Just Adventure original
Morpheus Walkthrough by Dan Kennedy
Introduction
At first glance, Morpheus
appears to be a pretty standard adventure game cast in the Myst mould.
The perspective is first-person, and the main gameplay takes place
on a deserted ship and within several empty dream worlds. There is
no inventory system, and your only interactions are with ghosts, as
in The 7th Guest. The graphics are certainly nothing to write home
about, and the puzzles rarely get above the mildly challenging level.
What sets Morpheus apart
from other games in the genre is a well-developed and thought out
plot that will likely keep you thinking about the game long after
you’ve finished it. The adult themes that are present in Morpheus,
such as controversial science experimentation, child abuse, and physical
deformity, are handled with a subtlety and thoughtfulness that is
rarely found in a computer game.
Kudos to the developer
Soap Bubble Productions who to this day maintain a web-site (www.soapbubble.com)
that allows gamers to retrieve hints and download a patch. The patch
corrects a minor freeze-up problem in one of the dream-worlds.
Into the Great White
Open
The game begins with an
extended movie setting the scene: our protagonist Matthew Holmes (MH)
has journeyed to the arctic in 1952 to solve the mystery of his father’s
disappearance some 30 years before. MH has gotten himself lost in
a blizzard, and is hiding down a crevice waiting to die. As he fades
into unconsciousness, he begins to dream about a boy named Jan who
appears to have been mistreated by a number of people – a boxer, his
mother, a teacher and another boy. As the movie ends, MH sees a vision
of an ice-bound ship – and suddenly finds himself standing on the
deck of the vessel.
The aft deck of the ship
gives you an opportunity to get familiar with the game interface.
The stand-by cursor is a ship’s wheel – press and hold the left mouse
button down, and move the mouse left or right for panning in all directions.
An arrow cursor will let you know when movement is possible in any
given direction, and a magnifying glass allows closer inspection of
an item. A yellow microphone indicates that MH has a comment about
the indicated item or direction, and a human hand cursor indicates
that an object can be manipulated in some way.
Have a look around – you
should be able to see a doorway leading into the bulkhead to your
right, but it appears to be inaccessible. Proceed forward and to the
left, and approach the life preserver hanging on the wall of the ship.
Examine this item – MH indicates that the name of the ship, "Herculania",
is the same one his father went looking for prior to his disappearance.
Talk about being in the right place at the right time!
Backing away from an object
is accomplished by clicking the "backup" arrow. After the
life preserver, pan off to the left, and proceed down the left side
of the ship. This part of the deck ends with a set of doors. Examine
the doors, and press one of the black buttons – unfortunately the
doors are sealed. Before you go back to the aft deck, have a look
at the bird’s nest to the left of the doors.
Cross over to the other
side of the ship, and confirm that the doors here are also sealed.
Examine the emergency station to the right of the doors. We’re freezing
– this must be an emergency! Click on the hammer to smash the glass
and press the red button. A distress balloon is released from the
station; unfortunately it gets caught up in the mast of the ship.
If we can get it down, we can at least examine the distress canister.
Flaring Up
Proceed back to the aft
deck. Once you round the corner, a ghostly figure appears over the
metal cargo doors in the centre of the deck – this unhappy man appears
to be hanging himself. Once the vision dissipates, go over to the
cargo doors and look around. This may be a way into the ship, but
the doors are shut tight..
Your next move should be
to the accessible stairs to the lying bridge at the back of the ship.
Standing at the top, you see two pieces of equipment to the left and
right. Click on the left equipment for a close-up. To the left we
see a flare-gun mounted on an adjustable base; to the right an adjustable
viewing screen. A large pull-down lever is located between the two
machines. The position of the view screen can be changed by clicking
and dragging the horizontal and vertical wires across the face of
the viewer. The relative position of the wires can be determined by
the position of the red lights along the base and the right side of
the screen. If the vertical wire is placed so that the base level
red light is in the 7th position from the left, and the horizontal
wire is placed so that the right-side red light is in the second position
from the bottom, the distress balloon hung up on the mast should come
into focus.
To position the flare gun,
just match up the red lights on the gun mount to those of the view
screen (base level red light 7th from left, right side red light 2nd
from bottom). Move the gun by clicking and dragging it into position.
Now pull down on the lever located between the flare gun and view
screen. The rocket will take out the balloon, and the distress canister
falls to the deck by the right-side sealed doors.
Now take a step back from
this equipment, and examine the machinery to the right. The switch
in the middle opens and closes the metal bay doors below. Pull on
this switch – the cargo doors try to open, but are somehow blocked.
Descend back down the staircase
and go down the right side of the ship to open the distress canister.
Clicking on it will play a message dated 1928 from the ship’s captain
JC Pharris. According to Pharris, the ship is trapped in the ice at
87°N latitude and 55°W longitude. He indicates that something
called the "Neurographicon" is still receiving power, and
that the interior of the ship has been sealed.
Unsealing the Freshness
Proceed back to the metal
cargo doors where the ghost appeared. Try stepping out onto the doors
themselves. AAAAAAAHHHHHHHHH! Scary dead guy! You come face to face
with the frozen corpse of the ghost. Step away to look at the body.
He’s left a suicide note. Examine the note – apparently John Malherbe
had no other alternative to offing himself. He mentions several names
including Jan (remember the boy from the opening dream sequence?)
and Claire, and something about condemning people to dreams in the
Neurographicon.
Try scaling up the doorway
to the deck – too steep. Examining the cargo bays in the other three
directions also reveals nothing. Have a look at the control panel
next to Malherbe’s body – the panel controls the elevated platform
that you are standing on. Pull down on the right lever to lower the
platform to the next level.
This lower lever also contains
cargo doors in three directions, and a smaller door in the fourth.
Approach the smaller door, and click on the wheel to open it. Inside
you get a view of the inside of the ship’s "engine"; it
also appears that you may have broken the seal into the ship – those
doors up on the deck may open now. Go back to the elevated platform
and examine the cargo bay to the left of the doorway. Click on the
crate with the green glow from within. Looks like something on the
ship requires radioactive fuel. Return to the platform, and pull on
the right lever to descend to the bottom level.
The bottom level of the
hold has three cargo bays, and a set of crates piled in front of the
fourth. The contents of the crates are rather exotic (flowers from
Indonesia?) One of the three cargo bays has a doorway on its right
side. Click on the wheel to open the door, and travel up the passageway
back up to the deck (remember that bulkhead doorway that was inaccessible?).
Lighten Up
As you explore the ship
further, you will see a number of ghostly visions of the passengers.
These visions help to flesh out the personalities and motivations
of the characters, and occasionally help to reveal clues or move the
story along. Since the visions are too numerous to mention, I will
only discuss them if critical to the game’s advancement.
Make your way along the
right side of the ship to the previously sealed doors, and enter the
ship’s interior. Apart from a few silhouettes of tables and decorations,
there’s not much to see in this room with the lights off. Make your
way forward to another set of doors, and go back out onto the ship’s
deck. Enter the door on your left. You will see a hooded ghost moving
off to the left ahead of you. Take one step forward, turn to your
left, and descend a staircase. You will see the faint outline of a
door in front of you. Turn around and approach the circular object
with a silver knob on top. Touch the knob – this turns out to be a
solar-powered switch for opening a huge skylight. Click on the switch
after the skylight opens for an explanation of the light source.
Now that we’ve got some
light (but no power yet), let’s do some looking around. Facing the
staircase, move off to the right, and forward several steps, until
you enter a small theatre. Turn to your right until a small projector
comes into view. Press the top button to start the film (how is this
projector powered?), and watch a newsreel about Matthew’s father and
his attempt to cross the arctic in a balloon. Once the film is done,
turn around and exit the theatre, but first examine both sides of
a postcard lying on the steps. The card was written by "Claire"
to her uncle, and speaks of Jan, the disfigured inventor of the Neurographicon
(hereafter referred to as NG, ’cause I’m lazy).
Step forward, and note
the four ornate film viewers located to the left and right of your
position. Starting on your right, approach the first viewer, and grab/pull
down one of the two handles on either side of the eye-pieces. The
first film introduces the six passengers of the Herculania – the boxer
Leo Galte (Jan’s natural father), the dancer Belle Swan (Jan’s natural
mother), Belle’s wheelchair-bound step-daughter Claire, Jan’s childhood
friend Billy Mexler, Grace Thermon (Jan’s guardian at the Goodman
Home for Boys), and Dr. John Malherbe (a Herbalist, and Jan’s personal
physician).
Keep turning to the right,
and begin the film within the second viewer. The "unseen power
source" from "beyond death" of the NG is discussed,
as well as its potential use as a regenerative tool (thus Claire’s
presence on the ship).
Continue turning to the
right, past the entrance to the theatre, and begin the film in the
third viewer. Details of the luxurious Herculania are given, including
the personalization of the ship to its passengers. The film also discusses
the relationship between the rich ship-builder JC Pharris, and his
adopted son Jan.
Begin the fourth film –
this gives a quick look at John Malherbe’s research into the power
of Indonesian flowers. The film mentions that the locals use a serum
comprised of blood, the Black Orchid, the rare Valley Orchid, and
a fourth ingredient, to tap the mysterious power beyond life.
Once the films are done,
step forward towards the strange blue doorway across from the theatre.
On closer inspection, the door is inaccessible, with a humming atomic
symbol on its surface. Back away, and turn to the left and right.
The staterooms of JC Pharris and Jan are located here. We have no
idea how to access these rooms yet, so proceed past the blue doorway
and return to the bottom of the staircase. The doorway at the bottom
of the stirs leads to a short hallway containing doors to the staterooms
of the six other passengers, as well as a large model of the ship.
The door on the other side of the hallway, like the blue one we just
examined, is currently inaccessible.
Pokin’ Around
Return to the stairway
and go up the stairs. Turn to your left, up more stairs, and turn
left again. Now proceed along the upper hallway to the large doors
at the far end of the room, have a look at Belle’s poster, and enter.
This ballroom is the large dark room that we entered previously. Turn
to your left, go up the stairs, and click on the closest viewer to
see Grace Thermon sneak a peak at someone. Go back down the stairs,
up the other staircase, and look into the closest viewer to see the
guests dancing during a costume ball (gee, what a crowd!). Back on
the ground floor, go to the right towards a set of doors on the far
wall, and pass what looks to be Claire’s wheelchair on your way across
the room.
Proceed through the doors
into the garden. How did these plants survive? Wander around the displays,
and see if you can find the exotic orchids from Malherbe’s film (black
and valley). Note the amphibian tank at the far end of the garden,
and click on the net if you can find it. It appears that Malherbe
had a strange interest in frogs. Access the shed found along the same
wall as the doors leading to the ballroom – inside you’ll find the
pumping system that’s kept the plants alive, and a map of the garden
with some chart showing some curiously descriptive words on it. We’ll
need this later!
Proceed back to the ballroom,
through the doors we came originally came in, and go towards the right
of the stairwell – there should be a doorway straight ahead. Proceed
through, and look around the Y-shaped hallway decorated with boxing
posters. Leo Galte’s poster seems to be missing. Turn around, and
note the presence of another strange blue inaccessible door – could
this be an elevator? Proceed left past the elevator, through the door,
turn to your left, and go back onto the ship’s deck.
Keep moving along the right
side of the ship – you will eventually encounter a bench with what
looks like a piece of paper on it. Click on the paper ton watch Grace
Thermon get a nasty surprise. Proceed straight ahead until this level
of the deck ends. Turn to your left, and enter the door in front of
you. You are now on the ship’s bridge.
Standing in the centre
of the bridge, and looking forward, there are five pieced of equipment
that can be examined. Starting from the left, the first is a still-rotating
radar screen. The second is the engine control levers, ominously set
at Full Dead Stop. The third is the ship’s wheel (with a quick shot
of JC at the helm). The fourth piece of equipment looks to be some
sort of radio squawking at us.
The fifth piece of equipment
is some sort of recorder. Click on it once to hear JC Pharris’ audio
ship logs. Successive log entries are played by clicking on the recorder
once the prior log entry ends. The logs trace the instability of the
NG’s performance, and Jan’s apparent deepening madness. Interestingly,
it’s the NG that is causing the ghostly apparitions that walk the
ship. Eventually Jan takes control of the ship and traps the other
passengers in the NG. With Malherbe dead, JC has no choice but to
wander off looking for the senior Holmes’ balloon expedition.
Head back out onto the
ship’s deck, and return to the crab’s bench. Now descend the staircase
directly in front of the bench, and make your way to the bow of the
ship. Click on one of the lifeboat racks to note an interesting detail.
Examine the large piece of equipment at the front of the ship – it
can be rotated, but is useless without power.
Its time to get this ship
powered up. Proceed back along the left (or right) side of the ship,
and return to the large staircase in the ship’s interior.
Power to the People
Descend the main staircase,
and turn around to the left. Proceed towards the theatre, but before
going past the blue door turn to your right and go through the doors
along the right wall (there is an identical doorway on the other side
of the elevator). Descend the stairs, and enter the bowels of the
ship. Move towards the double doors located on the far wall, and enter.
You are standing in a small
area overlooking the engine and its parts. Turn to your left, and
examine the "Solar Voltaic Circuits". Is this thing on or
off? Pull down on the lever to the left – oops, the lights went out.
Pull on the lever again to turn on the lights. Move away and examine
the "AIV Sequencer" equipment to the right. The A, I and
V refer to the Atrium, Injectors and the Ventricle, parts of the NG.
We must obviously get this working, as it appears to be without power.
Press the button on the
left, and a gondola moves towards us and stops. Get in – note that
the controls for the gondola consist of levers and buttons on the
left and right of the gondola. The levers move the gondola forward
and backward, while the buttons raise and lower installations from
below. Try hitting the button on the right – a ladder pokes up through
the gondola’s base. Proceed down the ladder, and take a stroll around
the bottom of the ship – move to your left, and make your away around
the engine room. Just before arriving back at the ladder, you will
come across a piece of paper mounted on the wall beside some gauges
and valves. Examine the paper – it looks like a "to do"
list for the engine crew.
The list mentions that
due to a guest’s complaint, the water heater temperature has been
set to 40 degrees (the checkmark indicates that this task was completed).
Another item mentions that the fountain is not displaying the correct
ratios for the heaters – this must have been fixed as well. The third
item, yet to be completed, mentions that the rocket launcher can be
aimed at the mast (lucky for us, as we found out earlier). Proceed
back to the ladder, and climb back in the gondola. Lower the ladder
away by pressing the left button.
Now to power this puppy!
Grab the handle on the very right side of the gondola, and pull it
to advance the gondola ahead one position (you can track the relative
position of the gondola using the lights displayed over the "Injectors"
label). Hit the button on the right to raise a lever mounted on a
post. Grab the lever and pull to the left until a blue light appears
above the "Atrium" label, and then press the button on the
left to lower the post.
Pull the right lever to
advance to the next position, and hit the right button to raise a
series of red thingamajigs. Press on one of the red things to activate
the light above the "Injectors" label, and press the left
button to lower the mount. Now pull the right lever – instead of advancing
the gondola one position, the gondola spins around 180 degrees. So
how do we get to the next position? Just pull the left lever – this
causes the gondola to move backward one position, getting us to the
last installation (since we turned around backwards, the only way
to move forward is to go backwards…well, take my word for it).
Hit the right button to
raise up another lever mounted on a post. Grab the lever and pull
to the left until a blue light comes on above the "Ventricle"
label, and lower the post using the left button. Now we want to get
back to our starting point. Pull on the right lever to move back one
position, and again to turn the gondola around. Now pull the left
lever twice to move the gondola back to your starting place. Have
another look at the AIV Sequencer – now the A, I, and V symbols are
all lit up a red colour. Grab the lever on the right side of the panel
and pull down. Congratulations, you’ve powered up the NG! Watch the
vision of JC and Jan fighting over whether to continue with the experiments.
Belly Up to the Bar
With the power on, we are
free to more fully explore the ship. In particular, we’ll be looking
out for the 3-digit combinations to the staterooms of the six guests.
Proceed back out the doors, and go up to the theatre-level using the
stairs to the left or right. Go over to the elevator, and click on
the doors to enter. We have a choice of four floors to visit. Its
time to head to the bar – hit floor No 1. Once the elevator stops
you are ushered out into the ship’s lounge. Turn to your right and
click on the bar for a close-up of a cigar, and Billy enjoying some
of life’s pleasures.
Keep panning to your right,
and click on the card on one of the bar tables. Apparently Belle Swan
will be accompanied by a flute, drums and oboe during her Salome performance.
Continue to pan right, and follow the arrow to the right of the elevator.
There will be a booth behind you – click on the cards on the table’s
surface to watch Billy pulling a fast one on Leo. Return to the centre
of the room, and click on the coloured panels across from the bar.
Leo dances like he’s punch-drunk (or just drunk). Proceed through
the doors located directly across from the elevator.
You are taken though a
hallway directly into the ship’s dining room. Turn to your left, and
click on the table with the cigar collection to watch Grace giving
Billy the business for smoking. After the ghosts clear off, click
on each of the 9 compartments of the cigar case to get a close up
of the cigars in each one. After viewing the cigar from the top-central
compartment, the cigars shift over to reveal a card. Pick up the business
card and examine both sides – it appears that Billy has entered the
highly respected profession of fountain sales.
Proceed through the room,
and exit by the far doorway. Another hallway whisks you to another
door – open it by pressing one of the buttons, and you’re on the ship’s
bridge again. Turn around and make your way back to the elevator.
Press the button for Level 2. The elevator opens up into the hallway
decorated with the boxing posters. Approach the spot where Leo’s poster
used to be mounted, and click on the blank space to see a confrontation
between Belle and Leo. Click on the small plaque as well to see Leo’s
weight class (Welter Weight). Since the poster is gone, we don’t know
Leo’s weight (unlike the other boxers pictured in the hallway).
Proceed through the doorway
into a gymnasium.
The Boxer and the Dancer
Go directly to the swimming
pool straight ahead, and click on it to hear a ribald conversation
between Leo and Grace – sounds like Leo still appreciates his ex-flame
Belle. Pan toward the right, and move towards the free-weights and
rowing machines. Click on a rowing machine to take it for a spin,
and then examine the barbells. Two appear to be missing – the two
10-pound barbells to be exact. Note the magnifying glass cursor above
the missing weights – click here to see Leo weighing himself. Pay
close attention to what he says.
Leo first mentions that
he is the exact same weight that he was when he knocked out Fightin’
(Ned) Flanders in the 3rd. He then picks up the 2 barbells, steps
on the scales, and promptly proclaims himself heavyweight champion
of the world (where’s Don King when you need him!). Once the movie
is over, proceed back to the doorway and click on the scale. The weight
guidelines tell us that for a heavyweight you must be 175 lbs or more.
Leo’s poster mount tells us that he fought as a welter weight – according
to the weight limits, that puts his fighting weight between 135 and
155 lbs. Since Leo is holding 20 lbs when he steps onto the scale
again, he must have weighed 155 lbs during his fighting days (as he
does now). Put another way, the only weight that lies within the welter
weight range that Leo could have combined with the 20 lb barbells
to get to the heavyweight range (which starts at 175 lbs) is 155 lbs.
Hmm, 155 lbs – could this
be Leo’s stateroom code?
Before you leave the gym,
be sure to look around the fighting ring, and have a go at the old-fashioned
fat-jiggler machine by the door. After exiting, head right past the
elevator, and go through the doors into the main staircase room. You
will get a first hand view of Leo’s hatred for dogs. For a quick diversion,
turn to your right, go out on deck, and click on the snow beyond the
ship’s railing. Apparently Leo reached his limit with Belle’s dog,
and made it walk the plank. Go back inside the way you came.
Go over to the doorway
into the ballroom, and enter. Move off to the left, and turn to your
right to look at the room’s music juke box. This is what was to supply
the music for Belle’s Seven Veils dance. Remember what instruments
were to accompany her? We got this from the bar upstairs – it was
a harp, a drum and an oboe. Click directly on the instrument labels
to scroll through the instrument choices until Belle’s musicians are
set. Now we must tell them which song to play. There are vertical
sliders located on either side of the label below the instruments
showing the name of the song. Slide the slider up or down until the
right music is selected – Salome’s Seven Veils, of course. Hit the
"Play Selection" button at the bottom of the machine, and
the music plays. Keep your clothes on, and jot down the 3-digit number
displayed in the centre – 586 – Belle’s stateroom code.
Before you leave the ballroom,
go over to Claire’s wheelchair, and click it to watch Jan’s moment
of triumph, followed by one of great despair. For a few shining moments,
Claire can walk, and Jan appears without his disfigurement. Next click
on the green jester’s hat on the floor to see the other passenger’s
reaction to the turn of events. Evidently everyone concerned has been
quite hard on Jan, particularly his father.
The Swindler and the
Prude
Now that we’ve got the
codes for Leo and Belle, we must work on Grace and Billy. Make your
way out of the ballroom, down the stairs, past the passenger staterooms
and into the baths. Recognize Billy’s fountain? Click on it to watch
Billy’s vision of the future, and Grace’s opinion of it. After the
movie, pick up Billy’s next card – he’s also into toilet sales (this
seems to flow naturally from his other job).
Turn to your left and enter
the mud room. Right away we see Billy’s next installation. Move over
to the shower in the corner and check out the room’s items. The mud
bath doesn’t look too inviting, and the personalized cabinets are
all locked. Click on the toilet to watch what seasickness (or booze)
does to Billy, and his introduction to the bidet. After he’s done,
click on the key he’s dropped in the basin, and then click on his
locker ("Mexler") to open. Billy’s got a peculiar poster
in his locker, and a most peculiar number scrawled on it. Billy either
likes his ladies meaty, or he’s written his room code on the sheet
– 386 (or both, I guess).
Exit the mud room, and
go directly into the herbal lab. We’ve got some activity in here.
Off to the right, there’s a large mechanical mixing machine stirring
up a batch of mushy flowers. Over on the bench, Malherbe’s been dissecting
frogs for some reason (recall him desperately trying to catch one
in his garden above). Over at the chair, click to watch Malherbe preparing
Grace to take some blood, in order to make-up a serum for her dream
journeys within the NG.
Turn to your left – there
is some sort of mixing machine here, with peculiar labels along the
sides. The labels should look familiar – recall the chart in Malherbe’s
garden. The doctor must be making up some of his goofy Indonesian
whack-out drink with this equipment. This machine, like the juke box
in the ballroom, seems to display a 3-digit code in the centre. Hmm…Malherbe’s
stateroom code, anyone? We’ll need to go back up to the garden to
get a little more information.
Exit the herbal lab, and
walk around the fountain to access the three doors behind. The baths
are equipped with a Frigidarium (brrr), a Tepidarium (I don’t know…well,
maybe) and a Vaporarium (now we’re talking). Press on any of the doors
to get a close-up of a small plaque. Press the button to reveal a
thermal lock. We must enter the correct temperature into all three
thermal locks to open these doors.
Now turn around and look
at the fountain. According to that sheet posted in the basement, the
heaters have all been turned up to 40 degrees, and the fountain shows
the correct ratios between the temperatures in each of the three rooms
beyond. Hitting the blue button (Frigidarium, F) will cause one spout
to run; hitting the purple button (Tepidarium, T) will cause two spouts
to run; and hitting the orange button (Vaporarium, V) will cause three
spouts to run. So the temperature ratio F:T:V is 1:2:3. Since we know
that one heater is set at 40 degrees, the temperatures will be as
follows: Frigidarium = 40 degrees, Tepidarium = 80 degrees, and Vaporarium
= 120 degrees. (Whoever said puzzles have to make any sense?).
Enter the corresponding
temperature into each thermal lock (use the dial to the right on each
lock) to open the three doors. Have a look inside the Tepidarium and
the Frigidarium, but there’s nothing much to see. Enter the Vaporarium,
and look at the towel hanging to the right of the entry door – Grace
has been here. Click on the covered bench to see some classic Grace-grouching.
Now enter the inner room. Click on any of the wall spouts to fill
the basins with hot water, and the room with steam. Click on the door
– looks like Gracie wrote something on the window with her finger
– "Psalms 24,4". Not only is this a relevant passage (clean
hands and a pure heart indeed!), its also Grace’s stateroom code.
The Good Doctor
Proceed out of the baths,
back up the stairs, through the ballroom, and into Malherbe’s garden.
Do you remember the three ingredients in his trance-inducing serum
(besides blood)? Well we had the Black Orchid, the rare Valley Orchid,
and a mysterious third ingredient. At this point you should be able
to take a shot at what this mysterious substance is (think about his
workbench, his net in the garden, and the amphibian tank). Yes, frog
guts.
Walk around the garden
and locate the positions of these three ingredients (the Black Orchid
is close to the Amphibian Tank, and the Valley Orchid is close to
one of the entry doors. One you’ve found all three, proceed into the
supply shed, look at the diagram, and come up with the three important
sounding descriptors – these should be Earth (frogs), Death (Black
Orchid) and Soul (Valley Orchid).
Make your way out of the
garden, and across the ballroom to the staircase. Take this opportunity
to go out on deck, travel all the way to the very front of the ship,
and click on that funny looking piece of equipment at the bow. We
get to see Jan ordering Malherbe to continue with the experiments,
against his father’s wishes. We may be able to confirm our stateroom
codes from the supposed list of them in Malherbe’s room. The doctor
looks less that comfortable with the entire situation.
Proceed back along the
deck, inside at the stairs, down past the staterooms and into the
herbal lab. Click on the mixing machine to the left, click on the
three correct descriptors (Soul, Death and Earth), and watch the machine
spin around. The number 411 is displayed on the machine once mixing
has finished – Malherbe’s stateroom code.
Go out of the herbal lab,
and leave the baths area. After entering the stateroom corridor, turn
to your left to face Malherbe’s stateroom. Since we know where the
doctor is (or at least where his frozen corpse is), we can start here.
Press the left button on the door to open up the digit displays, and
click on each digit to scroll through until you’ve got "411"
displayed. Click on the right button to open the door.
The only items of interest
in here are located on the table to the left. Click on the wooden
box with the leaf symbol to open it. The piece of paper shows that
the Pod Extraction Code (whatever that is) is 318. None of the containers
have serum in them – it appears that the doctor did not prepare serum
for himself. Now click on his notebook – we only get a small portion
of the stateroom code list, but its enough to give us Claire’s room
code – 324. Read through Malherbe’s diary entries dating back 16 years.
From his notes it appears that Jan has had to undergo some long and
painful treatments at the hands of a quack. Malherbe was obviously
a weak man who worried for his future, and the impact that the NG
would have on his own research.
It’s time to have a peek
inside one of the other passenger’s staterooms. Exit Malherbe’s room,
cross the hall, and enter Billy Mexler’s code (386) into the lock
on his door. After entering the room, move forward and look about
the room. Clicking on the bed gives us insight as to how Jan and Malherbe
"convinced" Billy to take part in the experiments. Click
on the bathroom door to get a glimpse of Billy’s inner sanctum – a
vomit-free toilet demonstration can be viewed by examining the toilet
in here.
The interesting stuff is
on the desk located across from the bed. Start by examining the small
printing press on the right side of the desk. Pull the right lever
down to see how Billy became an instant expert in any profession of
his choosing. Examining the desk drawer will reveal a set of rubber
letters for the press, and the garbage can to the right of the desk
contains a number of misprinted cards.
The piece of paper located
on the left edge of the desk is a copy of Mexler’s invitation to sail
on the Herculania. Click on the box located next to the printing press
to reveal the tools of the scam artist – loaded dice, a set of marked
cards, and a series of printed cards (including a ruined Honus Wagner
baseball card!). The box also contains a locket with pictures of a
heavyset woman and a pudgy boy, a toy merry-go-round, and a flyer
for a circus dated 1907. The items obviously indicated some connection
between Billy and the circus.
Now open up the other wooden
box with the spade symbol on it. The box appears similar to Malherbe’s
serum receptacle, except that one the serum bottles contains a liquid.
Pick up the red coloured serum. Notice that the stationary cursor
has changed from a ship’s wheel into a small vial containing Billy’s
serum. This change will remain until we find a way to use the serum.
But how do we do that? Well, there is one floor accessible from the
elevator that we have not visited yet. Proceed to the elevator, and
go to the Sanitorium on the fourth floor.
Sanitorium, or Sanitarium?
This place should look
familiar to you as you exit the elevator – it’s the room pictured
on the front of Claire’s postcard to her uncle found on the steps
of the theatre. Step forward, turn to your left, and click on the
mechanism to see a close-up of Billy’s customized NG equipment. Pressing
on the button on the front of the equipment gives us a glimpse of
a sleeping/dead Billy, a portion of our dream concerning Billy that
we had prior to boarding the ship, and a quick view of what appears
to be a carnival at the end of the vision.
Turn around and look at
the equipment located across from Mexler – it appears to be unused.
Now look about the room – you will see equipment set up for Belle,
Leo and Grace, as well as another set of unused equipment in the back
left corner. Belle’s vision gives us a peak at a Persian palace, while
Leo and Graces’ visions yield glimpses of a darkened street, and a
beach (respectively).
Proceed over to the contraption
located to the right of the door as you walk in the room. Another
3-digit code is necessary – could this be the Pod Extraction Code
we found in the rooms of Mexler and Malherbe? Grab and pull up/down
on each number wheel and set the digits to read 318. Pull the right
lever down, and watch the unused equipment to our left spring into
life. A pod-like structure is inserted into a hole in the floor. Watch
the vision of JC and Malherbe dealing with the apparent deaths of
the four passengers in the NG, and note the secret doorway to the
right of the pod extractor control.
Once the vision is over,
turn around and face the newly inserted pod equipment – the name label
says MALHERBE. Did Jan intend to send his physician into the same
dream-hell as the other passengers? Go back to the corner where you
saw the secret door, and click forward to enter the bowels of the
Neurographicon.
Down below, the five inserted
pods are in the same arrangement as the equipment above. Examine the
four occupied pods to get a look at the four guests – are they alive
or dead? Note the open pod located across from Mexler – click on the
pod to hear a compelling argument to get inside and use the serum.
There’s also something at the end of the row of pods. Walk up to the
structure at the far end of the row and click on it to get a chilling
vision of Jan – he must be the NG Dream-Master! Is he alive or dead?
Walk back up the row of
pods and peer ahead at the person located in the window – is it Claire
in that strange compartment? Don’t bother clicking on her form – this
will just take you back up the stairs to the Sanitorium.
Its time to enter the dream-world
of Billy Mexler – perhaps learning his inner most secrets will help
us understand the mystery of what occurred on the ship. After hearing
the narration on the pod, click to enter. After the door closes, there
are five symbols displayed. Billy’s serum symbol was the Spade, so
click on it, and be transformed into Billy’s dreams.
Billy the Freak
You find yourself in the
middle of a carnival…of the damned!! Seriously though, the place
is operating, but is totally deserted. Begin by examining the organ
with the horse pictures on it located next to the central merry-go-round.
There are six coloured knobs located above the keyboard that can be
pulled out or pushed in to change the number above each knob. Press
the keyboard to get a short set of notes, but little else. Clearly
we’ll need to know more before we can solve the mystery of the organ.
Turn around to face the
fortune-teller’s wagon, and click on it to see the teller herself.
Not much you can do here – there are three blank spots displayed below
her – maybe we need to bring her something.
Step away, and move in
a counter clockwise direction around the merry-go-round. A large fun-house
is located left of the fortune teller – proceed there, enter the building,
and click on the screen to watch the show. The production consists
of 5 scenes: the circus arriving in town, the jester cruelly taunting
the monster, the disastrous fire, the elephant running wild, and the
monster saving the jester. I sure do love a love story.
Exit the fun-house and
continue to the left to a horseracing game. Click on the starting
pistol in the top right corner to begin the race. The six horses race
across the screen, and the blue one wins., Hit the pistol and watch
the race again – we get the same results. The colours should look
familiar – they are similar colours to the ones on the organ knobs.
Record the order of finish (1-Blue, 2-Red, 3-Lime, 4-Lilac, 5-Black,
and 6-White). Now go back to the organ and position the six knobs
to match their order of finish in the race (i.e. set Blue to 1, White
to 6, etc.). Now click the keyboard, and enjoy the merry-go- round
ride. Once you are done, click to get off, and receive a Queen of
Hearts card. Place it on one of the empty places at the fortune teller’s
wagon.
Proceed back around the
merry-go-round, past the horseracing game, to the poster of King Colossus.
Click on the garbage cans located behind the poster – a big rat jumps
out and scares us off. Now click on the Ferris wheel, and enjoy the
view from the top.
Keep proceeding in a counter-clockwise
direction, and click on the Oddities trailer to enter. Click on the
closest display and read about the mermaid. Click to the left to see
the beast itself, and then examine the curtain below to see how they
concocted this beast (looks like a big fish, and some plaster of Paris).
Examine the next display, and read about the world’s smallest brain
– the same weight as a 4-ounce coin. The cauliflower used to make
the "brain" can be examined under the curtain below. The
third display shows the severed hand of an electric man. His secret
– underneath the curtain he’s plugged into the wall.
Upon exiting the Oddities
trailer, a note flies into our hands. The flier details the substantial
girth of King Colossus (4 average men needed to lift him) and his
yearly tax of 500 coins (the same type of coin that is weighed against
the brain in the Oddities trailer). Now examine the small arcade to
the left of the trailer. This device requires us to guess the weight
of the fat lady by entering a number using the three red levers (slide
the levers over to the right to change each digit above). The weight
guess is submitted by pulling down the black lever in the top right
corner. Since we don’t know this weight, we’ll have to come back in
a bit.
Continue to circle the
merry-go-round – at the poster of the Bearded Lady, stop and examine
the garbage can. We are able to knock it over, and the spilled popcorn
has attracted out nasty rat friend. Perhaps we can now look into the
other garbage cans by the King Colossus poster. Continue along past
the closed trailer (next show at 2:00), and stop at the strong man’s
hammer game. Click on the hammer to grab it and hit the target – I
always knew you were a He-man. Note the guideline to the right – a
Weakling can manage 25 pounds (of pressure?), an average man can handle
75 pounds, and a He-man can do 150 pounds.
Examine the poster of the
fat lady to the left of the hammer game. The fat lady is exactly balanced
with what looks like King Colossus and a bag of money. Can we use
this information to calculate the fat lady’s weight?
· The hammer game
tells us that 1 average man can handle 75 pounds. The Colossus flier
indicated that 4 average men could carry the regent. Therefore, the
King must weigh 4 men x 75 pounds per man = 300 pounds.
· The bag of money is presumably his yearly tax of 500 coins.
As we learned in the Oddities trailer, 1 coin weighs 4 ounces. Therefore,
the bag of coins must weigh 500 coins x 4 ounces per coin x 1 pound
per 16 ounces = 125 pounds.
· If the king plus his money weighs 300 + 125 = 425 pounds,
then the perfectly balanced fat lady must weigh the same.
Go back to the arcade,
and using the three red levers, input 425 pounds into the guessing
game as the weight of the fat lady. Pull the black lever, and claim
your Queen of Diamonds prize for the fortune teller.
Its now time to re-examine
the garbage cans by the King Colossus poster. Click on them to travel
through the fence to the trailer of the fat lady (I’m guessing by
the size of the underwear). Enter the trailer and click on the suitcase
under the bed – once you open it, a poster advertising the lady and
her 40-pound 6-month-old son Will is displayed. Could this be Billy?
Close up the suitcase and exit the trailer.
Proceed off to the right
of the trailer to the stage door for the fun house. Open the door
and note the ropes off to the right. First, turn down the house lights
by pulling down on the switch under the ropes. Now pull down on each
of the ropes to see a different scene from the play. The scenes must
be played in order from start to finish, and the house lights must
be turned down each time you attempt to order the ropes. The correct
order is: far right rope (circus comes to town), middle rope (jester
cruelly taunts the monster), far left rope (disastrous fire), 2nd
rope from left (elephant runs amok), and 2nd rope from right (monster
saves jester). We are rewarded with the Queen of Spades.
Placing the last card on
the fortune teller’s wagon causes us to transfer back to the Herculania
just in time to see Billy’s face melt away – I guess his spirit is
finally at peace.
Amazing Grace
Proceed back upstairs,
and using the elevator return to the passenger staterooms. Find Grace
Thermon’s stateroom, and punch in her code of 244. Enter her room,
and have a peek around. Grace’s doll collection can be viewed by examining
the large suitcase to your left. Move forward into the room, and click
on Grace’s bible located to the left of her bed. The bible contains
a letter dismissing her from her position at the Goodman Home for
Boys due to cruel punishment (and something involving the police).
Examine the hat box located
to the right of the bed. Grace is one sick twisted puppy, and has
a thing for solitary confinement. Finally, examine the wooden serum
box with the flame design on it, and pick up her serum container.
Make your way back down
to the NG, and enter the empty pod. Press the serum into the flame-shaped
receptacle, and hang on for the ride.
You are transformed to
a beautiful tropical beach with a giant waterfall, and find yourself
standing in front of a grass and mud hut. Click on the hut to go inside,
where there are three burning torched fashioned out of clay figurines.
There’s nothing to do here yet, so exit the hut, and travel up a short
hill to the left towards some upright poles.
At the top of the hill,
you will find yourself surrounded by drums mounted on a series of
poles. As you pan across the poles, you will hear each drum sound.
Try spinning around a bit – you’ll notice that the drums will sound
more consistently when you are travelling in a clockwise direction.
Make the drums play by spinning around at a slow pace, and then gradually
build up speed (if you start too fast, the drums will stop playing).
Soon, you will be spinning wildly out of control, and end up inside
the hut with a flame in your hand. Click on one of the torches to
extinguish the flame, and disintegrate the clay figure.
Back outside, head in the
opposite direction from the hill. Eventually you will come to a location
with a cave entrance to one side, and a path up the beach on the other.
Proceed up the beach to a tall, thin structure, and a small graveyard.
Examine the graveyard, and click on the individual gravestones – only
children are buried here. Now turn around and enter the structure
– you will find yourself below ground, with 6 caves leading off in
different directions in front of you. Enter the caves randomly until
you encounter a screaming gorilla in one of them (my wife actually
still has nightmares about this gorilla after two years).
A box with a monkey on
top will appear before you – turn the box around and read the inscription:
"To my darling son, who would have been 7. May the angels continue
to watch over you". You are then transported back to the graveyard
– examine the gravestones to find the stone for the 6-year old boy,
and place the box in the flower pot on the tombstone. The stone is
the furthest one to the right, and has the name Stephen Speer on it.
If you somehow screw it up, you’ll have to head back underground and
find the gorilla again. After succeeding, you will be sent back to
the hut to extinguish another torch.
For the third torch, go
back outside and proceed into the cave you saw earlier. Move forward
towards the large idols until you are standing in front of a large
round stone. There will be three suspended chairs surrounding the
stone. Click on the chair on the opposite side of the stone from you,
sit down, and pull the hanging chain. The chair will rise and stop.
Now pull the lever sticking out of the wall – the stones groan, and
then stop. Pull the chain again to lower yourself to the ground.
The round stone is now
bathed in light. Proceed back to your initial vantage point, and now
choose the chair located immediately to your left – sit down and elevate.
Again, pull the lever sticking out of the wall, and descend again.
Now the ball has been replaced with a flat mirror. We now must position
the mirror in the correct direction.. From your original position,
select the chair on your right side, ascend, and pull the lever twice
(you will need to wait some time between the two pulls to allow the
contraption to stop moving). Descend back to the ground – the mirror
should be directing light upward towards the chair located immediately
to your left.
Climb into the left chair,
and ascend to the top. Turn around – you should have a route open
to you across the rafters. Click ahead until you can see the giant
waterfall through a crack. Go out through the crack and soar off into
the sky for a breathtaking scene. Once you’ve landed, you’ll be back
in the hut ready to extinguish the last flame. You will then be automatically
sent back to the Herculania to watch Grace fade away, finally free
of her many demons.
Leo the Lyin’
Make your way back to the
staterooms, and use the code 155 to enter Leo Galte’s room. Click
on Leo’s bed to hear him rage against Billy, and admit to some funny
business long ago in Ireland. The only items of interest on Leo’s
table are his boxing poster, and his serum box, which is decorated
with a rose symbol. Open the box, grab the serum, and proceed back
down to the empty NG pod. Click on the rose symbol to be transported
to Ireland.
You find yourself standing
in front of a flower cart run by someone named Molly. However, the
flowers are all dead inside the cart. Turn to your right and head
towards the police station located ahead. Before going in the front
door, have a peek at the barber shop across the way.
Once inside the police
station, note the six maps displayed on the wall off to your right
– they have some pretty diverse locations (Mediterranean, Far East,
the Eastern Seaboard of the US, etc.) Turn around and examine the
four detective’s desks located behind you. One desk has a poster showing
a missing dog on it, last seen near Sweeny’s Meats (oh Leo, what did
you do?). The last desk on the left curiously has a row of six push
pins corresponding to the names of six women. The pins can be picked
up – perhaps they’re to be stuck into the maps somewhere. We’ll need
to come back to this.
Go back towards the door
to the station, and then travel around the big desk and down a hallway
to the morgue. Its empty – continue off to the right to the jail cells.
Click on each of the cells to get a close up of the personal item
in each one. After, continue to the far door, and step though to the
area behind the big desk. You will find a map of the police station
here, and well as six numbered keys corresponding to six women’s names
(the same six names that were on the pushpins). Using the keys, the
map and the contents of the cells you can lay out the following information:
Cell 1: Tess blue glove
Cell 2: Ophelia brown yarn
Cell 3: Molly white flute
Cell 4: Lulu greyish blue cup
Cell 5: Kitty flowery hat
Cell 6: Ingrid blue earring
This is a lot of information,
but it still doesn’t tell us where to place those pins. Exit the cell
block via the morgue, and leave the police station in search of more
clues.
Passing the flower stand
on your right, enter the boarding house located to your left. The
downstairs area is quite beautiful – have a look at the piano in the
main room, and the old fashioned telephone in the room to the left.
Proceed up the stairs – there are six bedrooms located up here. Each
room belonged to one of the six girls listed at the police station
– there is a personal effect and a postcard in each room to help us
identify where the girls are from. From your perspective standing
on the top of the stairs:
- First room on left:
yarn, postcard from London…Ophelia! - Second room on left:
teacup, postcard from Hong Kong…Lulu! - Third room on left:
blue glove, postcard from Paris…Tess! - First room on right:
sheet music, postcard from New York…Molly! - Second room on right:
blue earring, postcard from Egypt…Ingrid! - Third room on right:
hat box, postcard from Rome…Kitty!
Armed with our location
information, leave the boarding house and return to the police station.
Proceed over to the desk with the pins, and place each pin in its
proper location on the maps:
- Ophelia’s red pin should
be placed on London, located in the centre of the 4th map from the
left - Lulu’s blue pin should
be placed on Hong Kong, located in the bottom-central portion of
the 3rd map from the left - Tess’ lilac pin should
be placed on Paris, located in the upper-central portion of the
2nd map from the left - Molly’s green pin should
be placed on New York, located on the right side of the 6th map
from the left - Ingrid’s yellow pin
should be placed on Egypt, located in the centre of the 1st map
from the left - Kitty’s grey pin should
be placed on Rome, located in the centre of the 5th map from the
left
Once the pins are placed
in the correct positions, you are whisked into the locked room beyond
the wall maps. A single rose lies on the desk in front of you. Pick
up the rose, and find yourself standing in from of the flower cart.
Click on the cart to bring some of the flowers to life.
Move off in the direction
of the boarding house again, but this time proceed past it and enter
the pub straight ahead. Click on the 6 draft tap handles for a close
up of the designs on each. Pay particular attention to the logos,
colours, and number of stripes. Now look around the pub. You find
a set of six darts at each of the six booths within the pub, as well
as a fireplace and a dart-board. Examine the darts closely – the darts
match the designs on the six tap handles, but only one dart at each
booth exactly matches the corresponding handle (the others generally
resemble the handles but differ somewhat).
The object here is to throw
the correct dart from each of the six booths (after a correct dart
is thrown, the corresponding tap handle is pulled down). Throw one
incorrect dart at then board, and the other darts already in the board
simply disappear, requiring you to start again. If we number the booth
closest to the dart-board as 1, and the one farthest from the board
as 6, and if we number the darts 1 through 6 running top to bottom
in the dart box, we get the following matches:
- Booth 1 – Dart 3
- Booth 2 – Dart 1
- Booth 3 – Dart 5
- Booth 4 – Dart 6
- Booth 5 – Dart 2
- Booth 6 – Dart 4
Once finished, all six
tap handles are pulled, and the fireplace spins to reveal a passageway
into the back alley. Proceed through the door ahead, walk over to
the boxing ring, and pick up the rose on the stool. Click on the flower
cart to grow more flowers.
Go back towards the pub
and proceed off to the left (the streets to the right is a dead end).
Turning to your right will yield a close-up of Henchly Bro. Merchants.
Across the street is Sweeny’s Really Fresh Meats" (I think I
see where this is going). Click to enter the butcher – you are taken
into the backroom where the evidence on the table indicates that Muffy
the dog did not make it out of here alive. Click on Muffy’s tag to
learn that that Miss Pettibone was the dog’s owner.
Go back outside, and enter
the boarding house again. Proceed to the left, and click on the phone
– it’s ringing. Answer the phone, and listen to the threatening message
from Muffy’s kidnaper. Will Miss Pettibone be able to stay out of
the morgue? Lets go find out. Return to the police station, and go
into the morgue. Sure enough, Miss Pettibone’s body is now laid out
on the table. Click on the body to receive the final rose, and add
it to the cart. We are sent back to the ship in time to see Leo slip
away, his secrets finally revealed.
Claire-ify
Since we have only Belle’s
dream-world left to visit, let’s take this opportunity to have a look
in Claire’s stateroom. Return to the stateroom hallway and key in
324 to unlock her door. You can operate Claire’s music box to the
right of the bed by clicking on it, and then clicking on the winding
key. Move forward into the room, examine another bathroom if inclined,
and then have a look at Claire’s sketch of Jan to the left of the
bed.
Examine Claire’s mirror
– we catch a quick glimpse of Claire, and then can peruse her diary.
She holds much empathy for Jan, and feels the others continue to mistreat
him. A letter from Jan, which arrived with a now-missing necklace,
declares his fondness for her, and mentions the word mirror several
times in reference to the necklace.
Belle’s Hells
Exit Claire’s room, and
proceed across the hall to Belle’s stateroom door. Unlock the door
with 586 and enter. Examine the book to the left of Belle’s bed –
this is a photo album of Belle’s life and loves. She’s managed to
outlive more than several husbands (all of whom passed away under
suspicious circumstances). Apart from another empty bathroom, there
isn’t much to see in here. Examine the compact on the table and see
Belle’s reservations about returning into the NG. Open her serum box
(marked with a feather) and pick up the serum container. Take the
serum down to the NG again, enter the pod, and click on the feather
symbol to be transported into Belle’s dream world.
You find yourself standing
on a raised level at one end of a sultan’s palace. Go either left
or right, follow along the walls and descend to ground level. Proceed
towards the back wall of the palace to the doors behind the large
fountain. The walls of the 12-sided room inside have frames to hold
the pieces of a tapestry, 10 of which are empty. We will have to collect
the ten missing pieces and return to this location.
Back outside, cross to
the other side of the fountain, turn to your right, and proceed towards
the set of blue doors located straight ahead. Once inside, examine
the five hookah pipes located at either ends of the room – each pipe
when activated emits a puff of smoke that forms into a symbol. The
symbols include a spade, an "S", a star, a triangle, and
three vertical lines. Note the locations of the pipes and the symbols
they create. Afterward, enter the 7 small chambers located about the
room and collect the pieces of the tapestry located there (5 of the
rooms have the tapestry, 2 others are empty).
Leave the room, and proceed
through another set of blue doors straight across the palace grounds.
Enter the small chambers located here and collect the remaining 4
pieces of the tapestry. After, examine the small mounted obelisk present
at one end of the room. You must follow the maze of lines to determine
the proper order of the 5 symbols produced by the hookah pipes. Turn
the obelisk until you see a small circle at the top with a line leading
from it. Follow this line until you encounter all five symbols on
the path. The order should be: triangle, vertical lines, star, "S"
and spade.
Return to the room containing
the hookah pipes, and activate the pipes in the order determined by
the obelisk. Once completed, you are given a feather – click on the
bell to see a mechanical bird flutter around. Proceed back down to
ground level, and return to the room behind the fountain. All of the
tapestry panels should be in place.
We must now place the pieces
of the tapestry in the proper order to tell the story. Starting from
the piece that is fixed (the one located immediately to the right
of the door), place the pieces in order by clicking on the proper
piece and carrying it over to the proper position. It’s tough following
the story – the easiest way is to look for common items that span
pictures (e.g. a set of mountains in the background may straddle two
pieces of the tapestry). The proper order is shown below, beginning
with the fixed panel:
1. Horseman attacks (look
for pink fence that runs into the next panel)
2. Woman kneeling (look for blue/pink wall that runs…)
3. Woman dancing for sultan (look for edge of throne…)
4. Battle (look for bodies…)
5. Santa Claus (!) kneeling (look for brown path…)
6. Man and woman sitting on carpet (look for pink mountains…)
7. White haired man comforting dying person (?) (look for blue banner…)
8. Purple dressed man praying on grass (look for white throne…)
9. Sultan sitting (look for beige robe…)
10. Sultan slitting throat of man
11. Man (ghost?) and woman talking
Once the panels are in
the correct order, the second feather is given to you. Click on the
bell to see the mechanical bird get some colour and begin chirping.
Descend once more to the ground level, and leave the palace by the
door in the far wall. Enter the village and move forward until you
reach the basket seller’s stall. Click on the closest basket, and
watch the cobra try to get you. We need to tame this beast with a
little music.
Turn around and return
to the stall with musical instruments for sale. DO NOT CLICK ON THE
DRUM UNLESS YOU HAVE DOWNLOADED THE MORPHEUS PATCH – YOUR GAME WILL
CRASH. You must choose an instrument that will tame the snake – what
else but the snake charmer’s flute? Click on the flute to start the
music, and return to the basket stall. Click on the basket to see
the snake sway, and to receive the final feather. Once the bird receives
the feather, it busts through the cage and flies away. Return to the
Herculania to see Belle dissolve away, her soul finally free as a
bird.
Looking for Jan

Now what? We’ve sent the
trapped souls off into the great beyond. Can we save Claire? Walk
back towards the staircase to the Sanitorium – the wall in front of
Claire will peel away. Claire appears to be alive, and she’s wearing
Jan’s necklace. Examine the necklace – do you recognize the pattern?
It looks to be the graphical code for Jan’s room. Copy the code down,
and proceed up to the theatre level.
Turn around so you are
facing Jan’s room, and examine the lock. Before you enter the code,
remember Jan’s words from his letter to Claire – he mentioned the
word mirror several times in reference to the necklace. What would
the pattern look like if seen reflected in a mirror?

Enter the mirror-reflected
code into the lock – you can change the configuration of each small
panel by clicking on it – and enter the room. Jan’s room is sparse
– move forward until you are facing the mirror and examine it. We
get a vision of Jan, desperate for Claire’s love, and approval from
his step-father. He smashes the mirror, revealing another graphical
code – this one for JC’s stateroom:

Yes, that’s a big "P" (and, if you’re wondering, you could
have entered this code to open JC’s room at any time in the game).
Enter the room and approach the pod located on the far wall. Enter
the pod and speed off to dreamland. You end up in an ice cave, with
the form of a frozen man encased in the ice. Turn around, grab the
ice pick stuck in the snow, and click on the man to release him from
his frozen prison. It’s your father Theodore. Click on his journal
to read of his attempt to deliver a letter from JC to Jan, and his
eventual demise in the ice cave.
Click on the letter – you
are transformed to the terrace of an ice-bound palace. Examine the
letter on the table (and see the silhouette of Claire giving the letter
to Jan). JC tells his son that he loves him. Finally Jan’s soul can
rest in peace, and the Herculania fades away. You are woken up on
the ice by a woman who looks exactly like Claire. "We thought
we’d never find you," she says.
Was it all a dream?
Screenshots

View this guide raw, exactly as the archive holds it