
By
Trecision
Walkthrough by
MaGtRo June, 2002
Game
Play:
The game is both mouse and keyboard controlled. Mouse or arrow keys do the
movement of the characters. Holding the Shift key will make the character
run. Or press Caps lock and just use arrow keys all through the game and
the characters run all the time. To change from one character to another,
press F8 key. To Save game, press F1 or use the Option menu, then click on
the picture with a NEW in red in the saved game frame. To use a frame with
an old save on it, click on it and the new save replaces it. Press Close
button to return to the game. To Load game, press F2 or use the option
menu. It is advisable to just use the Options menu to save and load. To
access Audio options press F3 or the Option menu. To access the PDA, where
a record of conversations is recorded, press the P key or the telephone
icon in inventory
First Person view –
Pressing the spacebar will change from third person view to first person.
In first person view, objects can be seen closer than in third person view
but the character cannot run or walk. In first person view: to look around
– use the arrow keys or Shift key + cursor, to crouch – press Z key or to
raise the view – press the A key. To examine an object, left click the
mouse and to take an item, right click the mouse.
Inventory screen –
Pressing the Tab key opens the inventory and pressing it again
closes it. Select an object by left click of the mouse and to turn the
object for 3-D examination by left click/hold/move cursor. To combine
objects or give to a person – select an object, then right click (cursor
will change to an arrow with +) and left click the object to combine with
or person to give the item to. If the 2 main characters are in different
rooms, a telephone icon will appear above the inventory item list. When
the telephone icon is clicked, the other character will come to that
location. When a bar appears on the telephone icon, it means that both
characters cannot be together at that same location. If the characters are
very close to each other or one floor down, the change of character is not
possible – specifically in the church tower. Left click on the name of the
current character at the top of the screen will open the inventory of the
second character. Then left click on an item on that list will transfer
that item to the current character’s inventory. When an object is selected
the Option Menu appears on top the screen. The Save, Load and Audio
options is seen.
To talk to other
characters, right click on that character and a list of possible
conversation will appear. Be sure to check if there is an arrow key to
show more dialogue selections. Right click outside the dialogue frame will
stop the conversation.
The game clock starts at
9:00 AM with the arrival of Darrel and Victoria at the castle. The
progress during that time is based on the actions done within the time
frame and is not related to real time.
At 2:40 AM, Darrel Boone, a
paranormal expert was awakened by a call from a Law Office for an
emergency consultation. In the Norman Mac Green Law Office, he meets
Victoria Conroy, a lawyer and was hired to retrieve a stolen device before
midnight. The stolen device looks like a big pendulum and could be used to
amplify the energy of leylines. There are already disruptions noted and
the eclipse of the sun will amplify it. The stolen device is possibly in
an Austrian castle that is the headquarters of an organization called
Multinational. They are supposed to call the Law office when the device is
located. They arrive at the Castle Garden at 8:45 AM and met by
Christopher Anderson, castle supervisor. They were shown to their rooms.
At 9:00 AM, Victoria and Darrel meet at the 4th Floor
hallway.
Castle
Orientation |
4th Floor
– The 4th floor has 2 locked rooms,
Victoria’s room, Darrel’s room, service lift and the main lift.
Victoria’s and Darrel’s rooms goes out to a common balcony that
overlooks the mountains, a house in the yard to the north, hothouse,
garden and a clock tower to the left. |
|
Using the
Main lift: |
3rd Floor
– The third floor opens to a party area
and a lounge to the left of the stairs that goes down to the
mezzanine. The lounge has a stairs that goes down to the
Multinational offices and a French door to the terrace (not used in
the game). |
2nd Floor
– The Mezzanine is accessed by the
party room stairs. The stairs from the lounge accesses the
Multinational Offices. The Offices have a bathroom, security door,
Bureau door, blue door and stairs going down to the
kitchen. |
Ground (0)
Floor – The Lobby is accessed by
the stairs from the mezzanine. It has the lift, main door, glass
door to the Dining Room and door to the Nautorium. |
In the Dining room, there is a fireplace with a clock on it. The
adjacent room has a cupboard. There are 2 doors, one that goes to
the Guest restroom and the other that goes to the
kitchen.
|
The Kitchen has a pantry door, a fridge door, door to go to the
Multinational office, door to go outside close to the Mausoleum and
door to dining room. Inside the fridge door is a glass-topped
freezer that has a temperature control panel that can be adjusted.
|
Inside the Guest restroom, there are doors to the male and female
WC. The adjacent room has the male and female showers, entry to
nautorium and the service lift (blocked from 9 -9:20
AM). |
In the Nautorium, there is the swimming pool, door to lobby, an old
door and a door to the outdoors by the well and
greenhouse. |
|
Using the
service elevator (accessed after 9:20 AM): |
2nd Floor
– The second floor has the door
to the supervisor’s apartment and the gym. |
1st Floor
– The first floor
has the sauna and locker rooms. |
Basement
(-1) – The basement leads to a wood
door of the cellar, metal door to the boiler room and the laundry at
the left hallway. |
|
Castle
Gardens (Facing the main door to the castle): |
At right
bottom corner is the caretaker’s house. At top right corner is the
gardener’s house. The chapel is in front of the gardener’s house and
beside it is the clock tower. |
At the left
bottom corner is the underground garage. At top left corner is the
rose garden and mausoleum. |
At the back
of the castle is the greenhouse with an enclosed garden in the back,
an aviary and an old well. |

Either main character can do
the activities shown unless stated by the main character his or herself
and described only as such for ease in the flow of the game. The time
shown is when an activity is done that moves the time and the amount of
time added by such action. Some actions can be done later or earlier than
what is shown. Check the PDA for clues and what to do next. After initial
interviews with other cast of characters, talking to them again about new
topics might reveal clues.
Exploring the
Castle:
9:00 AM:
Enter either room of the main
character at the 4th floor and go out to the balcony. Look at the clock
tower at the upper left corner and see a gap-crack that makes it
accessible. Right click on gap to climb to the clock tower. The tower has
a bas-relief of a creature and an old clock on the roof. To the right of
the bas-relief is a plaster that upon examination shows ‘something
underneath’. Look close by pressing the space bar and see a crack in the
plaster.
Take the main lift to the first
floor.
Darrel:
Dining room – Look close (space bar) at
the carriage clock on the fireplace mantel. Take (right click) the
clock key. Go to the adjacent room and open the cupboard. Look
close (space bar) and take a knife.
Shower room – Enter the door to the guest bathroom and then to the
adjacent shower room. Look inside the cupboard and find a bottle of
sulfuric acid at the bottom shelf. Darrel says it is used to fix water
pipes but needs a container to use
it. .
Victoria: Nautorium – Knock on
old door. Greta Snyder, the Housekeeping
supervisor opens the door and says that you need authorization to enter
the Old Wing (trigger for Old Wing dialogue). Talk (right click) to
the supervisor’s wife, Jude Roberts. Ask her
about all dialogues and specially Carla Hoffman, the maid and Carla’s
private life (Darrel can not ask this question). Carla
goes to Jude for advice to trap a rich man and settle down. Jude sounds to
be not happy in her situation and her impression of the Multinationals are
interesting. Right click outside the dialogue frame to end
conversation.
Go outside using the front door by the foyer. Talk to Raul Hernandez, the gardener found at the right side
of the front yard. Chris Anderson maybe one of the top person in the
Multinational and that his wife is one thing the other Multinationals envy
him about. The Old Wing is the only place left untouched centuries ago and
is full of antiques. The door to the clock tower has been removed and the
entrance has been walled up.
There is a plant stand close
by. The tree close to the caretaker’s house has a magpie nest that cannot
be reached and Raul does not want the plant stand to be
taken.
The caretaker’s house and
chapel are locked. When you try the door of the house close to the chapel,
Raul, the gardener runs over to stop you and find out that he lives there
(gardener’s house dialogue added).
Go to the left side of the
castle’s main door and see a locked entry to the garage. Go to the left
side of the yard and enter the Mausoleum. The Mausoleum has a chessboard
that has squares that can be clicked. Look at the plaque on the wall about
Anna, beloved daughter.
Walk towards the Greenhouse.
The greenhouse vibrates and finally explodes making a hole on the side
(explosion dialogue added). Look close at the glass splinters and note
that the glass burst towards the Mausoleum. Look close at hole and see
that nothing else was destroyed except for that hole. (9:20 AM, +20 mins)
Go to the mausoleum and examine the crack made by the explosion. It shows
an unfinished chess game with Anna’s signature on it.
Look inside the greenhouse and
see another hole at the opposite side of the hole formerly seen. Open the
door opposite the entry door and go out to the garden behind the
greenhouse. Look at fountain, statue of angel and lion fighting. Go
outside and look at the hole made at the side of the greenhouse close to
the gardener’s house. Seems to come from the gardener’s house but no
damage is seen at the walls of the house.
Exit and look at the padlocked
Aviary and see a scraggly pigeon inside. Look up at the window on the
abutting extension to the right of the aviary overlooking the mausoleum.
It is Anderson’s office.
Finding about the people
in the castle:
Darrel: Well – Look at
well beside the nauturium door and try to take the well cover off. There
is a ladder going down the dry well. Raul comes over and gives warning.
Raul throws a plastic bottle in the bin. Look close (space bar,
look down, then shift forward arrow to see the bottle) at bin with your
back to the chapel and take plastic bottle.
Nauturium – Enter the nauturium and look close at the bottom of the
swimming pool. There seem to be something glittering at the bottom of
the pool.
Gym – Take the service lift, which is now accessible to the 2nd floor.
Enter the door to the right and look around the gym. Look close at the
bicycle and its console. Right click on battery compartment and then right
click again to take the batteries.
Sauna – Take the service elevator to the 1st floor and enter the sauna
with glass windowed door. Pick up the paper bag of incense
crystals.
Getting the
bracelet:
Basement – Take the service elevator to the basement (-1). The boiler
room is locked. Enter the wood cellar door. Look at bottles of wine
and note that somebody has been there before you drinking. Take a
bottle of
wine.
Exit and go to left hallway and enter the laundry room. Look close at
dispenser for liquid soap between the 2 washing machines and Darrel says
it is useless unless he has a container for it. Open inventory (Tab),
click on plastic bottle, right click on screen (get arrow+), close the
screen and click on dispenser and get detergent in inventory.
(9:30AM, +10 mins)
Kitchen – Go to the Kitchen and watch the cook imbibe while cooking. Look
at the pegboard by the door and see a hook and key. Talk to Stephen Klausmann, the cook about his past life as a
sailor. He mourns the destruction of his ship Aurelius. He has some
interesting things to say about the caretaker and gardener’s house. (Bring
Victoria into the kitchen by pressing Tab and
then click on her picture). Give the cook the bottle of wine (open
inventory, select wine, right click, close window, click on cook). Darrel
will invite him to drink by the table. The cook recounts his problems and
drinks. Midway the drinking bout, Victoria
takes the keys from the peg by the door. (9:45 AM, +15 mins) To
take the keys from Victoria’s inventory – press Tab, click telephone,
click Darrel’s name (will change to Victoria’s name) click on Cook’s
keys, click on Victoria’s name and see that under Darrel’s inventory
the keys are transferred.
Boiler room – Go to the basement and then boiler room using the service
lift. Use the cook’s keys on boiler room door and enter. Look close at
control panel at the far end of the room. Click the switch to turn off the
pump. Go to the 2 pumps for the swimming pool and look at either of the 2
filters before water enters the pool. Open one of the filters using the
knife. Pour detergent in the filter. Close the filter and turn the switch
on again in the control panel. (10:00 AM, +15 mins) Watch the cut scene of
Jude calling Raul because there is foam in the swimming pool.
Nauturium – Use the service lift to the ground floor. Go down the drained
swimming pool via the steps beside Jude. Darrel picks up the gold
bracelet with Carla etched on it. (10:15 AM, +15
mins)
Caretaker’s House – Go to the plant stand close to the caretaker’s house,
pick it up, Darrel moves it to the tree, climb on plant stand, look at
magpie nest and pick up a pair of eyeglasses. (10:30 AM, +15 mins).
Enter the caretaker’s house and talk to Henry
Eistermeier especially about the gardener’s house (underground
cistern and tunnels), explosion in the greenhouse (happened before), old
clock tower (old door covered by frescoes). Look at the desk while Henry
is searching everywhere and see an open eyeglass case. Look at the
carvings on the shelf done by Henry. Give him the eyeglasses. (10:40 AM,
+10 mins) Take the chisel from the shelf above the writing
desk.
Victoria: 4th
Floor – Take the bracelet from Darrel’s inventory. Go up to the 4th Floor
and talk to Carla Hoffman, the maid (Darrel will not do this conversation). She is so shy she
won’t stand still. Give her the bracelet. (10:50 AM, +10 mins) Talk to her
again about everything especially about the supervisor, Carla’s private
life and the gala evening. She met Antonio Corona and a friend. They were
talking with Raul, who acted like he doesn’t know her. When Corona was
alone, he asked champagne from Carla. Corona is a bigwig from Las Vegas
and asked her to go with him. He left several visiting cards to Carla.
<Victoria silently says that she saw Antonio Corona on TV in FBI Most
Wanted Show>. Carla gives Victoria a visiting card of Corona’s.
(11:00AM, +10 mins) Look at the visiting card (banknote) in inventory.
Turn it around and see the #s 4, 17, 30 covered by chips.
Enter the Fireplace room Carla just finished cleaning. Look around and
open the desk drawer. Take 2 plain envelopes.
Lounge – Go to the lounge at the third floor and talk to Greta Snyder, housekeeper.
Multinational offices – Enter the blue door of the Meeting Room. Open the
bottom door of the second bookcase from the door. Take the walkman.
Enter the door marked Bureau (Supervisor’s office). Talk to Christopher Anderson.
Investigate the cause of
the explosion:
Darrell: Well
– Open the well cover and then enter the well. (11:15 AM, +15 mins)
Cannot change character once in the underground
cistern. Walk to the end of the underground cistern.
Underground cistern – See a hole blown on the wall. Climb over the rubble
to enter the hole. Look at the tubes at the bottom edge of the walls,
marble door, the luminous crystals and the machine. Pull the lever down
and the indicator numbers are all the same – 6. Pull the lever back up
again. Look at indicator of machine (L-R 2, 7, 4, 11 and 9). Push button
and lights go around the room from the crystals and open another hole in
the wall. It does not matter whether the lever is up or down; when the
button is pressed an explosion occurs. The button is now fused, completely
destroyed. (11:25 AM, +10 mins)
Gardener’s cellar – Enter the new hole to the gardener’s cellar. Take the
cutter on sideboard. Open the door of the sideboard and pick up a
briefcase with a combination lock and marked Corona. Need the combination.
Look close at briefcase. Click on the switch and enter L-R 4, 1, 7, 3 and
0. Press the button to the right. (11:40 AM, +15 mins) Look at all the
money in the briefcase and take the cassette. Look close on
briefcase and then close it. The trapdoor on top of the steps is closed.
Go out by way of the underground cistern and the well. Oops! Raul sees you
and runs to the greenhouse. (11:50 AM, +10 mins) Close the well
cover.
Greenhouse – Go inside the greenhouse and in the garden to look for Raul.
Where did he go?
Investigate the
Multinationals:
Aviary – Remember that the aviary is close to Anderson’s window. Go to the
aviary; look close at padlock on aviary door. Use the cutter on
padlock. (12:00 PM, +10 mins) Open the door and the pigeon fly out.
(12:15 PM, +15 mins) Chris Anderson sees it and calls Henry to catch it.
Anderson and Henry look up a tree at the pigeon. Now, check his
office.
Multinational Offices – Go up to the Multinational office using the door
to the right of the cook via nauturium and guest bathroom. On the way, see
Henry fixing the washbasin in the Guest bathroom. Enter the door marked
Bureau (Supervisor’s office). Look at the photo of Jude. Darrel
comments on her unusual necklace. Look at the photo in inventory and turn
it around. The date September 7th ’95 is written on the back. Look in the
filing cabinet and see an invoice for an installation of a safe in
Anderson’s apartment with a combination 12480.
Secret lab – Go to the door beside the bathroom. Look close at the keypad
and press number from the back of Jude’s picture – 9, 7, 9, 5 and then
right click the enter arrow at bottom right. (12:30 PM, +15 mins) Darrel
enters the secret lab. Press the red button on the metal box close to the
door. Take the bag of blood and look at the preserved heart and
brain. (12:35 PM, +15 mins) Open the drawer by the computer table and take
the syringe. Use the syringe with the nitric acid on the
table by the microscope. (12:40 PM, +5 mins) Enter the supervisor’s office
and try to talk to Anderson about stolen organ but Darrel wants Victoria,
the lawyer to deal with this part.
Take the walkman from Victoria’s inventory. In inventory, combine
batteries with walkman and then cassette with walkman. (12:45 PM, +5 mins)
In inventory, look at and then right click the walkman. Listen to Antonio
Corona quotes 4 different passages from the Apocalypse. In the end of the
conversation, a phone number was dialed. (12:55 PM, +10 mins) In
inventory, combine walkman with telephone to use the tone sequencer. In
the screen, press ‘acquire’ and then ‘process’ to get 231074. (1:00 PM, +5
mins) Corona and his henchmen must still be around here.
Investigate the Old
Wing:
Victoria:
Multinational offices – Take the picture of Jude from Darrel’s inventory.
Enter the Supervisor’s office and talk to Christopher Anderson about the
Stolen Organs under Supervisor dialogue. Anderson denies any knowledge of
work done at the secret lab and that he has no access to that lab. Show
him the photo of Jude with the access number in the back. Victoria did a
major bluff about pictures, testimonies and other things to make Anderson
admit his involvement. Victoria demands the keys to the Old Wing of
the castle and gets it. (1:15 PM, +15 mins) One tough lady!
Nauturium – Go to the Nauturium and pick up the book, Negative Karma Jude
left on the chair. Look close on the book in inventory and right click the
pamphlet bookmark. It says that the bleeding rose was once
considered to bring bad fortune. (1:25 PM, +10 mins) Open the old door
with the key.
Old Wing Salon – Enter the white double door to the right. Look around and
see a nail above the dresser. Click on nail and the cursor automatically
moves to a painting under and behind the dresser. Right click on painting
and Victoria pushes the dresser and picks up the painting. Look
close at the painting in inventory. It shows a weigh balance, 2 hands with
no bracelets holding 2 coins on the left and 2 hands with bracelets
holding 3 coins on the right. (1:35 PM, +10 mins) Go out the
door.
Old Wing Hallway – Look around and at the picture of Chronos, the God of
time. At the end of the hallway look at a clock with 2 intersecting dials
and 4 hands. Turn right and go up the stairs.
Study – Enter the white door on the right. Open the showcase on the wall.
Look close at the painting of Anna wearing a unique necklace (remember
Jude’s picture) and holding 3 chess pieces – black bishop, white knight
and black castle. (1:45 PM, +10 mins) Pick up the metal cylinder,
used on old recordings below her portrait. Place the metal cylinder on the
phonograph on the desk and then right click the phonograph. The father of
Anna expresses his worry about Anna, who does not speak to them, speaks
only to the watchmaker that tends the clock tower. Exit the room.
In search for clues
about the pendulum:
Darrel: Guest Bathroom – Henry is not here anymore. Go to the
cupboard at the adjacent shower room and open the door at the bottom. Use
the nitric acid in the syringe on the bottle of sulfuric acid to make an
acid mixture that is highly corrosive. (1:55 PM, +10
mins)
Mausoleum – Look at the exposed chessboard at the side of the mausoleum
and note where the position of the pieces in Anna’s hand in the portrait
are. Then enter the building and look close at the chessboard. Press on
the positions of the noted chess pieces – black bishop, white knight and
black castle.

The side of the chessboard base
opens. (2:15 PM, +20 mins) Pick up the old objects – doll, paper
scroll and crystal. Look close at the paper scroll and note the
time is 8:55 on the left clock and 7:10 on the right clock.
Victoria:
Old Wing Hallway – Go back down the stairs and then go to the clock with
intersecting dials. Arrange the clock similar to the paper scroll Darrel
found – 8:55 on the left dial and 7:10 on the right dial. The wall behind
Chronos swings open. (2:30 PM, +15 mins) Victoria enters the
room.
Arcanum – There are 6 green crystals on walls that light the room. Look at
the altar used for some mystic rites. Pick up the parchment and
read the parchment in inventory. Read the diary written in Latin about the history of the founding of
the Immortals (Darrel cannot read Latin). The transcript can be read at the end of the walkthrough.
(2:50 PM, +20 mins) Try picking up the sphere on a clock-faced base. Look
at the 2 candlesticks with black candles. Look close and move the
candlesticks and see strange incision at the middle of the slabs. Look at
the polystyrene box on the right side of the altar used to transport a
spherical object.
Open the bag on the other side
of the altar and read Krenn’s diary. (3:10 PM, +20 mins) Listen and
watch carefully for clues. Krenn’s Diary states how he found the
Watchmaker’s diary. The machine looks like a clock with a moving pendulum
inlaid with arabesque pattern. Sometime in 1670 to 1700, the machine was
moved into an underground room called Pendulum Chamber by its designer.
The room is found in a middle of a labyrinth accessible by a duct that
flows into the surface. The entrance to the chamber is close to a
sculpture of an angel’s victory against a lion. Cut scene of Krenn asking
for a million dollar loan from Corona but instead got a partner. Krenn
continues his ramblings about the Immortals running the major
organizations in the world and their corruptions. His 3 questions are
about Where is the Watchmaker? Why did he show the truth to Krenn? Is the
Watchmaker dead? Another cut scene is shown of a shooting of an
immortal.
Pick up more items from the bag
and look close at them in inventory – 2 photographic plates (never
been developed), mold has shape of 4 round medallion-like objects,
red phial and a blue phial. Pull the lever by the door to
leave the room.
Check the garage and the
clock tower:
Darrell:
There are places that are not yet checked
– like the garage and the clock tower.
Garage – Use the cook’s keys to open the garage door. Enter and go to the
Multinational van close to the exit door. The van door is locked. Look
close and use the acid mixture on the lock of the van door. (3:20 PM, +10
mins) Move the bag of earth to reveal a computer.
The computer has a modem and
might be useful. Right click on the computer shows that it wants the code
number of the CIA. CIA! Guess who the operative is? Look close at the
computer and connect the telephone to the lead of the modem. (3:40 PM, +20
mins) It wants a user number. What number? Try the number processed
by the tone sequencer from the Corona briefcase cassette – 231074, then
click OK. Check the new mail. Read the Re: ARL-1998-1 (Operative
Instructions). The operative wants this file – lets check it. Click on
Search, select subject, type ARL on case name and 1998-1 on year. The
document describes a procedure for making a solid synthetic material, high
resistance and minimum weight. The kit consist of Phial A (red liquid) to
be cooled to -25o Celsius for 60 seconds and Phial B (blue
liquid) to be heated to 70o Celsius for 60 seconds. The
processed phials are stable for a while at room temperature. Mix the 2
liquids in equal amounts in the mold. The cycle of reaction is completed
in 15 secs.
Kitchen – Transfer mold, phials and photographic plates from Victoria’s
inventory to Darrel’s inventory. Open the microwave under the hot oil
fryer. Place blue phial in the microwave. Look close, crouch (Z) to see
display, press knob to turn the microwave on, use + or – buttons to change
the temperature to 70. Open microwave and get blue phial. If successful,
Darrel will say – it’s been heated to 70 degrees and the label will change
to Phial B. (3:50 PM, +10 mins) Open fridge door. Open glass top freezer
and place red phial inside. Close freezer lid. Look close at display
panel. Change the temperature to -25 using the + or – buttons. Open
freezer and take Phial A. (4:00 PM, +10 mins) Exit the fridge room. In
Inventory, combine full phials to mold and get 4 medallions.
(4:10 PM, +10 mins)
Lounge (3rd floor use main elevator) – Give the photographic plates to a
drinking Chris Anderson to have it developed. (4:25 PM, +15 mins)
Clock Tower – Go to Darrel or Victoria’s room, exit to the balcony and
climb the gap to the clock tower. Look close at the plaster to the right
of the bas-relief. Use chisel on crack in plaster. (4:35 PM, +10 mins) It
reveals a clock face. Look close at clock and Darrel says that there is a
keyhole. Use clock key on clock face. (4:40 PM, +5 mins) Wow! The
bas-relief goes down and opens an entryway.
Look at machine to the right of
entryway. There is a lever and a door to the machine. Open the door and
see sawdust (once a cog). Pick up a bronze ring, which was once
part of the clock mechanism. Look at the tube at the middle of the floor
going to the ceiling. Look at the chest with blocked levers and a
rectangular slot. Open the trap door and see 2 metal disks, one intact and
one broken. Take the broken disk out. Go down the stairs.
Catacombs – Go forward and see a stone slab blocking a passage. Pull the
lever beside it – the door opens a little and then push on the slab. That
doesn’t work. Darrel needs help. Bring Victoria here. Get Victoria
to pull the lever and Darrel pushes the slab – the other way around
doesn’t work, Victoria is not strong enough to push the slab. (4:50 PM,
+10 mins) Teamwork!
Crypt – Look close at the altar (used by a religious sect) and the cups
held by the cherubs. If the cups are touched, they move. The right cherub
wears a bracelet. Bracelet, where did we see that before?
Chapel – Go out the door by pulling the bolt of the door.
In search of the
Pendulum Chamber:
Greenhouse – Go the garden behind the greenhouse, look close at the statue
of the lion. Place a medallion on lion’s mouth. A passage opens and
Victoria arrives. Darrel is insistent that he goes down and gives Victoria
the medallions to study.
Labyrinth entry – Darrel finds Raul’s body and says that he died from
suffocation in the sand trap. He picks up a silver object (5:00 PM,
+10 mins) with 6 buttons on top and 6 buttons at the bottom, a black face
on the left and white face on the right. It seems like sand filled the
room from the openings on the wall. Save Game! Look at the door and note that it is similar to the
silver disk taken beside Raul’s body. Push the buttons (right click) on
the door. But when Darrel steps on the dark paved floor, the sand trap is
activated. He cries to Victoria for help. Immediately get Victoria to
place a medallion on the lion’s mouth. If not on time, see Darrel
suffocated by sand and dies. Game ends! If in time, Darrel comes out,
shakes his arms, wipes his mouth, looks at Victoria, says they need to
look for another way and walks away. Ooh! How macho! (5:15 PM, +15 mins)
If you try to place another medallion in the lion’s mouth, Victoria will
say it might be needed later.
Fixing the Clock at the
Clock Tower:
Enter the castle by the
Nauturium and meet an irate Greta Snyder, the housekeeper. You are
reprimanded for getting Stephen the cook drunk, who is late in preparing
for teatime. Watch the cut scene with Greta finding Stephen in the Plain
bedroom drunk and had to wake him because Mrs. Roberts hates to have her
tea late. Time to have some tea then.
Dining Room – Look close at the tray with cup and saucer and a rose in a
vase. It is for Jude Roberts. Hmm! Remember the book. Place blood on the
rose. (5:30 PM, +15 mins) Greta brings the tea tray to Jude at the
Supervisor’s quarters.
Supervisor’s quarters – Take the service elevator to the 2nd floor and
turn right. Knock on door. (5:45 PM, +15 mins) Watch the cut scene of
Darrel telling Jude about the curse on the necklace, she wore on the
picture. Darrel spins a good yarn and ended with Jude giving him the
necklace. She will take tranquilizers to rest. Enter the
Supervisor’s quarters again. Go to the sitting room and look behind the
green painting. Look close and enter the numbers from the invoice in
Anderson’s filing cabinet – 1, 2, 4, 8, 0, then press the arrow key. Take
the old gold coin. (5:55 PM, +10 mins) Place the painting back on
the wall.
Victoria:
Old Wing Hallway – Go back to the Old Wing, climb the stairs and forward
to the hallway. Look at the weigh scale in front of the mirror. Where did
we see a weigh scale before? Look at the picture in inventory. It shows
the hands on the right wearing bracelet holding 3 coins and the left has 2
coins – cherub, altar, scale, coins – Hmmm! We have to get a weight
equivalent to 2 coins and then another weight equivalent to 3 coins.
Transfer the coin and incense from Darrel’s inventory to Victoria’s. Place
the coin on the left scale and place the incense on the right scale.
Collect the incense on the right scale in one of the envelopes. Add
incense to the right pan again and collect it in the envelope with 1 dose
of incense = 2 coins weight. Repeat the same procedure with the other
envelope to get another envelope with 2 doses. So now there are 2
envelopes of 2 doses each the equivalent in weight as 2 coins each
envelope. Pick up the old coin from the left pan.
Orologia – Enter the room at the end of the hallway and see a roomful of
clocks and watches. Look close at the clock in the middle of the room.
Right click the angel on top and the head turns. Look in the back of the
clock and open the compartment. It has a rectangular hole, semicircular
hole and a round hole at the center. The semicircular hole looks familiar
but what about the round hole and rectangular hole.
Planetarium – Look in the display case and read the manuscript on the
left. The stellar coordinates of the Horologium constellation are 4 hrs.
15 mins and -41 deg.
Darrel: Crypt of the chapel – Go to chapel through the door.
Go down the stairs behind at the altar. Transfer the 2 2-doses of incense
in envelopes and the coin from Victoria’s inventory to Darrel’s. Place 2
doses on the cup of the left cherub. Place 2 doses on the cup of the right
cherub. Place the coin on the cup of the right cherub. A compartment opens
on the altar. Pick up the metal plate made up 2 faces, one black
and one white – similar to the silver object taken from Raul and the door
of the sand trap room. Look at it in inventory and when clicked it
separates into 2. (6:10 PM, +15 mins)
Victoria:
Arcanium – Open the door behind Chronos again setting the clock at the end
of the Hallway to 8:55 on the left dial and 7:10 on the right dial.
Transfer the metal plates from Darrel’s inventory to Victoria’s. Place the
metal plates on the incisions of the slabs of the candlesticks previously
moved. Look at the sphere and see that it has risen from the base. Pick up
the sphere. (6:25 PM, +15 mins)
Orologia – Go back to the clock room at the end of the hallway upstairs.
Transfer Anna’s necklace and crystal from the mausoleum from Darrel’s
inventory to Victoria’s. Open the back compartment of the clock at the
middle of the room, if not done yet. Insert the round crystal from the
Arcanium at the round hole, Anna’s necklace on the semicircular hole and
the crystal from the mausoleum on the rectangular hole. Turn the angel’s
head. (6:45 PM, +20 mins) Watch the cut scene that started with a close up
of the chest seen at the church tower. The scene continued showing the
death of the Watchmaker by removing his heart and the heart burned. The
evil immortals are still looking for the pendulum. Take the rectangular
crystal, which has been activated by the energy that passed through the
clock to make activated crystal from the back compartment of the
clock. Remember the chest has a rectangular slot.

Clock Tower – Look close at the chest. Insert the activated rectangular
crystal on the rectangular slot. Arrange the dumbbell levers similar to
that seen in the cut scene in the clock room by clicking it clockwise
until the correct position is reached – (white part L-R, NE, W, SE, SW,
NW. (7:00 PM, +15 mins) Look in the trunk-chest and pick up the new
metal disk. Go to the trap door and place the new metal disk (add to
trap door not the other metal disk) to replace the broken one. Now, we
need the cog for the machine on the wall.
Darrel: Caretaker’s cottage – Talk to Henry about Anna.
Remember he made those nice carvings on the shelf. Show Henry the bronze
ring and he said he could make a wooden cog if you have the dimensions.
Multinational Offices – Go to the Supervisor’s office and see Anderson
come out of the dark room. He gives Darrel the old photo and
photo plan and leaves the office. (7:10 PM, +10 mins) Look at the
old photo in inventory. 3 of those guys look familiar from the clock cut
scene. Look at the photo plan and see the design of the clock mechanism.
Use the photo plan on the scanner. (7:30 PM, +20 mins) Darrel says the
image will be in the computer. Look close at computer. Click ‘Preview’ and
then ‘Select Area’. Move the select square to the front view of the
machine at middle of the screen. Click ‘Scan’ and then click the upper
right corner. The enlargement is automatically printed and taken.
If the wrong part of the plan is selected and scanned, it will not get
printed.

Caretaker’s cottage – Give Henry the bronze ring and then the
enlargement. (7:50 PM, +20 mins)
Henry immediately gets to
work and later comes back to give Darrel the cog gear with the
bronze ring at the center.
Clock Tower – Place the cog gear in the machine. Pull the lever beside it.
(8:00 PM, +10 mins) The floor started to move and Darrel jumps on it and
goes down to the Labyrinth Entrance. Look at the machine and lever on the
wall similar to the one just fixed – it is used to go back up to the tower
via the platform. Look at the door to the Labyrinth. Look at symbols on
door and then look at Raul’s silver object. The top (L-R) 2, 4, 5 and 6
buttons are pushed in and the bottom (L-R) 1, 2 and 5 buttons are pushed.
Press the buttons the same way. (8:15 PM, +15 mins)

The door opens to show steps.
Before going in Darrel calls Victoria to join him. He insisted on going in
by himself because the Pendulum chamber will have the thugs and other
machinations by the watchmaker. He also has something to ‘settle’ with his
father, who Victoria says is dead. Darrel’s father is a vicar who insists
that there is no death. He gives Victoria his entire inventory except for
the telephone. Darrel walks in and the door closes.
Getting to the Pendulum
Room:
Darrel: Labyrinth
hallway – Check the wooden lever on the left side of the stairs and
nothing happens. Go down the stairs, pass 2 gated side passages and go in
the only open passageway at the end of the hallway.
Astrologium – On the right wall, there are 3 levers. Look close at the
ceiling is frescoed with the constellations and note one of the
constellation looks like the drawing on the manuscript at the Planetarium
– Horologium constellation. Look close at the giant clock carved directly
into the rock face and the degree marks at the bottom of the clock. Move
the 3 levers to show the coordinates of the Horologium constellation – 4
hrs. 15 mins and -41 deg. Look close at the levers. The first lever moves
the hour hand ahead one hour – click 4x on first lever. The second lever
moves the minute hand ahead 5 minutes – click 3x on second lever. The
third lever moves the hand ahead by one degree as seen at the bottom of
the clock – click 6x on the third lever. A sound is heard. (8:30 PM, +15
mins) Go out to the passageway and see that the gates blocking the 2
passageways have been raised but the way to the stairs is now gated.
Facing the stairs, take the left passageway and down the stairs.
Clockwork room – Look at the machine. Note the closed compartment at the
bottom and a star-shaped cavity at the top of the machine. Look
at the cogs. There is an opening that leads to another passage
at the other side of the cogs. Anyone going through the moving cogs will
be sliced. Go back to the other passageway.
Enter the watchmaker’s study
(8:40 PM, +10 mins) and Victoria calls on the telephone. Somebody has
arrived. It is one of the immortals, Victoria recognizes from the photo.
The immortal berates Anderson and is looking for Victoria and Darrel. The
Hunter and Anderson go to his office. Darrel advises Victoria to hide.
Watchmaker’s study – Look at the plans on the wall. One plan is the
diagram of the castle. The other says – The leyline crosses at the lowest
point under the castle and its energy is concentrated at the Pendulum
Chamber. The other plan shows a passage that connects the machine room to
a corridor.
Pick up the letter dated
1910 from Vienna. It is the letter of the Watchmaker to the rest of the
immortals. The Watchmaker has faced reality that his old plans have
failed. He has seen the other immortals enslaved the world and has decided
to end it. He started the pendulum moving therefore time is back for the
immortals’ Internal Clock and they will die in the end. (Internal Clock
and Pendulum explained in the diary). Open the drawer and take a
parchment. The parchment explains about the sand trap that would
slow down the evil immortals while an alarm in the cistern warns the
watchmaker. Read all the old records at the top of the desk. The old
records are of those immortals that need to be intervened with immediately
as noted by the Watchmaker. Some of them are the ones in the picture. Alex
Pakhilov – The Conqueror, F W Bessel – The Astronomer, Bernard Nym – The
Weaver, Charles Barlow – The Elder, Sebastian Himmler – The Surgeon,
Abramo Hazande – The Translator and Gregor Moore – The Preacher. Pick up
the old record on the left side of the desk by itself – Angel Bluemont –
The Hunter. It exposes a metal star. (8:55 PM, +15 mins)

Darrel calls Victoria and kept
her up to date about The Hunter. Darrel advises to render him harmless in
some way.
Victoria:
Victoria stands in the Castle Garden facing the Supervisor’s window and
can see Anderson and the Hunter in there. How to render the Hunter
harmless. Throw the padlock on the window to catch their attention. (9:05
PM, +10 mins) Hunter looks out and Victoria runs for cover behind the
Mausoleum. Hunter fires at Victoria. Now, run to the greenhouse and to the
garden behind it. Use a medallion on the lion’s mouth and the secret
passage opens. (9:15 PM, +10 mins) Victoria hides to one side of the
garden. The Hunter arrives and sees the open passage. Presuming that she’s
down there, he enters and gets entrapped by sand. Victoria calls Darrel to
tell him what happened and to hurry him up for time is getting
short.
Darrel: Watchmaker’s
study – Pick up the Watchmaker’s metal star from the desk. Go to
the Clockwork room at the opposite passageway.
Clockwork room – Insert the Watchmaker’s metal star at the star-shaped
cavity on the machine. (9:25 PM, +10 mins) The compartment below opens up
and indicators are seen. Now what to enter, remember the set of indicators
seen on the machine by the underground cistern. Enter (L-R) 2, 7, 4, 11
and 9. Silence!!! (9:40 PM, +15 mins) Save Game!
Enter the opened passageway and see Corona crushed to death by a stone
block, another trap by the watchmaker. Corona’s henchman sees Darrel and
shoots. Darrell goes back to the clockwork room and faces the indicators
again. How to stop him – start the cog again by entering the same numbers
on the machine in the underground cistern – 6, 6, 6, 6 and 6. (9:45 PM, +5
mins) The cog starts.
The turning cog catches the henchman. Darrel calls Victoria to tell her
about 2 that got killed and there are two more to watch out for. They will
now be in constant radio contact.
Enter the passageway and see Corona caught in the trap. There are blood
drops going into the next room, the Pendulum Chamber: (9:55 PM, +10 mins)
Enter the room. Look at the Clock. Krenn hits Darrel unconscious from
behind. Note the blood smears on the floor. Krenn stops himself from
shooting Darrel because he might get info from him about the
immortals.
Victoria realizes that Darrel
is in trouble and that she needs to hurry.
Victoria:
Labyrinth Entrance – Press buttons – on the top (L-R) 2, 4, 5 and 6 and on
the bottom (L-R) 1, 2 and 5. Pull down the lever on the left of the stairs
to raise the gate. (10:00 PM, +5 mins)
Go to the Pendulum Room and before entering – Save Game!!!
Pendulum Room – Stand behind a column. Look close (space bar) and see
Darrell tied up on the right side. Look at the path of the streak of blood
to the left side of the room and goes in an open entryway. Carefully inch
up to 4 steps behind that column – press space bar and watch Krenn. See
him look around to your side, look at the clock and then look at the other
side. As soon as he looks at the clock, press space bar to get out of
first person view and RUN (Shift key + forward or Caps lock and right
click) to the open hallway where the blood is. If not successful, a view
of the bullet coming is seen and game ends.
Leylines Room – Look at Duke’s body and Victoria says something about
stealing from the dead – so pick up something from Duke’s body and get a
Zippo lighter. Look at the lion’s head with mouth open and on the
opposite side of the room see a bas-relief planked by 2 star-shaped
cavities. As before with another lion, place a medallion on the lion’s
head. (10:05 PM, +5 mins) A stairs open up on the wall. Climb
up.
Astrologium Passage – Pull down the lever by the stairs to open the
entryway at the end of the passage. (10:20 PM, +15 mins) Enter the room
and find yourself in the room with the big clock.
Clockwork room – Pick up the Watchmaker metal star from the
machinery. We need another one.
Watchmaker’s study – Let’s make a star then. Take a candle from the
candlestick on the desk. Place the candle on the brazier. Light the candle
to melt wax on the brazier using Duke’s lighter. Use the watchmaker’s
metal star on the melted wax to make a star mold. Now, use the half empty
phials on the mold. Victoria picks up the new star. (10:25 PM, +5
mins) Now, go back to that bas-relief with the star
cavities.
Leylines room – Place the Watchmaker metal star and the new star on the
star-shaped cavities on either side of the bas-relief. (10:30 PM, +5 mins)
The bas-relief slides down and opens a compartment. It has an altar, a
parchment and blue, green, red and yellow phials. Read the parchment on
how to use the colored liquids connected to the alchemy of the leylines.
By pouring the blue, green and yellow liquids into the hollow, the
leylines will be visible. Click on the blue, green and yellow phials and
Victoria pours it on the hollow of the altar. (10:40 PM, + 10 mins)
Pendulum room – The leylines flow brightly like a river under the clock
and plumes up to obscure the clock. Krenn watches the astounding show.
Victoria karate chops Krenn unconscious. Look at Darrel and see him
handcuffed. Pick the keys off Krenn’s body. Look close at Darrel
and use the key on the handcuff. (10:50 PM, +10 mins).
Darrel thanks Victoria –
partner! They look at the clock and notice that it is one hour ahead. The
Death of the Watchmaker. The Hunter comes in and tells Victoria and Darrel
to kneel in front of him. The Elder calls the Hunter and orders him to
stop the clock and kill Victoria and Darrel. But the Hunter says that he
still has one hour to go and wants to question the two. When he finally
will obey the elder and kill the main characters, the clock strikes
midnight and the immortals die.
9:00 AM, Castle Garden –
Victoria and Darrel walk out and then turn to look at the
castle.
If the players are all gone
… is the Game Over?
Translation of the Watchmaker’s
Diary:
As year follows year, I
am convinced that our land is governed by men both noble and just. Yet
enmity between sovereigns brings suffering to our people. From that which
I have seen and that which I have read in my books only the blueblood of
the knighthood and the great wisdom of the nobles have strength enough to
burn and destroy the troubles of this world. My plan, my great design
shall be to create a new immortal kingdom. A world without end, founded by
men of nobility and great intellect. They shall govern with peace, justice
and chivalry over all peoples and their kingdom shall have no end. With my
knowledge and time control apparatus, I shall guarantee the immortality of
their bodies and souls and the strength to hold the fiercest armies ever
created in the palms of their hands. No more shall there be war,
pestilence or persecution of the weak and oppressed. No more shall there
be lords and masters, peasants and slaves or any other injustice which
leads men to revolt. There shall be years of good government. With this
accomplished, I shall withdraw into peace and silence as I have so often
dream. My eternal, life-giving apparatus in its most complete form appears
in the guise of a Pendulum clock The energies which course through the
veins of our ancient land and the path taken by wandering spirits ensure
its working through eternity. The form of the Pendulum, is no mere choice.
On the contrary, it is the clock of the soul an instrument capable of
reaching a true equilibrium of the depths of the human spirits, capable of
of controlling the Internal Clock hidden in every man. This Internal Clock
represents that part of us which silently governs the rhythms of our
lives. Here is how the Pendulum can offer eternal life: the internal clock
is stopped, leaving spirit in harmony with the running of time. My studies
have 2 separate phases. In the first phase, 24 noble men including myself
shall be chosen and gathered together to receive the gift of immortality.
24 noble hearts , like the 24 hours of my Pendulum. In the second phase, I
myself shall bring the pendulum to a halt causing the Internal Clock to
stop inside the chosen men. They shall become immortal. The Pendulum shall
be transported to a safe place and shall be buried forever. For if the
strength of the eternal life is to remain. The Pendulum must never swing
again. The man who gives his soul to the Pendulum and so to eternal life
will acquire virtues which raise him above other mortal creatures. These
virtues are linked to he Internal Clock and particularly allow: Control
over physical aging or the gift of eternal youth or maturity, according to
the Immortal’s desire. Invincibility of the flesh or the gift of
invulnerability. Not fire, nor blade nor sword nor any mortal weapon can
touch the Immortal. Physical excellence or the gift of constant perfect
health never victim of disease or plague or hunger or of other pestilence
which afflict our people.
The Watchmaker: Myself.
The Elder: My one and only friend and the first chosen noble in our
immortal kingdom. The Translator: Known as the greatest virtuoso of the
art of fortune telling. The Surgeon: During my visit in France he was
introduced to me as the most respected surgeon in the land. The
Philosopher: This man is greatly admired for his merits in literature and
philosophy. The Trader: An astute trader and an able salesman whom I met
during my council with His Majesty, Charles II. The Poet: In the Italian
lands of .. as he knew how to use the sword and the lyre. The Conqueror:
The most able General and Man of Arms you’re likely to meet. Never has his
blood tarnished the battlefield. The Mediator: Advisor to His Majesty
Louis XIV. I met him whilst crossing the kingdom of France. The Collector:
In the archives of the kingdom of ..his hands .. in peace. The Weaver: His
great talent lies in his ability to manipulate people as though they were
mere tatters of cloth. The Toreador: Of knightly values and noble heart,
he is always ready to depend the weak and oppressed. The Traveler: More
widely traveled than any other man. He has seen the sun rise over
continents far and wide. The Maestro: As soon as I heard him speak I
understood. Today, they call him mad, tomorrow they will recognize him as
the Light of the World. The Judge: Without justice, that the kingdom will
never .. him and always .. and strength. The Painter: Patron of great
painters and sculptures and .. arts and great civilization in this world.
The Banker: If wealth is needed in our new kingdom, he is surely the
person who knows how to make it prosper and grow. The Preacher: This
Cardinal is the bravest and most revolutionary thinker to ever cross the
threshold of the Holy Sepulcher. The Admiral: Master of the English art of
naval warfare. The Astronomer: Stargazer who refuses philosophy and
deduction. His observations are made with new lenses and instruments. The
Foreigner: Born in a land where silk ..with the wisdom of his people. The
Hunter: First Knight of the crown and the master of the sword in the
French Court. The Prophet: There where the shadows .. darkness can be
conquered by the profession of his faith. The Monk: The wise,
knowledgeable guardian of the Library of …
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