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
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
Chapter 6,
“A Three Feet Tall Robinhood”, features the diminutive Tod – hero
or criminal (or perhaps both?). After Mephisto’s introduction, we are
placed back near the twins’ trailer and Hannibal’s tent in June 1930.
Turn around to face Tod’s house – a low building with a door that shows
no signs of a way in. Pan to the left a bit, and walk to the left of
the house. Turn around and examine the outer wall of the building here
– click on the small open window, but Faust wants to spare his body.
Turn back to the right, and walk back to the front door.
Turn away
from Tod’s door, walk forward, and turn to the left to face that tantalizing
punching bag you’ve seen during the other episodes. This time feel free
to click on the bag – Faust manages to move the needle on the dial above
the bag, but not enough to do anything. Game for another? Click again
– Faust kicks the bag, but manages to land on the ground amid laughter
from Homunculus.
The bag is
now un-clickable, so take Homunculus out and see what he can do – click
on the bag. Homunculus flies up above the bag, and manually turns the
dial’s needle over one complete turn. We see Tod’s door creep open.
Turn to the left, walk forward and watch as the door shuts again – we’ll
need some more assistance from our friend. Turn around, walk back to
the punching bag, turn to the right, take Homunculus out of your inventory,
and click on the bag again.
Once the door
opens again, turn to the left, take Homunculus out again, and click on
Tod’s door. Homunculus flies through the air and lands on the doorstep.
Take a step forward – our friend is propping the door open for us. Walk
forward into Tod’ s house.
Bred to the
Bone
Inside the
home, turn to the right, and click on the poster hanging on the wall here
to the right of the bed. Tod’s last name is Von Essenbeck, and it sounds
as if he was born into money, but was denied his heritage due to his size.
He gives us his birth date (November 1, 1893). Click on the top drawer
on the small table below the poster. Pick up the St. Christopher’s medal,
and listen to the message from someone who helped Tod escape certain death.
Look in the
drawer again – there’s a small ring to the right of where the medal way.
Pick up the ring with the Essenbeck crest on it, and listen as more of
Tod’s story is explained. He was rescued by servants from the murderous
clutches of his family, and raised by peasants. Close the drawer, and
open the one below. Inside, click on the newspaper and hear Tod raging
on about the idiocy of prohibition in the face of poverty and hunger.
Back away and close the drawer.
Turn back
to the left, and walk forward into the home. Turn to the left, and click
on the sink. In the close-up view, click on the left tap – click on the
brown drops to hear Faust describe the hooch dribbling out of the tap.
Next click on the right tap – click on the stream to confirm it’s water.
Back away from the sink, turn to the right, and click on the toilet.
The “paper” looks suspiciously like liquor bottle labels. Click on the
label to learn that Frank designed these for our little whiskey baron.
Back away
from the toilet and turn to the right to face the fire place. Click on
the wood piled inside the stove to put a piece into your inventory. Now
click on the dull yellow and red button above the logs. The close-up
view indicates that this is another Von Essenbeck crest. Take out the
ring from your inventory and click on the crest with it to activate some
sort of wood lift. Back away from the button, and note that the wood
has disappeared.
The Monsters
Under Your Bed
Pan to the
right, face the bicycle and click on the handle bars. We see Faust take
a turn on the stationary bike to no apparent end. Once he’s done, click
on the back (right) wheel of the bicycle to alter the gears in some way.
Now click on the handle bars again – Faust goes at it again, but this
time the bed lifts up to reveal a hidden box.
Clicking on
the red item inside the hiding place yields the same message we heard
back in Chapter 5 about Kalinka clothing Tod’s charges. Next click on
the book to see what Tod is reading – “The Little Book of Gangsters”.
Move the cursor off of the two objects in the box and click to move this
box aside, revealing a trap door.
Click on the
door to get a close-up of a combination lock for the opening. The only
number we’ve been given so far is Tod’s birth date, so it’s not too much
of a stretch to use it here. Since we’ve got 5 numbers in the combination,
drop the “18” from 1893, and dial in “1 1 1 9 3”. Align the numbers vertically
so that the bottom of each number is in line with the horizontal lines
on either side of the reading window. The door will open up, and Faust
will scramble down the rickety ladder.
You now sit
staring at a set of casks that hold “Tod’s Finest”. Click on each of
the casks – the left one in the middle row, and the centre one in the
bottom row, sound like they are empty. Click on the tap (the spout) on
the left cask in the middle row to place it into your inventory. Immediately
take it out again and click on the centre cask in the bottom row. The
cask opens to reveal a secret passage through the wall.
Click to go
forward through the passage, and watch as Mephisto boots you in the ass.
He thinks this is high comedy, but really wants to show us Frank telling
Theo that Tod uses orphans to make his illegal booze. We are automatically
pushed through into the next room.
A Load of
Bunk
We are now
inside Tod’s orphanage (or at least where he housed his street urchin
booze brewers). Turn to the right, and click on the cup and plate sitting
by the bunk bed here. Tod apparently runs a pretty tight ship. Turn
to the left now, and pick up the bat lying on the ground to the right
of the entrance tunnel. Turn right again, and walk forward into the room.
Turn to the right, and walk forward to the door. The door cannot be accessed,
but try clicking on the phone mounted on the wall to the right – we briefly
hear the operator. Turn around, walk forward, turn to the left, and walk
into the bathroom.
Click on the
mirror directly in front of you – we hear the same speech Tod gave by
clicking on the plate in the dorm room (this time we see him though).
Turn to the right and click on each of the two stall doors, which both
rock back revealing nothing. Click on the first aid kit mounted on the
wall to the left of the door, and click again on the big bottle on the
left with the red liquid in it. One of Tod’s charges has been roughed
up by Hannibal, and this time it’s personal.
Back away
from the kit, and note the grinding sound in the background. Pan to the
right and exit the bathroom. It sounds as if the telephone is ringing
– pan to the right, walk forward and click on the phone to answer it.
Tod is in conversation with a criminal named Nitty, hoping to win Hannibal’s
debts in a card game. After the conversation ends, turn around, walk
forward, turn to the right, walk forward, and exit the dormitory.
After we crawl
through, Mephisto decides to make things a bit sporty for us by changing
our body into Tod’s form.
Go-Go a Whiskey
It is time
to make use of Tod’s equipment to make some whiskey. Turn towards the
large stove situated to the right of the casks, and click on the bottom
door to open up the burner. Take out that piece of wood from the wood
pile upstairs in your inventory and click on the open space to deposit
into the stove. Try lighting a match from your inventory (just click
on the matchbook) and waving it over the wood, but you are still missing
a vital ingredient.
Back away
from the stove door, and turn to your right until you see a bucket on
the floor (near the ladder that leads upstairs). Click on the dark bucket’s
contents to receive an old newspaper. Turn around, click on the stove
door again, take out the newspaper from your inventory and click to place
it inside the stove. Now grab a match from your matchbook and wave it
over the stove’s contents, which happily burst into flame.
Back away
from the stove door, turn to the right a bit, and click on the boxes of
bottles to pick up an empty. Now to look for ingredients…keep turning
to the right, and walk forward towards the big vat on the other side of
the room. On the far side of the vat, turn to your left, and find the
small bucket sitting on the floor immediately to the right of the vat.
Click on it to place it into your inventory. Pan to the right, and note
the red button here – pressing it brings the pile of wood down from above,
and pressing it again sends the wood back up again. Since we don’t need
any more wood, give the elevator a pass.
Turn around
and cross the room again to stand in front of the stove. We still haven’t
found any ingredients to make our hooch with. How about something from
those casks that seemed to be full rather than empty? Take out the bucket
from your inventory and click on the taps of any of the following three
casks to get some molasses: right cask middle row, left cask bottom row,
or right cask bottom row. Turn to the right, click on the top door on
the stove, take your bucket of molasses out, and click on the opening
to pour it into the still.
In the Cards
Turn to your
right until you spot the ladder leading back up to Tod’s main floor, and
click there to ascend. Back up in the main room, the gangster Nitty is
sitting on the other side of the table demanding a drink before the game
begins. Pan to the right until you see the sink, and click for the close-up
view. Click on the left tap, take out the empty whiskey bottle from your
inventory, and click on the stream of whiskey coming out of the spout
to fill the bottle. Back away from the sink, turn to the left, and walk
towards the door. Pan to the right, take out the whiskey bottle and click
on the lone glass on the table to pour Nitty a drink.
The game begins
– if we win, we get Hannibal’s debt; and if we lose, Nitty (or is that
Mephisto?) gets free booze for a year. Our poker hand is dealt – the
object here of course is to get the highest value hand (which, generally
speaking, means collecting multiple cards of the same amount i.e. 2 Kings,
3 Queens, etc.). In poker, high cards (9, 10, J, Q, K, Ace) are more
valuable than low cards (2, 3, 4, 5). You also have one chance to “reject”
cards in your hand by clicking on them – once you are finished tossing
them out, click the deck on the table to get replacements. Again, generally
speaking, you want to toss out low, single cards and keep high cards or
multiple cards of the same number.
After your
replacement cards are dealt, a screen showing Nitty’s hand and your own
appears, with a win or loss displayed in the centre of the screen. Three
games will be played – if you can win two or three of the games, you win
the bet (and Hannibal’s debt). However, if you lose two or three games,
you’ve lost the bet. However, you have an out – after Nitty mentions
that it “looks like you’re broke”, open up your inventory, grab the lottery
ticket, and click on his hand. This buys you three more games. If you
lose 2 (or 3) out of 3 again, Nitty walks out, and God sends you back
to the start of the poker game with instructions to win.
After winning
the poker game, we watch a cut scene involving Tod finally putting Hannibal
in his place in front of the others (although this makes no sense because
Hannibal is whipping Tod at a later date in Chapter 5). We then hear
from Theo, who wanted to close the freak show at Dreamland until he got
to know how wonderful the freaks were. Theo admits he still hangs around
the park both because he’s waiting for someone, and because of a secret;
one that Mephisto shares. After the chapter ends, check out Tod’s entry
in Theo’s notebook for a tacked-on letter to Elliot Ness (oh pleeeze!).
Rub-a-Dub-Dub
Chapter 7,
“The Masterpiece of Giselle” starts with an admission from Mephisto
that demons have hearts, as they begin as humans. Our story begins in
December 1938, staring along a set of wooden stairs leading to the front
door of a house. Spin around to enjoy the view, then turn to the right
of the stairs and move forward towards the blue building on the other
side of the roller coaster. Turn to your left to access the building’s
front door, but the way in is unavailable. There’s nothing else to examine
here, so turn back and return to you starting point.
Facing the
wooden stairs and walkway again, move forward, and click on the door to
enter the building. Inside, turn to your left a bit and click on the
poster mounted on the wall in front of you. Tod the midget indeed proves
size does matter. Back away, turn to the left and click on the next poster
– this one’s about the twins playing piano. Back away, keep turning
and click on the poster to the left of the door – Frank the beast. Back
away, and click on the last poster in the room – this one advertises Giselle
as a 550 pound freak.. Back away from the poster, and click on the right
side of the bathtub beyond the poster to move forward.
We hear the
unkind reactions of the crowd. Find the hotspot on the floor of the tub,
and click to reveal a key hanging from the bottom of the plug. Grab the
key and back away. Click on the bathtub’s tap, and click again on the
tap handle to fill the bathtub with water (this isn’t necessary, but frankly,
you’ve been walking around awhile, and you smell a little). Grab your
new key out of inventory, and click on the metal plate on the wall to
the right of the tub (the one with the keyhole!).
The close-up
view shows the weight reading dial, and some gears inside the opened panel.
Click on the gear with the hotspot inside the panel, and holding the mouse
button down, drag the mouse to the right to move the weight reading to
the right. Align the moving silver arrow with the “550” mark (shown in
red), and the bathtub descends into Giselle’s home with Faust inside.
The Weight
Pan to the
right to face Giselle’s round bed, and click anywhere on the foot of the
bed (try just above the wooden trunk here). We see Giselle struggling
to get out of bed, but then slip deftly down a ramp through that metal
door on the other side of her bed. Now click on her pillow, and in the
close-up view, grab the spoon sticking out from under the right side of
the pillow. Back away, and hear about Giselle’s dreams of her parents.
Click on the
4 cubic containers to the right of the bed on the counter. The containers
are labeled Menthol, Cola, Grenadine and Apple. Next, click on the teddy
bear located on the floor to the right of the bed. We get a close-up
view of the bear, who has curious-looking holes in his hands, and a winding
key in his back. Back away from the close-up and click on the doll located
on the counter above the bear. In the close-up view, click on the key
in the doll’s front pocket to place it into inventory, and back away.
This triggers a conversation between Giselle and Mephisto; she misses
her parents and wants to join them in death, but Mephisto suggests patience.
He appears to have genuine concern for her – interesting.
Turn to the
right, and click on the large pot on the stove top. Try clicking on the
left-hand knob on the front of the stove (this starts the gas flow), take
a match from inventory and light the burner under the pot by waving the
match there. The water is getting hot, but there isn’t anything inside
the pot, and we don’t have anything to put in.
Back away
from the stove, turn a bit to the right and click on the old-time radio
on the counter. Click on the large button near the bottom of the radio
to start – we get a message from Mephisto on Radio 666, who gets into
a conversation with Giselle. Click the button two more times to hear
Mephisto agreeing to meet her. Now click on the button again, and while
holding the mouse button down, drag the mouse to the right to spin the
button. Once the arrow on the button is pointing to “1914”, stop. Listen
to the desperate plea of Giselle’s father to save them from their snowed-in
starvation.
Click, hold
and drag the button again to rotate the arrow over to “Interphone”, and
listen to Frank tell Giselle that he’s ready to start work in one hour.
The Hunger
Back away
from the phone, turn to the place setting on the counter to the right,
and click on the photographs here. In the close-up view, click on first
Dad and then Mom in the left photograph to learn of Giselle’s loneliness
and guilt over the deaths of her parents in 1914. Click on the right
photo to hear about how Giselle’s career at a bakery was cut short by
an addiction to pastry.
Back away
from the photos, and click on the small drawer in the side of the counter
directly below the plate. Click on the newspaper inside the drawer to
learn more about the events of 1914. Back away from the newspaper and
the drawer, turn towards the foot of the bed again, and move towards the
metal door on the other side of the room.
Examine the
metal door – it appears that a lock on the right side of the door is preventing
our access. Take out the key obtained from the doll’s pocket and click
on the lock (it’s located just to the right of the door’s handle). Now
click on the door to gain entry to a …refrigerator! (How did Giselle slide
into that?) Click on the freezer door located at the top of the fridge.
Inside you will find a frozen alarm clock, and a block of ice to its right.
Click on the block to place it into your inventory – turns out it’s a
piece of paper encased in ice. Click on the freezer door to close it,
and then note the hotspot in the centre of the fridge area that is currently
empty. Take out the spoon from your inventory and click on the empty
space to see Giselle’s perfect feast (click again for it to disappear).
Now click
on the inside of the refrigerator door. The close-up view shows four
bottles arranged on one of the door shelves. The bottles resemble the
four boxes that we picked up next to Giselle’s bed. Take out each of
the boxes and place them on the shelf below in the same order as the corresponding
bottle. Be careful though – pay attention to the labels on the bottles,
and not the colours. The correct order from left to right is Apple, Cola,
Menthol and Grenadine. Back away from the door view, and now click on
the metal shelf near the top of the interior of the door. The shelf opens
to reveal a chain – pick it up, and back away from the fridge.
Lift Me Up
Look on the
top of the now-closed refrigerator – there’s a hook sticking out of the
top, and an eyelet hanging down from the strange tracking system in the
ceiling. Take out your recently acquired chain, and click on the hook
to connect the fridge to the eyelet above. Turn around, and walk towards
the other side of the room. Turn to face the stove, click on the pot,
and click on the white handle on the left to start the gas flow again.
Take out the frozen paper from your inventory and click on the pot to
place it inside.
Now take a
lit match from your matchbook and wave it over the pot’s burner. The block
of ice promptly melts, making the paper accessible. Click on the white
knob again to turn on the burner, and then click on the paper inside the
pot. We see a doodle-filled page as a conversation between Mephisto and
Giselle plays. He seems to be helping her, and receiving nothing in return.
Backing away
from the paper triggers an interesting cut scene between Mephisto and
Faust. Faust seems to have grown angel wings, his memory has returned,
and Mephisto calls him Angelito. Apparently it was against the “rules”
for Mephisto to help Giselle out in this way. Because Faust, a former
angel, let this transgression slide, the people upstairs sent him back
down to the park as punishment.
Back in Giselle’s
room, turn to the right towards the netting hanging from the ceiling,
located to the right of the pictures of Giselle’s family. Click on the
netting for a close-up view, take out the teddy bear, and click on the
centre of the mechanism. Teddy grabs the handles, ready to do your bidding.
Click on the key in his back for him to activate the winch – we see a
scene of Giselle being hoisted across the room. After the scene has played,
pan to the right and walk towards the refrigerator, which has been lifted
up to reveal Giselle’s slide exit.
The Secret
Railroad
Walk forward
through the door, which triggers a cut-scene of Frank and Giselle riding
along an underground railway. Frank seems to be doing some painting –
perhaps a portrait of Giselle. A tunnel lies ahead of us – turn around
to see the hole on the wall that we just came through. Turn around to
face the tunnel again and walk forward.
The underground
railway is a bit of a maze. You can cast about looking for the way out
of the tunnels, or you can follow the following directions: at the big
“4” turn left; at the big “13” turn left, and at the bog “26” turn right.
If you get confused, use the following map and the numbers painted on
the wall as a guide as to where to turn:

Once you’ve reached the door at the end of the railway maze, click
on it to proceed through…into Frank’s dark room! He’s “cleaned” up the
place, so no more screaming ladies. There are a number of PG drawings
mounted on the wall – pan around to face the ladder, and then click on
the third drawing to the left. The paper lifts up to reveal a hiding
place behind (just like last time).
Click on the
turtle-shaped box in the hiding place, and then on the newspaper clipping
inside. A painting of the goddess Ishtar on a mysterious canvas has taken
the art world by storm. Was this the masterpiece that Mephisto promised
Frank? Giselle was also heavily involved.
Back away,
and hear Frank congratulate Giselle. Turn to the left, and walk forward
to the counter on the other side of the room. Click on the top of the
wooden box on the counter to hear Frank and Giselle discussing the painting
method. Now click on the small drawer located on the front of the box.
Click on the rolled paper inside the drawer to place it into your inventory,
and close the drawer again.
Click on the
counter to the left of the wooden box (in front of the ink bottles), grab
the recently acquired rolled up paper from your inventory, and click on
the counter. The paper has been torn into 6 pieces, and needs to be reassembled.
Pick up each of the pieces into your inventory, and then arrange them
to form the completed document. The pencil sketch of the woman is on
the top portion of the paper, and the printed words are near the bottom.
If you have trouble, the pieces are numbered 1 through 6 when you mouse
over them in your inventory – just arrange them in the following order
to get a completed picture:
Top row: 1,
4
Middle row:
2, 5
Bottom row:
6, 3
Once the picture
has been formed, listen to Frank tell how the painting was accomplished.
Afterwards, you can click on the picture to see a close-up, and the poem
to hear it.
Postcards
From the Edge
Backing away
from the assembled document triggers a cut-scene in which God tells Faust
that he can get his angel wings back if he completes his appointed task.
We now find ourselves standing near the tall Ferris wheel. Turn to the
left a bit, and walk towards the wheel. From your present position, you
can walk forward to the base of the wheel, but there isn’t really anything
to do there. Instead turn to the left and click on the counter of the
ticket booth here.
Inside the
ticket booth, click on the slots holding post cards on the right wall.
Now click on the counter in front of you, and then take the cards out
from inventory and click on the empty counter to spread the cards out.
Pick up the cards, and place them in order across the counter using the
following information.
·
There is a black line that runs continuously
across all of the postcards – the line cannot be covered up in any of
the cards.
·
Some of the cards overlap others, and
can only be placed in certain spots.
·
Each card represents a chapter in the
story, and the cards should actually be placed in order, starting with
Chapter 1’s card on the left through to Chapter 7 on the right:
·
#1 Love Island (remember we went there
at the end of Chapter 1)
·
#2 The Great Inventor (Nathaniel’s house)
·
#3 Visit Us (Frank’s bedroom is pictured
on the card)
·
#4 The Enchanted Island (Kalinka’s home)
·
#5 Great Attractions (Hannibal’s casino)
·
#6 Bootlegging (Tod)
·
#7 Bath of Giselle
Once the cards
are placed in the correct order, the final scene (the “last act” according
to Mephisto) is triggered. Mephisto explains that he wants to retire
from demonizing, and Theo has agreed to “take over” for Mephisto. This
whole exercise was designed to get us to agree to take over the park from
Theo.
Complicating
matters is that a lawyer from the Blueday Corporation wants to buy the
park from you for gobs of cash. Should you sell the park to big business
and live on the proceeds, or become the proprietor of the park and restore
its lost glory?
If you
choose to sell, grab the pen located in your
inventory and click on the contract in the lawyer’s hand. As Mephisto
and Theo show their disgust, the lawyer offers you a lifetime pass to
Bluedayland. The game ends amidst the sounds of approaching bulldozers.
If you
choose to spurn the offer, grab the pen from
your inventory, and click anywhere except on the paper in the lawyer’s
hand. Mephisto kicks the lawyer out of the park, and you ruminate on
your plans to reopen Dreamland. As the game ends, it looks like the people
upstairs have also replaced your former angel role – Tod, now equipped
with angel wings, wanders away with Homunculus.
Screenshots

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