Frankenstein: Through the Eyes of the Monster – Resurrection Laboratory 1
FRANKENSTEIN
Through the Eyes of the Monster
Personal Observations & Walkthrough
by Soren Andersen
Frankenstein is not a
particularly linear game. There is very, very much traveling through a multitude
of possible paths in Dr. Frankenstein’s castle and grounds, with its many rooms,
hallways, secret passages and tunnels, mazes, and doors that will open at times
and will not at other times, and this path complexity increases the farther you
get into the game. There is no doubt a most efficient pattern to accomplish the
many tasks that must be done to rescue the monster and his daughter from the
clutches of Frankenstein, but the available path variations are so numerous that
this is difficult to determine. As in any Adventure game, there are of course
many items that you must find and tasks that you must perform before you can do
others, but they do not necessarily follow closely upon each other.
There is a very complete game
playing instruction book on the disk; however, I think a few extra words about
the cursors might be in order. The right and left pointing hands normally turn
you 90º in the direction of the pointing finger, but on occasion the turn is
180°, and it is up to you to determine if that is the case; in addition, these
cursors are used to withdraw from a closeup, in which case there is no turn at
all. The forward movement cursors are also pointing hands, either slightly left
or right, not straight ahead; furthermore, the angle away from straight ahead is
not always the same and may take you to a different location. You have to move
the cursor slowly across the screen to detect this when it occurs. A case in
point is the long pool in the castle courtyard.
Despite the game’s age I played
it on Windows XP with only one problem: at one point large chunks of ore are to
be run through a pair of crushers until you get a full load of crushed ore in a
cart–—something that you need to continue the game-—and I was unable to get any
rocks to show up on the crusher conveyor belt to be pulverized by the two
manually operated sequential hammers. I bring this up because I have been in
contact with several other gamers who experienced this same anomaly, and at
least one was using Windows 98. In some frustration while the empty belt was
running in front of me, I began idly and alternately operating the hammers and
suddenly three rocks appeared—–shaken loose, as it were, moving along and ready
to be crushed. Repeating this, and occasionally turning the conveyor belt off
and on, eventually—-and that is the operative word—-got me the cartload of
crushed ore. It is to be hoped that you will not encounter this difficulty, or
if you do that this unorthodox solution will work.
The inventory is not very
extensive, many items are used almost immediately, in which case they accompany
your cursor until applied. Not too long into the game you acquire a valise to
carry the few items that need to be transported. Most of these consist of
various notes that turn up in a great variety of places; those that may be
collected are stored in the valise in a single sheaf, and you must leaf through
it if you wish to review them. Be sure and read these notes as you find them,
because while many of them are of little import, others contain information that
has much relevance to the conduct of the game.
There are several instances in
which the need for haste is expressed or implied, but the only one where I found
this to be actually the case is at the series of ladders found beyond gate II,
or if someone is gunning for you…Setting of gauges does not have to be all
that precise…There seems to be a particular piece of music for each of the
various locations—-a leitmotif, as it were-—and fortunately none of these is so
loud as to interfere with any speech…Throughout the game there are comments by
Frankenstein, but mostly by you, the monster; some of these are indications of
what must be done, some are explanatory, and some gratuitous, frequently
maudlin.
Saving games can be something of
a problem. At the time that the game was developed Windows file names were
limited to eight characters (no spaces), and since the filename listing in the
folder where the games are stored is alphamerical I chose to fill the first two
places with a number in order to keep the list in time/action sequence, leaving
only a restrictive six for some sort of abbreviation. My solution was to use the
six as inventively as I could and to keep a separate cross reference text list
in which I could describe the game storage situation without any limitation. One
can, in fact, use the six character descriptor more than once since it will have
a different sequence number. Games are stored in C:INTRPLAYFRANKIE with an .STA
extension, and using Windows Explorer to access them you can manipulate them as
any file, such as delete or rename. There are several places where you may be
killed, so as in any Adventure game you should save often.
As indicated above, there are a
multitude of different paths through the castle and its environs, and the
following walkthrough is but one of these. It is easy to loose track of where
you are in the passages and hallways inasmuch as the views are frequently
identical, so I have made several diagrams to assist in keeping track of your
progress. Reference to these drawings will greatly facilitate your progress
through the walkthrough, and you may well wish to employ them even though you
are not using the walkthrough, although some annotations may be regarded as
spoilers. You will note that the hallways and passages contain unevenly spaced
dots; these are endpoints of the forward steps as you pass along these
corridors.
There is a lot of gaming on just
one disk. And it is pretty good.
Soren Andersen, May 2003
Walkthrough
The game begins, as do most
Adventure games, with an introductory video to establish some story background.
The time is the latter part of the nineteenth century, and with lightning
flashing over Frankenstein’s castle a narrator states that you, Phillip Werren,
have been accused of murdering your daughter Gabrielle; protesting your
innocence, you have been found guilty and hanged, with your body torn apart by
an outraged mob. You then come back to consciousness looking up at a ceiling,
with Dr. Frankenstein leaning over you and congratulating himself on creating
life. He gives you a shot of something that “will make you feel better,”
then gives himself one. The cursor appears; click and one of your arms comes
into view, click again and the other arm shows—to your horror Frankenstein has
given you a woman’s arm. One more click and the doctor is at a control panel
urging you to stand, which you do, finding yourself in a laboratory in
Frankenstein’s castle. This room where you have returned to life is the
Resurrection Laboratory. As indicated in the subtitle, you are playing this game
in the persona of the just brought back to life “monster”.
Resurrection Laboratory 1
There is
much equipment around: shelves with vials and flasks, a greenboard with
notations, a large chart of the periodic table, a skeleton, many books. You are
free to explore and examine, and Dr. Frankenstein will have comments as you do.
You can read a newspaper
page containing an article about your sentencing judge,
find a bookcase that can be moved to reveal an opening blocked by a locked
grate, and if you look hard, a dumbwaiter. You can also find on a shelf a
glowing green lifestone crystal, below which are some of the doctor’s working
notes. You will have to leave these items for now—–but remember where they are.
Attached to the wall to the right of the greenboard is a ladder that you may
climb to the castle’s upper parapet where you will see a strange looking kite.
On the parapet wall is a plaque bearing the Roman numeral II and showing an
orbital planetary arrangement that you must carefully note. Nothing to do up
here at this time, so return down the ladder.
When you have finished looking
around the Resurrection Laboratory, find a trapdoor in the floor below the
periodic table chart. Click on this door to go to the room below, which is
mostly occupied by a very large Tesla coil, named after its Serbian inventor,
the early electrical engineer Nikola Tesla. This device is an electrical
transformer that can change both the frequency and magnitude of an alternating
electrical voltage; it is here [erroneously] used to store electrical energy
from lightning. You can find a knife switch for this device, which is in the
down position. Leave it that way.
Lower Parapet
Near the foot of the stairs is a
door leading out to the castle lower parapet, where there is a v-shaped break in
the parapet wall. Looking down from this break you can see a barred window in
which the remnants of the bars have been have been blown outward. Turn around
and observe the tower, then go to the wall between the two hanging white ropes,
where you will find three canon balls. Place one of them on the hoist platform
on the left, then pull on the rope at the right and watch as the hoist lifts the
canon ball and tilts it onto a shelf, where it rolls until it goes off the other
end. Noises of falling objects are heard.
With the hoist back down, looking
to the left there is now on the deck what appears to be moose antlers, or
perhaps a statue of an eagle in flight, in which a rope is entangled. It is not
tangled all that much, because you can take an end of the rope off to the right
and cast it through the notch in the wall. T
he
rope must have become wedged in the notch because it will support you as you
climb down and go into the room behind the blown out grate. Once inside turn
right and you can make out a ladder. Call this secret passage #1. Go down the
ladder until it changes aspect and color. Turn left and you will see a room in
which is a table with a red mess on it (it is the remains of a cadaver); don’t
bother going in as the door that you can see behind the mess is locked. Turn
left again to observe two tables and a candle; the monster (you) says that here
is a place that he can do some experimenting about which the doctor will be
unaware.
Return to the ladder and go the
bottom. Turn right to be confronted with a crank above which is a set of five
different sized gears; study the gears so you will know their relative
positions. Turn the crank and a panel in the wall on the right begins to move,
whereupon the top three gears fall. They don’t fall far; you can pick them up
and put them back, easy if you have studied them as suggested. Anyway, there are
only three gears to remount, how hard can it be? With the gears back in place,
continue turning the crank to complete the panel movement and enlarge the
opening, then go through it to emerge from behind a tapestry into a large room.
You are in the Great Hall of the castle.
Banquet Room
Go through the double doors at
the far end of the Hall and into the banquet room. Turn right and go to the
fireplace to pick up the valise. This is an important item because it is where
you will carry your inventory. Open the valise to read three pages of Dr.
Frankenstein’s research notes.
Turn left and you will hear a
door open, footsteps, and the door closing. Turn left again to see Frankenstein
at the far side of the room. Go toward him and he makes some remarks about dead
tissue, then turns away. Approach him again and he leaves. Turn to face the
table, then move forward once on its right side, face it again, and go forward
to pick up the turkey leg to use in an experiment. Put the leg in the valise,
turn around, and go through the doors back into the Great Hall. Move to the
tapestry at the far end, lift it, and go into secret passage #1 by the gears.
Proceed up the ladder and the rope and stairs all the way to the Resurrection
Laboratory.
Resurrection Laboratory 2
Go to the shelves where you saw
the lifestone crystal, which you need for the experiment that you are planning,
but of course Frankenstein will not let you have it, so you must devise a way to
get it out without him knowing it. He can be seen working at a desk and glancing
at you occasionally. At the times when he is concentrating on his work, pick up
two sets of his notes from the shelf below the crystal and put them in the
valise, then grasp the crystal and very quickly turn right to the window
displaying a red sunset. If Frankenstein apprehends you in any of this activity
he will admonish you, more severely each time that he catches you, and the
fourth time he will shoot you, thus ending the game unfavorably. However, it is
not difficult to gather these items unobserved and to put the crystal on the
table on front of the sunset window. Then you must acquire the cloth from the
bottom shelf at the right and place it on the table next to the crystal. Take
four pieces of string from the bundle on the wall and click them on the cloth
and you will have formed a parachute for the crystal. Click this on the window,
and very improbably an updraft carries it to the tower that may be seen in the
distance (not over the wall as the monster says). You will retrieve the crystal
later. If in your hurry you have not yet read the research notes that you just
acquired, now is a good time to do so.
Leave the Resurrection Lab
through the trapdoor below the periodic table chart. The cursor will indicate
that you can continue down, but if you look downward you will see that the steps
are broken. Leaning on the steps from the lab above is a dimly perceived board
that you may place on the broken part of the steps. Before you take the board,
look in the wooden box to the right of it for some more research notes. Read
these at this time because for some reason you cannot put them in the valise;
perhaps they are unimportant. Grasp the leaning board and place it on the broken
steps, then go down to the room on the next level. This is another laboratory
called the Frost Room.
Frost room
Here you are facing a locked
door, a fact that you may determine by clicking on it. Turn left and move
forward to find the frost that gives this lab its name, though the reason for
its existence is not apparent. Click on the frost; it is sealing the door behind
it shut. The view as you turn left is of equipment on a laboratory bench; go to
this bench to examine it. The first thing to do is to lift the rightmost of the
four knife switches. Loud noises are heard; what you have done-—though you have
no way of knowing it-—is to turn off the machinery that maintains the frost, and
you must now wait for it to melt. While waiting you can investigate the other
items on the bench. Or you can just wait.
Pick up the loose wire on the
bench and attach it to the open terminal on the bottom of one of the other three
switches. (The wire appears to still be loose on the bench, but you can see a
wire on the terminal.) Pull down the switch handle to observe what happens. Take
the wire from the switch and repeat on another, then again on the third. While
the foregoing is optional, you must take the battery from atop the glowing green
one at the end of the bench and also the coils of wire hanging on the wall. Put
both of these items in the valise.
Turn back to the frost, which may
or may not have melted, and continue turning to see Dr. F in front of the locked
door that you encountered when you came down the stairs into this room. (If he
is not there, look around while waiting some more and he will show up.) He tells
you that the door is to your bedroom and that the key is in the drawer of the
table. Go right to find the table and get the key; in the drawer is a note to
read, another that won’t go into the valise. Carry the key to the bedroom door
and click it on the door to unlock it and enter. Look around this small room. In
a corner is a wooden cabinet; open the cabinet door and discover there is no
back to the cabinet. Clearly this is something to investigate, but not now. Turn
to go back to the Frost Room, and Dr. F appears in the doorway for some more
remarks, after which he leaves. Follow him out.
Chemical Storage Room
By now the frost has melted and
you may open the door that it had blocked. In this room, a chemical storage
room, you can find a prybar to put in your valise, and two sets of notes as
well. There also is another door, this one has a handwheel on it, but it is
locked. Get a closeup of the lock below the handwheel; it appears to be a matter
of setting five sliders either up or down in the correct combination (120
different possibilities).
You have by this time collected
everything that you need for your intended experiment except the all-important
lifestone crystal, and you must therefore find a way out of the castle proper
and into the courtyard to the tower where you saw the parachute deposit it. The
exit door is in the Great Hall. You of course know the most direct route to get
to that room: back up to the lower parapet, down the rope and the secret passage
ladder, and out past the gears and the tapestry. However, there may be an
alternative: the backless cabinet in the bedroom. You have much to learn about
this castle in your effort to get away, so unless you are in a hurry it is
probably a good idea to pursue this latter venue. Going through the cabinet puts
you in secret passage #2.
Secret Passage #2
If you turn left upon entering
this passage you will be able to look through the back of a picture to see into
the bedroom that you just left, and through a grate to look at the chemical
storage room, but they are both empty and you have been in each, so there does
not seem much point to it. Turning right instead of left takes you immediately
to a tee in the passage; going right from there you come to an upward leading
ladder. Click the upward pointing cursor twice and turn away from the ladder,
whereupon you will see another grate. Looking through this grate shows the Tesla
coil and little else, so return to the ladder.
Again click the upward pointing
cursor twice and turn away from the ladder. Following the revealed passage takes
you to a different kind of grate, one that you can open. Click on the latch to
do this and you see the back of a bookcase; click on that and it slides to the
right. You are looking into the Resurrection Laboratory from the grated opening
that you discovered earlier behind the bookcase that could be moved aside. Move
forward once for a better view. You can see many of the items that you looked at
after you became conscious on the central table with Dr. Frankenstein leaning
over you, but more importantly you get a new perspective on the table itself: it
is situated in a depressed circular section of the floor on a platform suspended
by chains from four pillars, and it appears as though the this platform may be
raised and lowered. You just may have noticed these pillars and chains when you
first became conscious staring up at the ceiling of this laboratory.
You could move into the
Laboratory, but you have already examined it and are not likely to find anything
new, so return to the ladder; however, if you do go into it you will find the
grate no longer locked and you may return to the secret passage. Whatever, go to
the ladder, then go all the way down to the area where you first entered this
secret passage. Leaving the ladder, follow the passage straight through the tee,
and after a couple turns you will come upon another grate from which you can see
a room that is unfamiliar but is full of laboratory equipment. Follow the
passage to another tee, and after turning right here you will eventually come to
a plaque affixed to the left wall. (There are two more of these plaques, but as
it turns out they have no bearing on the progress or solution of the game. Their
purpose will remain a mystery.) After the plaque you will find one more grate,
again looking at an unfamiliar room, this one containing a telescope. Not
surprisingly, Dr. Frankenstein appears to have an observatory. Passing the grate
you encounter a dead end, so go back to the tee and through it to find a ladder
going down. Climb down this ladder to secret passage #3.
Secret Passage #3
Turn away from the ladder and
move forward once—you are at a tee in this new passage. Turning right and
following this branch for a bit you find yourself at the rear of a fireplace in
which a fire is burning brightly. Clearly you cannot proceed further, so go back
to the tee and move to the right. You will encounter a scaffolding barrier
blocking the passage, but very fortunately you are carrying a tool to take care
of that. Get the prybar from the valise and click it on five of the barrier
nails and the boards will fall away. Put the prybar back in the valise and move
onward, and after several turns you will come upon another of the mystery
plaques displaying a line diagram. Immediately following there is second
scaffolding barrier for you to treat as you did the first one. After three more
turns the passage takes you to yet another ladder to go down to secret passage
#4.
Secret Passage #4
Following this passage
away from the ladder, after many turns—six, in fact—your way is blocked by a jet
of steam from a pipe each time you try to pass it. Looks as though there will be
a long trip back. During this return you will find a third line diagram plaque.
However, just before you get to the ladder going back up to secret passage #3,
there is on the left wall a lever, which when pulled down moves back some bricks
in the wall, and when you crawl through you find yourself in the Great Hall,
which is where you want to be so you can go for the lifestone crystal. Turning
around and moving the wall torch also opens the bricks.
Go through the double doors
opposite the Great Hall stairs and you will be in the courtyard, where on the
far side is the castle gate and the tower where the lifestone crystal landed.
Move to the edge of the brick paved area and look outward. On the left is a
hedge maze and on the right is a topiary garden, with a long narrow pool
separating them.
Tower
Turn left and move along to the
tower. On the way you will see a rope lying on the bricks under a tree, but you
can’t make use of it now. Later, undoubtedly. At the tower look upward to see
the crystal glowing up there. Click the upward cursor on the tower to produce an
upward view of the tower showing a couple stones protruding from the wall. Climb
the tower by clicking on the stones that produce the upward cursor; when you get
to the screen showing two of these, keep to the left. When you can reach the
crystal (without the parachute), put it in the valise which you have kept with
you during this somewhat precarious ascent. Climb back down by clicking on the
stones showing a downward cursor.
You have what you need for your
experiment, but before you return to the hidden room in secret passage #1, go to
the castle gate and turn right to look at the long pool between the two foliage
sections. In the end wall of the pool is to be found another of the planetary
position plaques, No. III. Now note the slight difference in forward cursors for
going along either side of the pool, and there is yet another: move forward once
on the left side, then move the cursor slowly to the right so that it is above
the pool—-this is not the previous right poolside cursor. Click it and a statue
of a goblin on a sphere is shown in the pool; click on the sphere and the statue
lowers in the water. Move forward and a door to a tunnel opens in the wall
ahead. Go through the door.
Dock 1
Move ahead through the tunnel,
soon coming to a dock that is just inside the mouth of a cave looking out at a
large body of water. Advance to the edge of the dock and turn left, avoiding the
down cursor. On the dock is a battery with a loose wire, and on a table directly
in front of you is a brown spherical object that is a diving helmet. Click on
the helmet to don it, and be sure to take the spear gun that is yet on the
table. Connect the wire to the battery to start the noisy air compressor, then
turn right and use the down cursor on the ladder at the left to enter the water.
Turn right to see a piece of
paper on which are twelve names, right again to be attacked by an octopus that
is automatically dispatched by the spear gun. Right once more to find a box
filled with gold bars that may be seen but not taken. Turn left and go up the
ladder to the dock, where you will be facing the exit tunnel. Click on the
tunnel to remove the helmet and approach six logs forming a bridge that you may
cross to enter the tunnel. Move forward, taking the tunnel on the left back out
to the long pool, opening the gate with the lever on the right wall of the
tunnel.
You still have your experiment to
do, so go the length of the pool, turn left, and go past the tower back to the
castle. On the way back examine the rope under the tree; clicking on it causes
one end to rise like a cobra, then fall back. Curious. In the dirt at the base
of the tree is another planetary plaque, No. IV.
Turkey Leg Experiment
When you get to the secret room
in secret passage #1, the paraphernalia collected for the experiment of infusing
life into the turkey leg appears spontaneously on the table with the candle;
this must include the illustrative sheet of Frankenstein’s notes that you
acquired at the time you took the crystal. Connect the wires from the battery to
the ends of the lifestone crystal, which shortly begins to glow, then goes dark.
Very despondent soliloquy from the monster, who believes the experiment failed,
the turkey leg disappears as he takes it to satisfy his hunger, and the screen
goes dark. Sounds of vomiting, and when the screen lights up again, bits of
regurgitated food are on the table. Pieces of chewed turkey leg move away,
indicating that the experiment worked after all. What this peculiar incident is
probably supposed to illustrate is how to use a lifestone crystal to irradiate
dead tissue so that it is again alive.
From a new perspective after the
vomiting, there appears at the foot of a table a previously unseen grappling
hook for you put it in the valise. From previous remarks made by the monster, a
good bet is that it could be used with the rope under the courtyard tree, so
return to that location. However, it would seem that Frankenstein has discovered
that some of his research notes are missing, and when you leave the Great Hall
for the courtyard, he appears in the doorway, threatening and demanding the
return of his notes. Curiously, he makes no mention of the lifestone crystal. He
goes into the castle and you follow him in for more threats, after which he
leaves.
Trophy Room
Go back out to the courtyard and
to the rope lying beneath the tree. Click the grappling hook on the rope, whence
it becomes affixed to the rope end, then click on the hook and it rises to
attach itself to the tree limb outside the open castle window. Climb the rope
and go through the window. You are in the castle Trophy Room, as attested by the
several mounted game animal heads. Ahead is a door; if you try to use it to exit
the room the suits of armor on each side of it become animated and bar your way
with their axes.
Even though Frankenstein is
elsewhere in the castle, you can hear him continually demanding his notes and
making dire threats. Turn left and you can see another note on a table against
the wall under some trophies. This one is a rather incriminating one written by
your sentencing judge, but does not go into the valise. Turn left twice to see
the fire that you came upon when exploring secret passage #3. Since it bars the
way to a secret passage, perhaps you should out it out. To the right is a glass
tank of water on wheels; use your cursor to locate and remove the piece of
firewood blocking one of the wheels, then click on the tank to move it under the
chandelier. Move close to the fireplace and click on the reel of rope supporting
the chandelier. The rope will unwind, dropping the chandelier and breaking the
glass tank. The resulting flood of water will extinguish the fire.
You can now go through the
fireplace, but you have already explored that secret passage. Go back to the
door and place the black table against it. Now when you try to go through the
axes become embedded in the table, and you can exit to the second floor hallway.
Move forward and go around the corner to the left. The hall extends quite a way
ahead; move that way four times and you will find an unlocked door on the right.
The room inside this door has suffered damage, mostly from fire. The only thing
of note here is another planetary plaque, No. I. Leave the room and continue on
down the hall. When you come to the end, go right, forward, left, and forward.
You need not proceed further, as all the doors ahead are locked.
Study and Observatory 1
The door on your left, however,
is not locked. Go through this door and up the stairs to the third floor
hallway. All the doors in this short hall are locked except the one you just
came through and the one in the alcove around the corner to the right. When you
enter this room, immediately in front of you on a table are two more notes.
Looking around this room with its globe, astrolabe, and books you can conclude
that it is Frankenstein’s study. Turn to the right, go to the bookshelf, turn
left and you can see his telescope, so the observatory is attached to the study.
Looking through the telescope shows nothing that you can recognize, nor is
anything to be found in the many books, so return down the stairs to the second
floor hallway and back toward the Trophy Room.
Library
Just before you get to the end of
the hall (before you turn to the Trophy Room) you will find an alcove on the
left with an unlocked door at the end, when you go through this door and glance
around you will realize that you have entered the castle library. Click on the
double eagle heraldic shield on the left to get the axe from behind it, then use
the axe to draw the rolling library ladder to you. Go down the ladder to the
library floor. The first thing you see are two sets of notes for you to read and
put in the valise. Look around the room for two more sets. In the course of this
search you will doubtless find a trapdoor, but it is locked. One other thing
that you must find-—and it is not all that easy—-is a set of small green scales,
or balances, on the end of a lower shelf. On one pan is a skull shaped weight,
move it to the other pan and you will open the hidden door to the other end of
secret passage #4. Following this passage you will arrive at the steam pipe that
puts out a jet of steam as you attempt to pass it, but here you can reach the
valve that shuts off the steam. Do that, and continue past the steam valve until
you get to the lever that will open the hole in the wall and let you into the
Great Hall.
Dungeon
Frankenstein is here waiting for
you, frustrated and very angry indeed. He tells you that he has waited long
enough for the return of his notes, and he is going to kill you permanently if
you do not do exactly as he orders. (He has a gun and will use it if you don’t
do as he says; try it and see if you wish.) He then begins a series of
step-by-step peremptory orders that take you back to the library and down
through the now somehow open trapdoor to the dungeon, where you are shackled to
a wall. A shadow shows you being whipped, after which Frankenstein leaves.
Curiously, in the valise you still have the notes he wants.
Look at your woman’s left arm in
its shackle. This arm is small enough so that it can slip the shackle when you
click on it. Click on the right shackle; that hand is too big to slip out. Turn
back to the left shackle; a key is mysteriously lowered on a string. Take the
key, and with an unshackled left hand you can use it to unlock the right
shackle. You are free!
The trapdoor dungeon entrance
from the library at the head of the stairs to the right of the skeleton is
locked. However, to the right there is a grate in the wall that may be opened,
behind which is a tunnel leading to a chamber that has two tunnels as exits. Of
these, the right tunnel takes you to secret passage #4 in the castle adjacent to
the ladder going up and the lever that opens the wall passage to the Great Hall;
however, when in the secret passage there is no evidence of this tunnel and you
cannot get back into it.
From the chamber the other tunnel
going straight ahead takes you to yet a different chamber, again with two tunnel
exits. The right one takes you to a gray ladder and up to the topiary garden,
and the left one to a brown ladder and up to the hedge maze. As it happens, you
have to get to the maze, so that is the way to go; if you take either of the
other two tunnels you would still have to find your way to the maze.
Hedge Maze
In
guiding you about the maze, the following simple shorthand will be used;
F=forward one click; L=turn left, R=turn right; D=down. When you climb the
ladder up to the maze, for some reason you are one click back from the hole
where you emerged. From this position move LFRFLF to a skull. When the scurrying
beetle stops momentarily, capture it, put it in the valise, and back away. Go
LFRFRFRFFLFRFFFLFRFLFLFLFLF to a
pair of plants. Put the beetle in the smaller plant so that
you may retrieve the shears from the larger one. Back away and go LFRFRFRFFLFF
LFRFRFRFRD to vine covered wooden doors. Use the shears to cut the vines,
whereupon the doors spring open to reveal a passage downward. Go
down.
You end up at the bottom of a
ladder, to the right of which is a lever arrangement similar to the one in
secret passage #4 that opens the wall access to the Great Hall. Well, pull it,
that’s what levers are for. Rumblings are heard. You may well wonder what has
happened, and you can check it out: go back up the ladder, move forward toward
the dimly seen castle, and climb the ladder to the paved area of the courtyard.
Turn around and move to the edge of the paved area; you will see that a corner
of the maze has been rearranged so you will not have traverse the entire maze
again should you have to go through it. Retrace your steps back down the ladder
and to the just pulled maze configuration control lever.
Planetary Control Tunnels
Go through the tunnel next to the
lever and up the ladder. Still underground, you are in the planetary control
chamber with the control unit affixed to the wall. Take a moment to look around,
and you will see four heavily barred gates identified by Roman numerals. Get a
closeup of the control unit, noting the lever on the right. Clicking on the
handwheel causes it to rotate, as do the planets at different orbital speeds in
the planetarium on the left. Click on the handwheel again to stop the rotation.
Below the handwheel are eight covers that may be slid back two at a time: one in
the top row that displays symbols, and one in the bottom row that displays Roman
numerals.
It may be observed at this point
that for centuries the ancient alchemists believed that there were but four
elements: fire, water, air, and earth. Behind the upper row of covers on the
control unit the stylized symbols are icons of flames, waves, wind, and
mountains; the four element equivalencies are apparent, mountains being of
earth. Now consider the four planetary plaques and where you found them: plaque
I in the fire damaged room, corresponding element fire; plaque II on the upper
parapet with the kites and the wind blowing, corresponding element air; plaque
III on the end of the long pool, corresponding element water; plaque IV in the
dirt at the base of a courtyard tree, corresponding element earth.
What you must do is regard each
plaque in turn and bring the three control unit settings in agreement: open the
lower cover to the Roman numeral on the plaque, the upper cover to the
corresponding symbol as indicated above, and using the handwheel set the
positions of the planets as shown on the plaque. Pull the lever on the side of
the control unit, and if you have set all correctly you will hear the sound of
the matching gate opening. It would be convenient to go ahead and open all the
gates, but only one gate at a time may be open.
You need not open the gates in
numerical order; in fact, you should open gate IV to the mausoleum at this
point, because there you will find many notes containing information and
directions that will be needed elsewhere. Of the eight covers on the planetary
control panel, open the one on the bottom right to show the Roman numeral IV,
and the one above it to display the corresponding icon for earth, then
manipulate the handwheel until the planets are in the arrangement that you
carefully noted when you found the plaque in the dirt at the base of the tree in
the courtyard. When you think you have duplicated the arrangement, pull the
lever on the right of the control unit; if you are indeed correct you will hear
sounds of movement, that of gate IV rolling back.
Mausoleum
Proceed
through the now open gate IV to the mausoleum and click on the open drawer in
the bank on the right for a closeup. Click on the skull to open the jaw. Run the
cursor over the books and a spider will emerge, scurry about, hesitate, and run
into the skull. Click on the skull again to close the jaw. With the spider
trapped you can withdraw eighteen note pages from between the books, most of
which go into the valise. One of these shows a sketch of the handwheel and lock
on the
door in the castle chemical storage room with the unlocking
slider positions indicated. As you read all the notes the plot thickens. Return
to the planetary control unit and open gate I.
Gate I
Slide back the appropriate control panel covers and
set the planetarium configuration to that of plaque I, and click on the lever to
hear gate IV close and gate I open. After you enter this gate you may wish to do
some exploring. To the left just after entering is a tunnel at the end of which
you will find a stone framed opening with red and black pushbuttons on the left,
and looking closely inside the plates of a conveyor belt may be seen. The
buttons have no effect at the moment, but you will have to come back here soon.
Back off and turn left to see a wall other than dirt; a cool breeze is detected.
Go back toward the entrance and continue on into the tunnel where you will soon
come upon a chamber showing three openings. Here on the shadowy floor is
something that you might at first take for a sea creature, but in fact appears
to be a disembodied hand that can move and speak, but cannot be understood. It
slowly crawls away through the right opening of the three.

The left opening leads to another
locked door, and through the center opening is a conveyor belt identical to the
first. Follow the hand through the right opening and note that immediately after
you do you can hear running water. Move forward twice more and you will be in
another three-doored chamber identical to the first except that there is a rock
in this one. Here is the hand again; click on it and it crawls away through the
left opening. Once more there is a conveyor belt behind the center opening; the
right opening brings you to a blank wall.
Water Wheel
Turn around and go back through
the tunnel to the spot where you heard the running water. Turn left here and
follow the tunnel to a slowly turning water wheel, you should have one of the
doctor’s notes in the valise about this being the source of power of his mining
operations. Behind the wheel is a large door chained shut. In the foreground is
a horizontal pipe in which is a handwheel controlled valve. Click on the
handwheel to turn off the flow of water and the wheel stops turning. You can now
go across the wheel to the door. Look down to the chain on the floor; click on
it and an end rises and hangs in the air, then you are holding a few links.
Carry the links to the water wheel where the chain becomes attached, then cross
the wheel to the pipe and click on the handwheel to restart the water flow. The
turning wheel noisily pulls away the door providing access to a tunnel behind
it, and after a bit the waterwheel continues turning as before. Cross over on
the fallen door to the large switch on the wall next to the now open tunnel and
pull the switch handle down. You will hear an industrial noise as power is
applied to the tunnel complex.
With power now available, return
to the three conveyor belts that you saw in the tunnels and use the black
buttons on each to start them up, whereupon you will see rocks moving by—–the
same rocks in all three, passing again and again. Go back to the waterwheel,
proceed across the fallen door, and through the tunnel behind it to the end,
then turn left and follow the rails to a metal gate. Raise the gate using the
lever on the right, and you will see a ladder and a cart on the rails below a
hopper. Go up the ladder and move ahead to the pulverizer, which is the end of
Frankenstein’s pitchblende mining operation that he described in one of his
notes. Pitchblende is an ore containing a large percentage of uranium oxide.
Pulverizer
Go a step farther, and to the
right of the tripod at the rear of the cavern you can see one more conveyor belt
just like the previous three; energize it with the black button and again the
same rocks flow past. Step back from this noisy unit, turn right, and move to
the white box on a post, which turns out to be the pulverizer master switch.
Press the black button and heavy duty motors may be heard to start up. When that
noise dies away the pointing cursor will indicate a unit to the right; click on
it and you will be at the pulverizer controls.
In the valise notes you should
find a nasty letter from Frankenstein to Mario, the pulverizer operator, with
some instructions on its operation, unfortunately not detailed ones. Pull the
knife switch toward you and the pulverizer conveyor is set in motion
transporting large chunks of ore under the two hammers, the left one operated by
the red button and the right one by the black button. Every ore chunk must be
struck by both hammers in order to pulverize it enough; should you somehow miss
and a piece too large gets past, the machine shuts down and you must clear it by
going to and pulling the lever that is located off to the right—–mentioned by
Frankenstein to Mario—–then begin again by going to the master switch, resetting
it by pushing the red button, then restart by pushing the black one. Go to the
control and continue crushing, and when you succeed in getting enough crushed
ore for a full cart load, the conveyor stops and you will hear the ore slide
into the cart. Go down the ladder and check the cart; if it is filled you can
see ore above the cart end.
Go back along the tracks a couple
clicks to the tunnel entrance from the waterwheel on the right. Travel through
this tunnel, past the waterwheel and the rest of the tunnels to the planetary
control panel, where you must open gate III on order to get into the refinery.
GateIII
At the planetary control panel,
to open gate III use a similar procedure that you used to open gates I and IV,
sliding back the control panel covers to show the Roman numeral III and the icon
for water, and setting the planetarium to the pattern of plaque III. With the
gate open move to stand in the entrance. You now have to navigate the relatively
simple maze of the wine cellar: go FFFFFRFLFRFLFRFL and pass through the square
opening in the masonry wall.

You are now in Frankenstein’s ore
refinery, and to your left is a closed metal door blocking the ore cart entry.
Click on the lever on the right to open the gate and move through to face a
tunnel wall. Turn left and proceed along the tracks unit you get to a track
switch lever on the left just before the end of the track. Pull the lever to
shift the track so that it leads into the barely discernable tunnel on the left.
Should you travel down this tunnel you will find a ladder going up to a firmly
closed trapdoor from which a chain is hanging. Pulling on the chain does not
budge the trapdoor.
Return back up the track and you
will shortly see on the right side of the track a desk-like stand with another
track switch lever next to it. Click on this stand and you will be placed behind
it; it is a control for moving the ore cart. The cart is self-propelled and
somehow gets its movement signals from the two knife switches on the stand. Pull
the left knife switch down, whereupon the ore cart comes from the right where
you have filled it with crushed ore in the pulverizer, and disappears into the
distance down the track. Follow it and you will find resting below the trapdoor.
Click on the hanging chain to fasten it to the cart. Go back to the cart control
stand and set the switches (both down) to bring the cart rolling back and
disappearing to the right. Now pull on the lever at the stand’s left and see the
tracks turn to lead left into the refinery, then pull the left knife switch
down, whereupon the ore cart comes from the right and disappears into the
refinery. Follow it in.

Refinery
You may wish to briefly look
around. In one corner there is a high voltage coil on the base of which is a
knife switch that must be placed in the up position before you leave, but not
right now. (Down is for the refinery, up is for the Crystallizer.) The most
prominent item is a large barrel shaped unit that in the letter to its supplier
Frankenstein calls a blast furnace. Unseen above is a mechanical arm called a
claw. From a position behind the cart you will see two stairs. Go up the one on
the right and in the room at the top turn to the table, where from the right
hand drawer you can get several important notes that include diagrams
delineating the controls for the refining process and for the soon to be used
Crystallizer. It would be a good idea to have copies of these notes and diagrams
so that you will not have to keep retrieving them from the trunk.
Leave this room and go up the
other set of steps, then turn and get a closeup of the refinery control panel.
The refining process on the refinery floor is viewed through a protective screen
to the right of the panel, and is straightforward: place the pitchblende ore in
the temperature controlled furnace, apply a short period of electricity, and
remove the refined ore. You may wish to consult the above suggested control
panel copy as you go through the following steps.
Note: There are
couple discrepancies between the sketch and the panel itself, but these are of
little consequence.
- Apply power to the system by pulling down knife switch
(#1 on the copy) on the upper left. - Pull down the larger bronze knob on the left side of the
panel (#6), the vertical claw control. The ore transport arm moves to the
cart. - Move the knob back up. The claw grasps the ore and
raises it. - Move the smaller bronze knob (#7), the horizontal claw
control, from left to right. The arm moves the ore over the furnace. - Pull the vertical claw control knob down. The arm puts
the ore in the furnace. - Move the vertical claw control knob up. The claw
withdraws empty from the furnace. - Set the temperature of the furnace by moving the
semicircular pointer next to the temperature gauge (#3) until the gauge needle
is next to, but not into, the red area. - In a scribbled note found in the library, under the
heading High Voltage there is a series of numbers, the last three of which—80,
85, 90—are encircled. Use the large tan knob at lower left (#4) to set the
voltmeter (#5) to 80, 85, or 90. - Pull down the electrode switch (#2), the knife switch at
top center. There follows a brief harsh sound.
10.
Pull the vertical claw control knob down. The claw enters the furnace.
11.
Move the vertical claw control knob up. The claw retrieves the glowing
refined pitchblende from the furnace.
12.
Move the horizontal claw control knob from right to left. The arm moves
the pitchblende over the cart.
13.
Pull the vertical claw control knob down. The pitchblende is placed in
the cart.
14.
Move the vertical claw control up. The arm moves up out of the way.
Leave the control room and exit
the refinery to the cart control stand, being sure that before you do you have
thrown the switch on the high voltage coil to the up position. At the cart
control set the switches to bring the cart rolling out of the refinery and to
the right toward the pulverizer. Click on the track switch lever to change the
track direction away from the refinery. Now set the switches to send the cart
down the track past the refinery; follow it down to find the trapdoor on the
ground and the cart parked below the trapdoor opening. Climb the ladder into the
Crystallizer lab.
Crystallizer
The equipment in this laboratory
can be confusing until you sort it out. Some of it has been mentioned in
Frankenstein’s notes, and you have the control diagram that you found along with
the refinery control diagram. Around you as you emerge from the trapdoor are
racks of equipment that have no function other than to locate this entrance. In
front of you is the Crystallizer unit, and behind it is the mixer over which are
spherical tanks of water and nitric acid (HNO3).
In the left rear can be seen the equipment control unit with cables running to
it on the floor, and on the right a door that opens to the Great Hall. Another
mechanical arm and claw is attached to the ceiling, and out of sight in the wall
to the left is the Resurrection Laboratory dumbwaiter. Your task is to use the
refined pitchblende to make a lifestone crystal, though what is wrong with the
one that you already used is not stated. Perhaps they may only be used once.

Move from the trapdoor entrance
to the control panel.
1.
A knob at upper right (#2 in the sketch), the claw control, has T-shaped
movement slots. Move it to the right and the refined pitchblende is retrieved
from the cart below the trapdoor by the mechanical arm.
2.
Move the knob to the left and the arm places the pitchblende in the
mixer, then returns to its rest position.
3.
Maneuver your way around the equipment so that you are looking directly
at the mixer with the two labeled spherical tanks at either side. The best way
to do this to return from the control panel to trapdoor (look for the equipment
racks), then go past the right side of the Crystallizer.
4.
There is a valve at the base of the water tank where the hose joins it.
Click on this valve and a measured amount of water flows into the mixing vat.
5.
Do the same with the HNO3
acid tank to add acid.
6.
Lift the knife switch on the vat support leg directly in front of you.
The mixer blades descend, stir the mixture, then rise out of it.
7.
Click on the drain valve at the bottom of the mixing vat. Mixture flows
into the adjacent tall container.
8.
Return to the control panel (via the trapdoor).
9.
One of Frankenstein’s notes says to use 80 volts to crystallize lifestone.
The digital voltmeter (#6) registers 45 volts. Use the voltage control knob (#7)
below it to raise it to 80.
10.
Move the claw control knob to the left. The arm and claw picks up the
mixture filled container and returns to its rest position.
11.
Pull down the larger black knob (#4). The arm puts the container upright
in the Crystallizer and pulls away.
12.
Throw the knife switch (#1) in the upper left corner from left to right.
The arm swings so the claw is above the Crystallizer. Brief loud buzzing ensues.
13.
To the right of the control panel is a lever that resembles those used to
switch the cart track. Move this lever (#5) forward. The Crystallizer rotates
and electrical discharges move from the claw to the Crystallizer. Several items
turn green.
14.
When the rotation stops, return knife switch to the left. The claw
retreats.
15.
Move the claw control knob in the T-slot downward. The arm and claw pick
up the finished lifestone crystal and carries it off to the dumbwaiter.
Go to the dumbwaiter where you
will find the glowing crystal inside. Click on the red button to send the
dumbwaiter up, then leave the lab by the door to the Great Hall.
There are still areas of the
castle that you have not yet explored. Recall that in the mausoleum you found
the combination for the locked door in the chemical storage room, so go there.
Click on the tapestry covering the access to secret passage #1, go up the ladder
and then the rope to the lower parapet, through the Tesla coil room to the frost
room below, and into the chemical storage room. The sliders below the handwheel
are difficult to see, but upon close scrutiny they can be set to the positions
shown in the mausoleum note. Success will be demonstrated when the handwheel
turns as you click on it, and the door opens for you to enter. You have seen
this room before through one of the secret passage grates.
There is a somewhat gruesome
optional exercise at this point if you wish to undertake it, otherwise skip this
paragraph. Go to the table on the right to read more of Frankenstein’s notes,
then return to the shelves to the right of the entry door. On one of the shelves
are four pink objects in jars; these are human brains. Pick up one, carry it to
the apparatus on the right, and place it in the pan above the knife switch.
Click on the bird-like probe, which will move to a spot on the brain, then close
the knife switch to hear a few last words. The probe withdraws; click on it
again for more words. Keep clicking on the probe until the words are repeated.
Put the brain back in its jar. You may do this for the other three brains as
well.
Menagerie
Toward the end of the room
opposite the entrance there is another door in the wall on the left. Open this
door to find Frankenstein facing you from behind some cages. Animal noises are
heard. Approach him for an interchange of invective, after which he goes behind
some boxes. Find a desk on which there is another set of notes about a
modification of the Resurrection Laboratory equipment. Keep moving around,
possibly seeing animals in cages, until Frankenstein appears, calls you an
incompetent drunk, and raised his gun to shoot you. Quickly turn right to a
door, which after a self-demeaning soliloquy on your part, will open to the 3rd
floor hallway. You have been in this hall before when you examined
Frankenstein’s study and you know there is no way out but the door to the left,
which leads to the 2nd floor hallway, where the closest exit is to
the top of one of the Great Hall stairs. Where to hide?
Well, there are numerous places
to go. One of them is into the tunnels at the end of the long pool. Go out into
the courtyard and head for the tower. Past the tower is a strangely dressed man
with a pronounced accent and a handgun who clearly intends to kill you; quickly
turn toward the pool where you find another man, this one with a rifle but with
the same dire intention on your life. Rapidly turn right again and hurry back to
the castle and the Great Hall. Just before the Great Hall door is the second man
who has beat you there carrying his rifle and grim intentions with him, but
again if you act quickly you can get into the Hall, where you are temporarily
safe.
Sara
Go up the right stairs. When you
get through the door, turn left, move forward to the end of the hallway, turn
right, forward, and left again, and head for the door at the end of the hall.
This door has been locked up to now, but fortunately is no longer so, though it
locks again after you go through it. You have time to look around and see that
this is a bedroom, even while one of the men is pounding on the door and
shouting threats. You must find and click on a full length mirror, behind which
are shadowy movements. The mirror breaks, and in the opening is a young woman
who urgently tells you to follow her.
As you do so, going after her as
quickly as the cursor allows, you pass through tunnels that should be familiar
to you from your experiences behind planetary gate I. She tells you her name is
Sara Strauss. Eventually you enter some new tunnels, ending up at the mouth of a
cave looking out at a sunset. Turn to Sara on the right next to some barrels, on
one of which is a cup and a tree branch. Click on the barrels; She says that she
knows who you are, offers you the cup for a drink, and moves off. Strangely, in
this cave there are shelves with some bottles on the top one. If you are indeed
thirsty, click on the cup for a drink, then put it back. You can use the tree
limb to knock down a bottle, which will break upon falling unless you first
click on the adjacent barrel to push it behind the shelves so the bottle lands
safely in it.
At this point the order of things
tend to become slightly confusing. Keep switching right or left when the action
becomes static. Sara speaks several times, as do you, the monster. The
disembodied hand shows up in the foliage, frightening Sara. You have the option
of throwing a rock at it or not, in either case it withdraws, though you may
have to wait a bit for it to do so. Whether or not you use the convenient rock
determines whether Sara survives or is shot. Sara wants to get Frankenstein’s
help, but you want to take her to the mausoleum to show her that he is evil.
After this intention is stated, leave this place and travel through the tunnels
FFFFRFFRFR to the planetary control unit. Sara questions you a couple times as
you go, indicating she is with you. Just before you get to the tunnel entrance
you hear gate I conveniently open. Use the control unit to open gate IV and take
Sara into the mausoleum. When you get there pull out the three remaining
documents from the open drawer; however, your intention of demonstrating evil
seems to have backfired, as Sara expresses admiration for Frankenstein, then
leaves, stating that she must find him.
Earthquake
As you start to follow her out an
earthquake hits. Rocks fall, but the tunnel is not blocked, though the ones
behind gates I and III are, and the control unit has fallen, blocking the exit
tunnel. However, Gate II has been shaken open and when you go to it you find
that the rocks formerly blocking it have shifted enough so that you can get by.
That is where Sara has gone, so go FFRFF to her, then immediately go up the
ladder as she indicates and keep moving up as fast as the cursor will let you.
Three times you will have a choice of ladders: the first time take the left one,
the second time the right one, and the third time the left one. At the top click
on Sara when she reaches for you, and you will end up in the topiary garden.
Sara leaves, to look for Frankenstein she says.
Dock 2
Move forward and leave the garden
through the spiderweb gate. Outside, turn left and place the cursor over the
pool so that when you go forward you see the gargoyle and sphere statuary. Click
on the latter to move it downward, then go forward to the castle end of the pool
to have the gate slide down. Again follow the tunnel to the dock of your
previous underwater excursion. Without going to the edge of the dock, look
around and discover a bomb and under a bottle on a crate an incriminating note
from Judge Rothenbush to Vladimir. Take the note. Somehow Sara is here and it is
decided not to touch the bomb and to find Frankenstein.
Study and Observatory 2
Frankenstein could be in many
places in his large castle, but as it happens he is in his observatory. Leave
the dock across the six logs to the exit, take the left tunnel, and use the
lever on the right wall to open the door to the long pool. Go to the Great Hall,
up the stairs to the second floor hallway, up the stairs behind the door near
the bedroom to the third floor, right and around the corner into the alcove in
which is the door to the study. In the study turn right, and Sara, who must have
been with you all the way, goes into the observatory. Follow her in to see
Frankenstein gazing out a window. There follows a long emotional conversation
between the two of them, in which Frankenstein states he knows of the collusion
between the judge and Vladimir and that he put the bomb there to get rid of
them. He denies that there are any children involved despite the note thrown at
his feet, which he ignores. You hear his footsteps leaving. Go into the study,
where he is standing in the doorway. He speaks placatingly that he is going to
defuse the bomb, then closes the door and locks it, shouting from the outside
that the bomb will go off as planned, and the two of you must stay in these
rooms.
Return to the observatory and
Sara, who is now disillusioned. She is looking out a window and sees children
being taken into the dock. Look through the telescope and see this, and
recognize Gabrielle, whom you are supposed to have killed and for which deed you
have been convicted by Judge Rothenbush and hung. You must get out and try to do
something. Back in the study there is a grate high in a wall; you have used
grates before to make an escape. This one is too high to reach, but if you move
the table on the left (click on it) underneath you can reach it.
The grate is locked. Look in the
drawer of the table next to the one you just moved to get the key, but when you
try to use it you drop it. Move the table again to discover the key in a floor
grate, where it is just beyond your reach. On a table in the observatory next to
Sara is a magnet that you can use to retrieve the key, and this time you are
able to unlock the grate, but the opening is too small for you to crawl through.
However, Sara can, and when she gets into the hall she unlocks and opens the
door.
There is a gunshot. Frankenstein
has rigged a deadfall so that opening the door sets it off. Back in the cave
when the disembodied hand appeared in the foliage and frightened Sara, you has
the opportunity to chase it off by throwing a rock at it; had you done so, the
deadfall will kill Sara, but if you had waited for the hand to withdraw on its
own, then the hand would have taken the shot and Sara is spared.
You must get to the dock. As you
open the door to go down the stairs to the second floor an explosion is heard;
Frankenstein has set off the bomb. By now you know the way; when you click on
the gargoyle and open the door at the end of the long pool, smoke escapes. Hurry
to the dock, but you are too late, Gabrielle is dead. But you have made a
lifestone crystal, you can bring her back to life!
Endgame
Pick up Gabrielle and carry her
to the Great Hall, up the ladder in secret passage #1, up the rope to the lower
parapet, and up to the Resurrection Laboratory. When you enter the Laboratory
you will be facing the skeleton and a thunderstorm has come up.
1.
Turn right and Gabrielle will be on the table on which you yourself came
back to life.
2.
Now you must get the crystal from the dumbwaiter where it was placed
after you made it. Turn left, forward to the right twice, and left. Click on the
dumbwaiter grating to move it aside, then on the dumbwaiter to see the glowing
crystal. Pick it up and move back.
3.
Turn right twice and place the crystal vertically in the holder at the
end of the green arm above Gabrielle.
4.
Turn left, go forward to the right, then right and you will be at the
control panel. Click on the three switches on left side of the panel and they
all flip to the right. Click on the two switches on the right side of the panel
and they both flip up. Click on the cart track type lever on the left of the
panel and the platform carrying Gabrielle rises out of sight.
The electricity in the storm must
be used to energize the Tesla coil, and that in turn applied to the lifestone
crystal. Values and timing are critical. Details are given in the notes that you
have been collecting.
5.
Turn left from the control panel and move to the periodic table chart,
then go down through trapdoor to room below where the Tesla coil is located.
6.
Move forward and left to the knife switch, which you must throw to the up
position.
7.
Go back up to the Resurrection Laboratory and continue up the ladder to
the upper parapet.
8.
Click on the anemometer to bring up the wind speed gauge. When the
indicator is between 15 and 23 (or close), back off and click on the reel of
kite cord to release the kite, which will sail out into the lightning.
9.
Go down the ladder and through the trapdoor to the Tesla coil switch.
Pull the switch down and watch the meter (be patient); when the needle
approaches the red area push the switch back up.
10.
Return up to the Resurrection Laboratory.
11.
Move forward to the right three times, then right, and you will be at the
control panel. Click on the three switches on the board left to set them back to
the left to complete the life giving process.
Watch the concluding video. An epilog follows concerning
the principle characters.
Commentary
Thinking back on the game after
finishing it, a few thoughts and opinions came to me as I wonder if I have
missed anything:
·
After the monster acquires the inventory valise, it accompanies
him wherever he goes, even during the precarious ascent of the tower. This
inventory always accompanying a protagonist everywhere is an Adventure game
phenomenon that one learns to accept.
·
The only part of the monster one gets to see are brief glimpses of
his arms. I for one would like to observe what Frankenstein put together.
Apparently it did not faze his daughter.
·
Why are those three mysterious line plaques found in the secret
passages included?
·
I would like to know what it was that the disembodied hand says.
·
After the first visit to the dock, one may well wonder about its
purpose. The gold bars are never touched, the list of children is gratuitous, as
is the appearance of the octopus—though you will get killed if you do not pick
up the speargun before entering the water.
·
You don’t have to put out the fire in the Trophy Room—–at least as
far as the appended walkthrough goes. A different one might enter the secret
passage that way.
·
Somewhat along the same line, you may realize that other than for
initial exploration the walkthrough does not take you back to several of the
secret passages, and if you do, you could get to your destinations by another
route. However, game replay with this in mind resulted in sequences not
appearing when required for game progress.
·
Frankenstein makes quite a point of wanting his notes back, but he
does not take them when he has Phillip shackled in the dungeon.
·
The only access to the Resurrection Laboratory at the top of the
castle that is shown in the game is via secret passage #1 and the rope to the
lower parapet. It is inconceivable that Dr. Frankenstein used this route, yet no
other is ever indicated. One would hardly expect him to ride the dumbwaiter.
·
Having the alternative of setting the game to have Sara live or
die seems rather pointless.
·
The monster must have been recreated with extraordinary strength
and agility in order to carry Gabrielle from the dock to the Resurrection
Laboratory, including up the rope to the parapet.
·
A unit such as the Tesla coil will not store energy more than a
few milliseconds at most. A capacitor will.
·
It is my opinion that this game has an unsatisfactory ending,
something that I find is characteristic of many Adventure games. It is too
abrupt, without a complete conclusion despite the epilog, as though the
designers just ran out of inspiration, ambition, or money.
