John Saul’s Blackstone Chronicles
Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.
Blackstone Chronicles Adventure by LEGEND Solution by Lu Richardson ------------------------- But first: In order not to repeat myself too much, I will take it for granted that you will look at everything carefully, turning in all directions available, before you move on to the next spot. Grab anything that can be grabbed. Examine every item you get, in case it contains something else. At every restored room, start by examining the items in the case and then touch the screen and read all the information. When talking to people, use up all the options. OK? OK! From the start: Turn left, click on the interrogation marks, touch the screen and read all the info (as I said, this should be done in every room). Face the stairs and advance. To your left, the Chapel is closed. Therefore, turn right and enter the Dayroom. Turn left and after getting the info, open the case and get the knife and awl. Turn right and advance. At the door, turn left. Examine the cabinet's hinges and use the awl on them. Get the hacksaw. Turn right and enter the Kitchen. Open the box in front of you and look inside - you need a fuse to stop all the ice melting. Turn right and advance to the sink. Turn right and get the tongs. Turn left to face the sink and use the knife on the strop to sharpen it. Use the knife on the cupboard to open it. Get the wrench. Turn left and get the skewers. Turn left again and go back to the stairs. Climb the stairs and click on the picture to talk to Malcolm. Turn left and enter the Office. Turn right and get the handle and keys. Turn left and advance to the picture. Turn left and get the coffee pot. Turn left and open drawer, take the nutcracker (from here on, you can use the nutcracker to talk to Malcolm whenever you feel you need a clue). Turn left and look at the photo on the desk. Note the date: Malcolm tells you that the date of your birth was the most important in his life. That is, 4/24/52. Advance to the computer and turn left. Examine all the blue books - you can "read" them, if you like. Leave the office. Advance and swing left to enter the lift. Use the handle on the controls, then push it to 2. Go left when you leave the lift. Go through the only door which is open. Marylin Wilson talks to you. If you turn left, you will notice that an item is missing in the case. When you've had all the info, turn right twice. Open the drawer and get the diary. Click on the photo to talk to Marylin. Read the diary - two pages are stuck. Click on the photo again. She describes the key to the Hydrotherapy room, which means you can find it and open the door. Go to the lift and push the handle to B. Go left and take the first door to the right. There you talk to Jane. Turn left and take a rubber sheet. Turn right around, advance and open the steam box. Place Marylin's diary in, then close the steam box. Turn right and click on controls - Jane tells you you need a code. At this point you should go to Marylin to get it, but to save on shoe leather, click on the second and third controls from the top. Turn to the steam box and throw the switch. Open the box and get the diary; read it to learn how to open the Furnace room. Now click on various things to get all the info, particularly the heat chamber. Leave and turn right, then open the Furnace room. Here you meet Shamus O'Rourke. Turn left and get a fuse. Turn right and advance to the end of the room - turn left and note the water, the padlock and the locket. Go to the door and turn left. Use the wrench to remove the bolts. Open the door and use the tongs to get the lighter. You get frog-marched to the heat chamber. As soon as you can, flick the lighter in your inventory and take it, turn left and use the lighter on the thermostat. You got out of that one. Go to the lift and travel to Marylin. Click the lighter on her photo and talk to her. Place the lighter in the case and talk some more. Then follow her instructions - out, go right and open the door. Enter and go into the only open room on the left. This is were a nut called Lavinia Willoughby hangs out. Look all around. Talk to Lavinia by clicking on her photo. She needs some knitting needles. Show her the skewers by clicking them on the photo. Go and place them in the box by the yarns. Talk to her again and you find out what else she needs. Leave going left. Open the door and enter the only open door. Here you will meet Lorena, who is obviously quite sane. Go and click on the portrait to talk. Turn right, open case, take compact. Turn right around and take magnifying glass and the feather from the hat. Use the magnifying glass on the coffee pot. Show it to Lorena and do as she asks. When she asks you a question choose the "engraving" option. She turns out to be Merril Martin, and you find out all sorts of things, particularly about the safe. Leave and go to Lavinia. Move in front of her desk - open the compact, take the make up tube, shake it and open it. Examine the case. Use it on the inkpot to fill it. Now use the feather on the holder. Talk to Lavinia. Right, back to the basement. Visit the new rooms. At the ECT establishment, turn right, get the stethoscope. Look very carefully around, specially at the "numbers" and listen to what the nameless ghost is saying. Leave and enter the Fever Therapy room. Talk to Nick Brennan. Look about and turn to the hutch. Try to open a drawer and listen to Nick's memory of a Mandy Lee. Leave the basement and go to the first floor. First, go to the kitchen and replace the fuse - this means the freezer works and the melt water is no longer leaking into the Furnace Room. Then go to the office. Head for the computer, operate it, enter the password "Scooter" and start typing the names of all the people you've come across. At Nick Brennan's page, you learn that Mandy Lee lives at flat number 3C. Go back to the Fever Therapy room and look at the hutch. If you take the first row of boxes as A, the second as B and the third as C, open the third box from the left of the third row from the top. You get a key. Go back to the office. Stand in front of the portrait and use the stethoscope on the frame. This reveals the safe. Open it by pointing with the end of the arrow to 4, 24 and 52. Get the Faberge egg. Use the nutcracker on it to get a bit of glass and a message. Take the box and open it. Retrieve the handkie and get inyected with a mortal serum. Not to worry, hey. Take the handkerchief to Lavinia and place it in the case. You get a file in reward, so go to the bed and press on the crown. Use the file on the hacksaw. Go to the Furnace room. Walk to the end, turn left, use the hacksaw on the padlock, enter, drop the rubber sheet and pick up the locket. Now you goose-step to the ECT room. When you are comfortably seated, open the compact and look in the mirror. You see a number back to front. Turn right and twiddle the knobs to change the 000 to 128. You are saved. Leave and go to Lorena. When you place the locket in the case, you get a lot of info on a secret room. Go to the first floor. Before you go into the office, walk down the stairs to the Hall and look at the medallions over the main door. Now go to the office and to the bookcase. Push in the books of the following authors: Hippocrates, Freud, Paracelsus and Metcalf. You are into a secret room. Turn right and open the box. Examine the vials and use the streptomycin. Now turn around to read a gruesome journal. Go downstairs. Turn to the left and click on any bottle to talk to Abe. You find out about his doll. Play I-Spy. For "T", click on the table. For "L", click on the light. You get information about the Chapel. Try to open the drawer of the cupboard. Have a good look around. At the X-ray machine, turn it on by pressing the green button over the screen. Empty the machine and you will get a bone - not that you need it. Go to the Chapel and turn right; get the hammer and the ice pick. Turn left and walk to the end, facing the organ. Look to your right and you will spot a suit of armour. Turn left, click on the organ and talk to the organist. Leave and go back to the boy. Play again. For "White", click on the Diploma by the door. For "Tiger" you consult with Josh; click on the grate of the respirator. You get to talk to Abe again. At the end, go to the drawer and pick the lock with the ice pick. Get the box and open it. Listen to what Abe has to say. Go to the Chapel. Advancing to the suit of armour, start by opening the music box. The organist tells you it's a composition in F minor. Now use the hacksaw on the neck of the suit of armour, and then use the knife on the straps. Take the doll... oops! Turn left and use the lance you are carrying to snag the key. Turn right and use the key on the padlock; open the cage and get out. To your right, the stairs. But do look about, by all means. Then go up the stairs and turn to your right to go to Abe. Place the doll in the cupboard. You get thanks and another invitation to play. For "Red", click on the books on the cupboard. Now you are told that the code for ABE is 125, which correspond to the notes of a musical instrument, as in A, B, C, D, E, F and G. Look at the green door and at the lock with the numerical pad. This nearly drove me nuts - having tried everything, I had a go at B, A, C, H (since he was mentioned several times), and there was the answer. Type 2, 1, 3 and 8 on the pad and the door will open. Go through and turn left. Examine everything. Clicking on the skin on the wall will get you talking to a very nasty character. Refuse to put your finger in the box, but take it. Continue examining everything here and take the wooden club and the rope over the Iron Maiden. When you've seen everything, leave and go to the X-ray machine upstairs. Place the box inside and press the button to see what the box contains. Go back downstairs and tell the ghost that the box contains an ankh. Now go to the iron maiden and, remembering the cryptic message written on a bit of paper, examine the buttons and click on the "eye", on the "man running" and on the profile of the "girl". Get it? I-run Maiden. The thing will open, but if you try to grab the stereoscope, it will shut again. Prop the doors open with the wooden club and then grab the stereoscope. Another nasty moment follows. Under the pendulum, turn left and use the rope you are carrying on the lever. You get free and the stereoscope gets destroyed, and the ghost with it. Turn to the skin on the wall and Marylin will come to your aid. The important clue is the "rhino" bit. Grab the crowbar and leave. Outside, you find Rebecca is now also in trouble. Go out and down the stairs to the hall. Turn left and hit the rhino with the lance. You get the key. Go back to the secret door behind the books in the office and this time you will be able to open the metal door. You get down to the crypt. Turn to your right and, following the advice you get given, use the crowbar to open Dad's sarcophagus. First look at it and then look inside. Get in it and you will go down to a secret room. Save before you do anything else. There will be lots of clips with Joshua in them. Have a look around and examine everything carefully. You will get clues from your friends the ghosts. You have to destroy Malcolm and the object most closely connected with him is the nutcracker - use the knife on it. Still following advice, rip the MM journal. Next, turn to the skeleton and smash its skull with the crowbar. Malcolm's portrait will appear. Now break the glass case with the crowbar and get the lighter. In the inventory, flick the lighter then burn the portrait. That's it. A brief ending to the game which will take you back to normality.
