, turn to the right, and walk forward. You
stand in a courtyard surrounded on three sides by a two-story building.
Turn to your right to the patio furniture, and click on the potted plant
on the covered table’s surface. We hear a conversation between Hannibal
(the twins’ paramour) and our heroine Kalinka. Hannibal insists his offer
of marriage should not be turned down by the reluctant seamstress.
Pan to the
right until the metallic sculpture of a caldron comes into view. Click
on the top of the pot to see a reflection of the beautiful partly cloudy
sky. Back away, and click on the wheel valve located to the left of the
caldron. Click once on the wheel to try turning it , but it seems to
be jammed. Note the nail stuck in the gears to the bottom left of the
wheel – click on the nail to remove it, and then again on the wheel to
start the water flow.
Back away
from the wheel and click on the small water buckets immediately to the
right of the wheel you were just looking at. The close-up reveals a pearl
necklace sitting inside one of the buckets – turning on the water flow
must have dislodged it. Grab the necklace and back away from the view.
Now click on the human figure holding up the right corner of the caldron.
There’s a small lever on the top of the figure’s head – click on it to
see water flowing out of the little guy’s mouth.
Knock Knock
Back away
from the caldron, turn to the right until the umbrella-covered table comes
into view, and walk to the left of the table. At the top of the stairs,
look around for a hotspot indicating entry is possible – nothing here.
Turn to your right, walk to the end of the balcony, and enjoy the view
(including the developer’s logo on the umbrella). Turn around, walk back
to the door, turn to the left, and descend the staircase. In the centre
of the garden again, turn to your right, and try the next door – still
nothing. Turn around, walk back down the stairs, turn to your right,
and approach the final doorway.
Click on the
hole in the door’s window to learn of its origin – apparently the twins
didn’t care for Hannibal’s interest in Kalinka. Before entering the door,
turn to the left a bit and click on the small wooden box on the ground
here. Once the box is opened, pick up whatever is inside – peacock feathers,
which are known to cause horrendous bad luck (!). You can walk to the
end of the balcony here to the left, but there isn’t anything to do there
except admire the view again. Face the door once more and click to enter
(try positioning the cursor above or below the window to do so).
The view to
the left inside Kalinka’s house leaves no doubt as to her occupation at
the park – seamstress. Pan to the right until a small dresser comes into
view (it’s located to the right of the stairs). Click on the top-left
drawer to open it, and click inside the drawer to pick up its contents.
You’ve bagged a respiration grill (huh?) and a shoelace. Close the drawer,
and pan to the right until you see a note tacked up on the wall to the
right of the door. Our seamstress appears to have three orders on the
go – a bird of paradise costume for the twins, a new strap for Hannibal,
and a new mask for the badly burnt Frank. Click on each of the list entries
to hear from the respective customers (except for Frank).
Pan back to
the left, and click on the curtain just to the left of the dresser to
enter the kitchen. Have a peek at the furnishings to the left, and then
click on the face of the clock against the wall straight ahead. This
is one warped looking clock – note the moon-shaped hole hotspot just below
the 10 / 11 position on the clock face. Back away, and turn to the right
to behold some sort of distilling system. Click on the distiller for
a close-up, and click on the cork on the left side of the large glass
sphere. It looks like you can put something inside the sphere.
Note the Bunsen
burner below the sphere – can we light this? Click on the match book
in your inventory, and mouse over the burner with your lit match to ignite
it for a few seconds – but nothing else appears to happen. Back away
from the distiller, and click on the silver box to its right. The box
opens revealing some sort of mould. Back away since we have nothing to
put inside. Now click on the top right corner of the left-most cabinet
door below the distiller. The cabinet opens to reveal some pantry items.
Click on the white container on the right side of the shelf – it’s a bag
of flour. Close the door, turn to your right and exit the kitchen.
Sew Lonely
Walk forward
to the left of the sewing machine, and pan to the right to examine Kalinka’s
work bench. A funny looking press sits to the left, with an upright cutting
saw to its right. Rolls of material hang on a metal grid above the bench.
The materials of interest sit next to the sewing machine at the right
end of the bench, just behind a large cutting tool. Click on the rolls
of brown and black material here to cut off a section of each. The brown
material is a hard leather (perfect for, say, a strap), and the black
material is a softer leather – more suited for a mask.
Grab the hard
brown leather piece from your inventory and click on the upright saw to
cut a nice looking strap for Hannibal. Next, take out the soft black
leather piece and click on the press to the left – this cuts out a number
of mask component pieces. Pick up the mask pieces and click on the upright
saw to bore some holes into the pieces. Walk back towards the sewing
machine, turn around to face it, and then place the altered mask pieces
onto the sewing machine (the hotspot is located just below the “SINGER”
name).
We’ve already
collected some of the other parts of the mask, so leave the pieces on
the sewing machine, grab the respirator grill, and click on the mask to
add it. Do the same for the shoelaces. Now pick up the mostly completed
mask and place it back into inventory. Walk forward to the right of the
sewing machine, and turn to your left. There are 2 pieces of paper lying
on the back of Kalinka’s bench here. Clicking on the left reveals a note
from Theodore telling Kalinka that he will be dropping by to repair her
garden fountain. The right paper contains several diagrams, including
one that demonstrates the construction of the mask. It appears that we
still need some gauze, soft tissue, and a herbal balm. Back away from
the note, turn back to the right, and enter the curtained bathroom ahead.
Take a look
around this room – something looks wrong here The graphics in this room
are all screwed up -–in fact, most of the room is 90 degrees to the left
of where it should be. Ah, quality control! The only operational item
in the bathroom is a small drawer located on the corner vanity (with the
mirror). The actual hotspot is located off to the right – just to the
right of the wooden board with the various brushes hanging on it. Once
you find the spot and click it, a small window containing the open drawer
will be visible. There are two retrievable items in the drawer – take
both the soft tissue and the gauze, and close the drawer. The cursor
that represents the exit to the room is located to the right of the curtain
opening – just above the sink. Go ahead and exit the room, and rejoin
the world as we know it.
Conversations
for Dummies
Turn to your
right, and enter a corridor containing statues of most of the inhabitants
of Dreamland (at least the ones we will encounter) save for Kalinka.
Pan to the left a bit, and click on the short man – the voice mentions
something about giving someone their pride back. Keep panning to the
left, and click on the immense woman – she thanks Kalinka for the outfit.
Next to the left is Frank, who has a sweet complement for Kalinka when
we click on him.
Keep panning
to the left, and walk forward just to the right of the statue of Theodore
More. Turn to the left, and click on More to hear him call Kalinka a
blessing. Pan to the left and click on the beefy man – this is Hannibal.
Take out the leather strap we have made for him and click on the figure.
Hannibal doesn’t take kindly to Kalinka refusing his offer of marriage,
and destroys some of her valuable plants (at this point Kalinka mentions
something about going back in time).
After the
recording is done, pan to the left and click on the twins, who give their
usual sass. Since they are looking for their peacock costume, take out
the feather from your inventory and click on the statues. We hear the
twins plotting to frame Kalinka by hiding stolen pearls (the ones we already
recovered) in the water fountain for Theodore to find.
Click on the
door at the end of the hallway to enter a richly decorated but run-down
bathroom. Nothing much of interest in here, so exit via the door, walk
forward along the corridor, turn to the left, and walk back into Kalinka’s
work room. Turn to the left, proceed up the stairs, and walk through
the curtains into Kalinka’s bedroom.
From Russia
With Love
The only item
that can be accessed in her bedroom is a wooden box sitting on the night
table on the far side of her bed. Click on the box to open it up, and
then listen to Kalinka talk about missing her Russian homeland. Mouse-over
the contents of the jewelry box, and pick up the azure amulet in the front
part of the box. Back away, turn to the right, and enter the small room
in this direction.
Kalinka has
set up a loom in here, and a baby cradle sits to the right. Click on
the red material lying on the loom – Kalinka relays a message to her secret
lover to meet her in the “glass house”, and provides a key. Now click
on the small square spot present on the red material – the close-up view
shows a piece of paper with the four corners folded inward. You must
click on each of the four folded corners in the proper order to have the
paper completely revealed. You can probably work this one out by clicking
away, but if you get fed up, start with the top flap and continue around
the paper in a counter clockwise direction.
Inside, find
a stork holding a little silver moon. Pick up the moon and back away from
the paper. Spin around, walk back into the bedroom, turn to the left and
exit the bedroom.. Walk forward down the stairs, turn to the left, walk
to the left of the sewing machine, and enter the kitchen via the curtained
doorway under the stairs.
Click on the
ornate clock face, grab the silver moon from your inventory, and place
it in the hole located just below the 10 and 11 numbers on the clock face.
The clock swings back to reveal a passageway – click to proceed forward.
We see Mephisto and Faust discussing the story so far – he lets us know
that we’ve got to collect 4 plants from each of the four different seasons
to make our herb balm. He suggests looking at the Atlas in the garden
(the fountain), and mentions the “invisible insides”.
A Little
Seasoning
Once the conversation
has ended, turn around until you see the patio table in the glass house
and click on it. Twelve symbols are found on the surface of the table
– the 12 zodiac symbols. We need to find out which ones to press in order
to time travel, so back away from the table, turn to the right, and exit
the glass house. Continue through the kitchen, proceed back out into
the work room, turn to the left, and exit Kalinka’s home via the door.
Descend the stairs to the garden, turn to the right, and click on the
top of the silvery caldron. We still see a wavy reflection of the sky
and clouds. Back away from the caldron again.
Now, what
would help us read the invisible insides of the caldron? How about a
little dust? Take out the bag of flour from your inventory and click
on the top of the caldron. Four symbols can now be seen on the close-up
of the caldron: an “M” with an arrow, two wavy parallel lines, a round
head with two horns sticking out, and a sperm. Back away from the image,
walk back up the stairs to the house and enter. Proceed into the kitchen,
through the clock passage and out into the glass house.
Turn to the
right and click on the patio table again. Click on the four symbols in
order as shown on the caldron: the right-most symbol in the 2nd
row, the second-from-right symbol in the 3rd row, the second-from-left
symbol in the 1st row, and the left-most symbol in the 2nd
row. The time travel is now activated. Press on the Summer tree (top
left one) to be transported there. Kalinka is serenading her pregnant
belly. Turn to the corner of the room that is opposite the patio table,
and find the hotspot on the vine growing up the pole in the corner here.
Click to collect the herb for this season, which is placed in a small
wooden box in the corner of the screen.
Click on the
patio table again, and click on the fall tree button (the top right one).
Kalinka and Frank Barnes (the father of the baby) are speaking together
(she is still wearing that horrendous outfit). Turn to the same corner
as before, and click on the vine to gather your second herb. Turn back
to the table, click on it again, and press the Winter tree button (bottom
right one). Kalinka is here with her young baby, who evidently does not
feel the cold. Return to the far corner and click on the vine to collect
you third herb.
Turn back
to the table and click here for the last time. Click on the Spring tree
button (bottom left one), and find yourself back at the same “time” as
when you first entered the room. Turn to the far corner and click on
the vine once more to collect your last herb. Turn around and exit the
glass house to re-enter the kitchen.
Frankie Goes
to Leningrad
Back in the
kitchen, turn to the left and click on the distilling apparatus on the
counter. Take the herb mixture out of your inventory and click on the
opening to the glass sphere. Once the herbs are inside the sphere, take
the cork out of your inventory and click on the opening to seal it up.
Finally, click on the match book in your inventory and mouse over the
Bunsen burner to light it. The herbs bubble and brew, and a liquid drips
out into the container to the right of the sphere. Click on the bottle
of mixed herbs to pick it up, and back away from the apparatus.
Click on the
silver box to the right of the apparatus to access the mask mould. Place
the completed mask inside the indentation. Next, pick up the gauze and
place it on top of the mask. Next, pick up the mixed herbs and place
them on top of the gauze. Now pick up the soft tissue and place it on
top of the herb mixture. You can now click on the layered mask to place
it into your inventory. Back away from the mould, turn to the right and
exit the kitchen.
Walk to the
right of the sewing machine, turn to the right and enter the hall of statues.
Pan to the left, take out the mask from your inventory, and click on Frank’s
statue. Frank offers a ring to Kalinka to symbolize his marriage proposal.
Turn to the left, and re-enter the workshop. Turn to the left, proceed
up the stairs, and walk forward into Kalinka’s bedroom. Turn to the right
and enter the small room with the loom.
Look to the
right – there’s a large Russian-looking building sitting atop a candle
to the left of the cradle. Click on the building, but there isn’t anything
to manipulate on it. Back away, click on the match book in your inventory,
and wave the lit match over the candle below the building. The heat activates
a blue figure, which runs along a circular track in and out of the building
(like a coo-coo clock). Click on the candle flame to snuff it out just
as the figure is directly in front of the building. Now click on the
building for a close-up view, and then click on the figure to grab the
engagement ring. Back away from the building.
We watch a
scene of Kalinka and Theo having tea; Theo sees through the twin’s adolescent
plot to frame the seamstress, and wishes the father of the baby well.
More Follies
The gameplay
begins again as we stare at a roller coaster car. Turn around and move
forward towards a waiting elevator. The elevator takes us down into a
large deserted library with a table light blinking off to the left. Walk
forward up the stairs straight ahead. Turn to the left and explore the
second floor of the library in this direction – move forward, turn to
the left, and move forward again. Lots of books, but no hotspots – turn
around, walk forward, turn to the right, and walk forward 2 steps. Ignore
the ladder for now, turn to the right and walk forward. Another dead
end – turn around and walk back to the corner with the ladder.
Pan to the
right until the ladder comes into view, and click on it to ascend the
steps. A shelf of books stares back at you. Mouse over the 3 red books
present on the right side of the shelf – each title will be displayed
at the bottom of the screen. Note that the first word in each title is
written in gold lettering. There are another 9 red books located behind
the fake panel that covers the rest of the shelf to the left. Click on
each of the books to place them in your inventory. Make sure you get
all twelve of the books that are present on the shelf.
The first
gold coloured word from each book’s title (mouse over each book in your
inventory) include the following:
Hope, 1917,
In, With, Lost, Signed, Theodore, Contract, Mephisto, And, I, A
Remember that
you can push the mouse to the left or right to scroll your inventory items
in that same direction.
Rearrange
the words into a sentence that makes sense within the context of the story,
and then place the books onto the shelf in that order, left to right.
Placing the books behind the fake panel can be difficult, but count the
hotspots from the left and you should be fine (the hotspots tend to be
near the right side of the spine of each of the books shown on the fake
panel). The correct sentence is: “I Theodore lost hope in 1917 and signed
a contract with Mephisto.”
The chapter
ends with a teasing discussion about the contract between More and Mephisto,
with the latter warning More not to reveal anything to us about the deal.
Of course, our evil friend takes all credit for the happy ending for Kalinka
and Frank.
Mr. Vain
Chapter 5,
“Tigerhood”, tells the tale of Hannibal, the park’s resident tiger
tamer – a brutal tyrant as Mephisto describes him in the opening speech.
You are standing at the same location as the start of the twins’ story,
only facing the circus tent to the left of the twins’ trailer in March
1932. Walk forward towards the tent, and click on the opening straight
ahead to enter it.
Hannibal’s
furnishings are more of a testament to his vices than anything else.
Turn to the left and click on the handles for the top set of doors on
the cupboard to open them. The shelves contain various bric-a-brac, but
three curious-looking bottles are found on the top shelf to the right.
Try clicking on the green, red and black tops of the bottles. Since we’re
not sure what to do here yet, click on the doors again to close the cupboard.
Sneak a peek into the bottom doors, but the shelves are empty in the bottom
part of the cupboard.
Turn back
to the right, and walk forward to the right of the bed. You face a sink
to the right, and what looks to be a clock fashioned out of a roulette
wheel to the left. Click on the roulette wheel to place it into your
inventory. Now turn to the wash basin and click on the bar of soap to
the right of the faucet. We see Hannibal in all his preening, muscled
glory.
Look up, and
click on the photograph mounted on the wall to the left of the basin.
A girl spurned Hannibal at some point, and paid the price of a slash across
the face. Turn to the right, and click the next photo – Hannibal’s former
boss evidently fired him after the incident, inciting the tamer’s rage.
Back away from the photo, and turn to the left to face an easel. Written
in shaky handwriting is the following “19 0 BLACK 7 RED”.
Jot this down,
and turn to the left to face the bed-side table. Click on the mechanism
for a close-up. This machine appears to be some sort of disconnected
power supply. Click and hold the left mouse button over the wires to
the left, slide the wires upward to meet the two terminals on top of the
box on the left, and let go to connect them (try pulling the cursor all
the way over to the left side of the screen to make the connection).
There’s a hotspot over the metal wheel to the right, but nothing can be
performed here yet.
Like Spinning
Plates
Back away
from the bed-side table, and turn around to face Hannibal’s mini-casino
table. Now, who would he be betting against? Anyway, take out the roulette
wheel from your inventory (your “cylinder”), and click on the empty circle
on the right side of the table. Once the wheel is in place, click on
it to play some roulette.
We see a close
up of the wheel, and a diamond-shaped button along the wheel’s top – this
is our positioning marker. To turn the wheel, simply click and hold the
left mouse button and drag the cursor in the direction you want the wheel
to go. We want to input the code that was written on the easel. Follow
these steps:
·
Position the wheel so that the yellow
diamond arrow is pointing at the red number 19 . Press the yellow diamond
button.
·
Position the wheel to point to 0 (a green
number), not 00. Press the yellow button.
·
Point the arrow at any black number, and
press the yellow button.
·
Position the arrow at Red 7, and click
on the button.
·
Point the arrow at any red number, and
press the button.
You should
spot part of the table rising beside the wheel. Back away from the wheel,
and walk to the other side of the table (try going towards the full length
mirror on the other side to the left). Turn around and click on the hidden
compartment that has been revealed below the betting area. The close-up
shows a whip and a reel of film. Pick both items up and back away from
the table.
Punch-Drunk
Love
Green, black
and red – haven’t we seen these colours before somewhere? Pan to the
left, and walk over to the cupboard that we opened when we first entered
Hannibal’s tent (it will take two steps). Click on the upper door handles
to open the top part of the cupboard. The three bottles in the top right
corner have the same colours as the numbers on the roulette wheel.
We can try
following the numbers and colours of Hannibal’s roulette code, but it
seems a bit silly to be clicking on the red-topped bottle nineteen times.
Instead, just click the colours in the order that you entered the code
(i.e. the sequence 19 0 BLACK 7 RED required you to align the wheel to
the following colour sequence: red, green, black, red, red). Click the
tops of the red bottle, the green bottle, the black bottle, the red bottle
and the red bottle. The top shelf slides away to reveal a secret shelf
containing all of Hannibal’s booze.
A large key
sits in the left corner of the second shelf – click on it to place it
in your inventory. Now click on the bottles on the shelf to watch an
encounter between Hannibal and Tod, the park’s diminutive bootlegger.
Hannibal is apparently blackmailing Tod in order to get free hooch. Hannibal
looks quite fetching rolling around drunk in his bed, particularly as
he is serenaded by a bunch of rats.
Once the cut
scene has ended, click on the cupboard doors to close up the secret shelf.
You should hear a chattering sound coming from somewhere in the room.
Turn to the right to view the bed, and note the rat wiggling around on
Hannibal’s bed. Put your cursor over the rodent and click to place him
in your inventory. Now walk forward onto Hannibal’s bed.
Slave Driver
Oooh, sexy.
Turn to face the wall, and click on the handsome portrait of this sexy
beast. The picture slides back to reveal a locked door. Take out the
key from your inventory, and click on the small keyhole located near the
centre of the locked door. The door gives way to reveal a projector.
Do we really want to see what kind of movies Hannibal likes to watch?
Take out the film reel, and click on the metal arm that sticks out above
the projector to mount the reel. Now click on the on-off toggle switch
– nothing happens.
It appears
that we have more to do at our bedside power supply. Back away from the
projector, pan to the right, and click on the power supply atop the bedside
table. Take the rat out of your inventory, and click on the right end
of the metal wheel. The rat is placed inside the wheel, and begins to
turn the wheel around. Unfortunately it doesn’t last – the rat isn’t
prepared to work for you. Change his mind by taking the whip out of your
inventory and clicking on the wheel to get him moving. By the way, you
are a horrible person for whipping a poor rat.
Back away
from the power supply, get back onto the bed, and click on Hannibal’s
portrait again. Use the key to open the locked door, and then click the
projector’s on switch. We see a short lesson on how to make Hannibal’s
tigers move in the direction that you want them to. A single lash sends
one of the tigers in a random direction, but not onto the centre platform.
A double lash moves both tigers in the direction they were going before
(except if they are both on the same platform – in which case one of them
will go in a random direction).
Whip-Smart
Back away
from the projector, turn around and walk forward off the bed in the direction
of the grey screen across the room. Turn to the screen and click on it
– the screen flips over to reveal one of Hannibal’s posters, and Hannibal
rambles on about his greatness. Turn to the left, and approach the full-length
mirror ahead. Click on the mirror to hear Hannibal’s hatred of most of
his contemporaries at the park. Pictures mounted on posts of the twins,
Tod, what appears to be a disfigured Frank, and a fat lady (we saw Giselle
in Kalinka’s hall of statues) momentarily appear in the mirror.
Back away
from the mirror, and click on the photograph mounted on the wall above
the mirror. Hannibal obviously has some parental-type issues, particularly
with his abusive dad. Back away from the photo, turn to the right, and
click on the big beige trunk here. The trunk opens, revealing some sort
of metal handle inside. Pick up the handle and click on the top of the
trunk to close it. Now try clicking on the two pictures of the tigers
located on the wall behind the trunk – Hannibal loves his babies Zeus
and Apollo.
Turn to the
right, walk forward one step, and turn back to the left. Locate the metal
device on the floor to the right of the grey screen, take out the recently
acquired handle from your inventory, and click to place the handle here.
Click on the handle to pull it down – five posts with the pictures of
the other park people rise out of the floor in succession. Note that
the third post has a picture of Kalinka on it – we didn’t see her picture
in the mirror.
Hannibal wants
to take his anger out on the people shown in the mirror, so pull the handle
again, quickly open your inventory, take out the whip, and click on the
pictures of the twins, Tod, Frank and Giselle in succession as they come
up. Remember to ignore Kalinka’s picture when it appears. Be sure to
position the whip in the centre of each picture, and make sure the tip
of the whip is fully on the picture. Once the cycle is complete, we hear
Mephisto intoning something to Hannibal, and we switch locales.
Nightshift
The game deposits
you somewhere inside the park at night. Walk forward to the merry-go-round
(note the ticket booth behind you to the left), and take another step
forward to the right of the carousel. Turn to the left to face the carousel,
and find the hotspot on the head of the horse to the left. The close-up
shows that the horse has a gold ring near its mouth (it’s part of the
horse’s bridle). Click on the ring to pick it up, and back away from
the close-up.
Turn back
to the right, and continue forward to the right of the carousel (you can
actually move away from the carousel at this position, but it is a dead-end).
Another step to the right of the carousel takes you back to your original
position. Turn around to face the ticket booth again, and click on the
door to enter. Turn to face the front window, and click on the control
panel for the carousel. Try clicking on the lever to the left – the carousel
begins to turn but soon dies out.
Looks like
the 100,000 volt setting is missing a connector. Take out the ring from
your inventory and click just below the 100,000 volt label tag to place
the ring between the terminals. Now click on the lever to the left –
the carousel spins wildly, and a door in the centre of the ride swings
open and shut. After the carousel ends, back away from the panel, turn
to the right, and exit the booth via the door.
You can take
a quick side trip off into the darkness here, although it really serves
no purpose. Position the cursor just to the right of the booth, and click
forward. Circle around in the dark until you spot a string of red lanterns
in the distance – click on the right portion of the lights to move forward.
You are now on some sort of path. Turn to the left until you see a few
tall lights off in the distance along the path, and click to move forward.
From your new position, turn to the left and walk towards a lit area containing
a pool.
To get back
to the carousel, exit either of the open spots in the wall, turn to the
right, and walk forward towards the lights in the distance. Once you
are back at the carousel, position yourself by the ticket booth, and click
to walk directly towards the carousel. The red screen door will be visible
over a horse’s back. Click to walk through the door and down a spiral
staircase.
The Belly
of the Beast
You are now
inside a dusty underground room with several exits. Turn to the left
to find the stairs leading upward, and click to travel up the steps.
The steps lead to the inside of the tiger cage, surrounded by audience
bleachers. The cage is empty, and the audience is nowhere to be found.
Turn around until you spot the semi-circular doorway (left of the tiger
platforms), and click to return to the underground room.
The door to
the right of the stairs leads back up through the carousel, so find the
entrance to the left of the stairs and click to go inside. This appears
to be the tigers’ cave. Turn around, find the rib-cage lying on the ground
to the right of the cage door and click here. Click on the necklace behind
the bones to learn that Jody fed her sister’s body to the tigers (getting
close to Hannibal, indeed!), and the animal has become sick. Hannibal
swears revenge, and appears ripe for a contract with Mephisto.
We listen
to Mephisto’s tricks for taming tigers, and then find ourselves inside
the cage with two of the beasts. Both tigers sit atop the left-most of
5 pedestals – our object is to get both animals onto the central platform,
which will then lower the animals into their cave. Take out the whip
from your inventory, and begin to whip the tigers towards the centre platform.
Remember that only a double lash (two quick clicks of the mouse) will
move the tigers onto the centre platform.
The randomness
of the tiger’s jumps makes it impossible to provide a solution to the
puzzle. You want to get the tigers situated on the 2nd and
4th pedestals, and send them both to the centre pedestal with
a double lash. Remember that both tigers must have been already traveling
towards the central pedestal for this to work. If you’re having trouble,
just keep double-lashing, and eventually you should get the tigers to
the centre.
After the
tigers sink away, click on the hole in the ground where the centre pedestal
was, and find yourself inside the tiger’s cage again. Turn towards the
crate located a bit to the left, and click on the rock located just in
front of it. The close-up view reveals a piece of paper partially concealed
behind the rock. Click on the paper to read Hannibal’s contract with
Mephisto to be above and free of the laws of man
Theatre of
Pain
Once again
you are whisked of to another part of the park – this time it’s in front
of a theatre. Walk towards the front door, and click on the wood paneling
at the back of the inside the ticket booth to start a cut scene with Theodore.
Theo denies that he and Mephisto are evil, suggesting that the alternative
of balance is chaos. Once Theo is finished, pick up the ticket lying
on the counter in front of you, turn to the left, and enter the theatre
door.
Inside the
front hallway, click on the padded doorway a bit to the left of you (none
of the other doors can be accessed) to enter a film reel storage room.
Turn to the right, and pick up a reel of film located on the right side
of the third shelf from the ceiling. Place the reel on the top left arm
of the projector in front of the shelves. This initiates a rather pointless
montage of early 20th century images, along with the tigers
again.
Once the film
ends, turn to the right and exit the door. Mephisto explains the fate
of Hannibal, who is subjected to the ultimate fear of a macho bully. We
then are treated to a graphic of said fate, complete with a flash of Hannibal’s
face on the recipient tiger. How stupid do the developers think we are?
All that’s missing is a voiceover from Faust saying “Look! It’s Hannibal,
and he’s a tiger, and he’s being raped by that other tiger! It looks
like he got his JUST DESSERTS!”
Back at the
main menu screen, Theo’s journal helps to sew up the loose ends of Hannibal’s
story.
Man Enough
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