Just Adventure original
Versailles 1685 Walkthrough by Dan Kennedy
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Introduction
Cryo’s
1996 game Versailles 1685: A Game of Intrigue definitely puts the
“edu” in edutainment.
The game was primarily
developed to recreate the look and feel of the palace during the reign
of Louis XIV in the late 1700’s. The level of detail in the palace
rooms and grounds is fantastic, although this detail comes at a price
– play is restricted to narrow pathways within each location. The
gameplay almost feels like a secondary element to Versailles – there
is a lot of running back and forth between locations, and the puzzles,
although sometimes engaging, are never difficult. The game does have
a great classical soundtrack, if you’re into that style of music.
Let’s face it – looking
around is supposed to be part of the lure of this game. My wife and
I found it fun to recall our visit to the palace almost ten years
ago. Take your time, and immerse yourself in the characters, the
music and the architectural splendour. Look at the paintings, and
read the descriptions of the people and places. And, if all of this
sounds tremendously boring, I suggest looking elsewhere for your kicks.
The
Great Pamphlet Crisis of 1685
You play the game as Lalande,
a valet of the King’s bedchamber. The start of the game finds you
meeting with Bontemps, the First Valet de Chambre. He reads to you
from an incendiary pamphlet that has been left in the palace. The
anonymous author threatens the security of Versailles and the King.
Bontemps entrusts the investigation of this matter to you (yes, a
rather dubious plot point). You must complete the investigation over
the next 8-hour day, or face the possible destruction of Versailles.
The game is structured
around the seven periods of the King’s day from morning to night.
Act I: Waking the King finds several of the King’s closest
family members gathered in his bedchamber to greet him as he wakes.
Gameplay begins in the
King’s Chamber. You can read a description of each room by bringing
up your inventory (with a right click), and clicking on the button
on the far right. You’ll also note that by clicking on the question
mark cursor on each character takes you to a description of that person
(this is handy since you don’t get to know any of the characters well
enough to recognize them by sight). Click on the small blue arrow
in the bottom right corner of the screen to return to the game.
Movement is quite simple
– the grey upright hand will change to a white pointing hand when
you can move in a certain direction. Once you’ve read about the room
and the characters here, leave via the only door accessible to you
(to the right of the windows).
The next room is the Bassano
Antechamber. There is a guard posted beside the door you just came
through; click on his head to converse with him (the mouth icon signals
that a conversation is possible with that character). The guard will
not allow you back into the King’s chamber. Note also the pictures
on the wall – a click on each will show a close up of that painting,
and a second click will reveal the title and artist.
Click on the painting above
the fireplace, and then click on the urns in the close-up view to
search them. The second from the right contains a key – a click will
place it into your inventory. Click on the down-pointing hand icon
to back away from the picture.
Fetch-a-sketch
Several gentlemen are conversing
in one of the corners of the room. Click on either of their heads
(the ear-shaped icon indicates you can listen in) to hear their words.
Now exit the room via the door located to the left of the windows.
This takes you into the First Antechamber. Le Brun, First Painter
to the King, is admiring a painting hanging on one of the walls.
Once he stops speaking, engage him in conversation.
Le Brun is obviously unhappy
and is looking vexed – point that out to him to learn that his sketches
for today’s work have been stolen. He suspects his rival Mignard,
but has no proof. Agree to look for the sketches as part of your
duties for today – and Le Brun leaves to await your success in the
Salon of War.
Exit the First Antechamber
via the doors in the far corner – you are whisked down a flight of
stairs into a darkened room. Click on the curtains to open them and
light the room. Now click on the second closet to the left of the
window to open the doors, and again on the fifth drawer from the top
to reveal a pair of scissors. Take the scissors and close the door
again. Now open the second closet door to the left of the stairs,
and open the sixth drawer from the top to reveal another pamphlet.
This one rather obliquely takes a shot at our friend Le Brun, and
mentions a message that will be revealed by combining a sketch with
the colour that dominates the King’s Salon.
See
the Light
Place the document into
your inventory and return through the First Antechamber to the Bassano
Antechamber. Now proceed through the doors to the right of the windows.
This transports you up a spiral staircase – at the top, continue down
a short corridor to a small room with a writing table and a trunk.
Use the scissors from your inventory to unlock the trunk, and grab
the paper inside. Click on the table to get a close-up, and holding
the paper from the trunk, click on the candle’s flame to reveal the
secret message on the parchment ‘The Hawk and the Little Birds’.
You can also click on the inkwell – it spills across the paper on
the desk – and take the paper into your inventory.
Leave the room and return
to the Bassano Antechamber – the doors to the King’s Chamber are now
open, allowing you to enter once again. Speak to the usher who has
moved to another door in the Chamber – tell him you must report to
Bontemps immediately, and he will let you pass. Act II: From
Rising to Council now begins, showing the King conferring
with his “posse” until it is time for Council. The game returns with
you in the King’s Salon.
Good
Times with Bontemps
Confer with the guard again
– the King is in Council session and cannot be disturbed. Flip around
and listen in on the conversation about the rivalry between the artists
Le Brun and Mignard. Remember the anonymous note mentioning the colour
of the King’s Salon – the walls in here are beige with a lot of gold
trim.
Return to the King’s Chamber,
and approach Bontemps, who is standing by the left side of the bed.
He has an important errand for you – to inform the Marquise de Maintenon
that the King will be working in her rooms in the afternoon. Enter
the Bassano Antechamber, and proceed to the First Antechamber. Now
proceed through the doors on the right into the Guard Room. There
isn’t much going on in here, so exit the doors straight ahead, and
approach the guard standing in front of the doors ahead of you.
The Marquise’s guard will
not let you deliver the message in person, but he will deliver the
message for you. Attempt to leave this room, and the game suggests
showing a clue to the guard. Return to the guard and show him Pamphlet
A – he gives you another pamphlet that he has found this morning,
complete with some sort of number code at the bottom. File this away
in your inventory, and return to the King’s Chamber via the Guard
Room, First Antechamber and Bassano Antechamber.
Speak to Bontemps again,
and show him what you’ve found. He basically tells you to keep looking.
Don’t be concerned if your secret messages and pamphlets begin to
disappear from your inventory – you will get summary documents later
in the game that make the collection of these items unnecessary.
Once you are finished with
Bontemps, click on the closet to the left of the bed to open the doors.
Grab a candle and place it in your inventory, and snatch the large
key from the shelf below. Now return to the Bassano Antechamber.
Use the large key to open the two cabinets in this room. The left
one is empty, but the right one contains a…gasp… sketch-book.
Rifle through the sketches, and close up the cabinets again.
A
Portrait of the Artist as a Fussy-pants
Leave the Bassano Antechamber
via the door to the right of the fireplace, and enter the Hall of
Mirrors. Apparently this is where the toadies of the King’s court
hang out while he’s doing some work. Listen in on the conversation
that the Princesse de Conti (pink dress) is having with the stranger.
There’s another conversation to eavesdrop on (a cardinal and a woman
in a purple and gold dress) as you make your way along the Hall.
Enter the Salon of War at the far end of the hall of Mirrors.
Turn to your left to see
Le Brun waiting for his sketches. Try and give him the sketches –
he has a hissy fit, claiming that they are not his work, and gives
them back to you. Huh?
Return to the King’s Salon
(you can enter this room directly from the centre of the Hall of Mirrors),
where the Monseigneur accosts you about the sketchbook. Let him know
that you though the sketches were Le Brun’s, but the artist refused
them. Give him the sketches – he quickly determines that the top
one is a planted forgery, while the ones underneath are legitimate.
Return to the Salon of
War, and give Le Brun the altered sketchbook. He thanks you profusely,
and gives you the fake sketch to keep. Now test the directions in
the pamphlet by grabbing the sketch from your inventory, and clicking
on Le Brun’s palette. Pick up one of the brushes to the left, and
dip it in the gold coloured paint (the only other choice available,
red, is not present in the King’s Salon). Now click on the sketch
above to reveal a new message – “The Ducks and the Spaniel”.
Return to the Hall of Mirrors,
and speak with Bontemps, who is standing to the left as you enter.
Show him the sketch – he is pleased at your progress, but must attend
the King as he leaves Council.
Ye
Gods!
Act
III: Form Council to Mass has Louis XIV addressing
his extended court, and going to Mass before dinner. You begin the
game again in the Salon of Abundance, just outside the door to the
Chapel. The guard won’t let you in, so approach the other guarded
door and speak to the attendant. The King’s Cabinet of Curiosities
lies beyond the door, but you must have a note from Bontemps to gain
access
Exit this room and enter
the Salon of Venus. There isn’t much going on in here, so exit the
room via the door in the wall across from the windows. You arrive
at the top of one side of the Ambassador’s Staircase. Descend the
staircase to the landing with the water fountain, and continue up
to the other side. Now turn to your left, and listen in on the conversation
between Marquise de Montespan and the playwright Jean Racine.
Turn around and enter the
door at the top of the stairs to enter the Salon of Diana. Is that
something on the billiards table? Pick up the billiard cue, and exit
the room via the door to the left of the windows. The next room,
the Salon of Mars, contains two cabinets along the wall with the windows.
Examine each cabinet in turn; each has two drawers that open, however
all are presently empty. Note the gentleman standing in one of the
two musician’s galleries – this is Lully, the Court Composer.
Exit this room via the
door to the left of the windows, and enter the Salon of Apollo, the
King’s de-facto throne room. Walk towards the right side of the throne,
and examine the wall here to reveal a concealed door that is presently
locked. Return to the centre of the room, and exit via the door to
the left of the windows. This exit takes you back to the Salon of
War, now minus Le Brun. Turn towards the scaffolding, and examine
the paper near the floor. Take the blank piece of paper, and the
charcoal stick as well.
Finding
the Keymaster
Now return to the Salon
of Apollo and ask the guard about getting access to the concealed
door. He indicates that another Swiss guard has the key. Return
to the Salon of Diana, and speak to the guard here – same answer.
Walk out to the Ambassador’s Staircase, descend the stairs to the
bottom, and speak to the guard by the door leading outside. Bingo!
Get the key from the guard (don’t be too impertinent), and return
to the Salon of Apollo.
Approach the door, and
use the key to unlock it. Once though the door, you find yourself
in a back hallway. Turn to your left, and proceed down the long corridor.
Enter the musician’s gallery through the door ahead. As you walk
in, watch the gentleman out in the main room place something in one
of the drawers of the right-hand cabinet – we’ll have to stop by there
next time through.
Examine the sheet music
on the stand in front of you. Keep turning pages until you find a
planted one. Place it in your inventory, and move forward towards
Lully. He doesn’t want to speak to you, but is intrigued by the coded
sheet music you show him. He needs time to decipher the code, so
agree to perform some busywork for him. He needs some information
from Racine about the words of the song he is composing.
Time
for Some Busywork
Return to the Salon of
Apollo, and enter the Salon of Mars. Examine the right cabinet and
retrieve another small key from the bottom drawer. Now to find Racine,
whom we last saw by the Ambassador’s Staircase. Enter the Salon of
Diana, and return to the Staircase. Approach Racine and ask him about
the lyric.
Once you have the proper
answer, return to the Salon of Apollo and take the back hallway to
the gallery. Approach Lully, and give him the information. Unfortunately
he has not finished decoding the music. He has another question for
Racine, so return to the Staircase, and ask a peeved Racine about
the second question. Once answered, return to the gallery and give
it to Lully. He is pleased, and gives you back the decoded music,
which displays the message “The Cat and the Rats”.
Return once again to the
Ambassador’s Staircase, descend to the bottom, and proceed straight
ahead to go outside. Move towards the front gates, and turn to your
left – you should see Bontemps standing off in the distance beside
an archway. Show him the sheet music, and then hit him up for a note
to enter the Cabinet of Curiosities. Before going back in, move beyond
the front gates of the palace, and listen in on the conversation between
two Ministers in front of the building off to your right.
Making
Some Coin
Go back into the palace,
and return to the Salon of Abundance. Show the guard your note, and
he will let you pass into the closet. The room contains a table with
a front drawer. Click the drawer to open it, revealing a coin collection
(ho hum). Place the blank piece of paper on top of the collection,
and use the charcoal to create a reproduction of the images on the
coins. Take the reproduction, and exit the room.
Travel to the Salon of
Diana, and show the reproduction to Monsiuer (who’s been hanging out
by the billiards table for a while, probably looking for that cue
we stole). He identifies each person on the coins, and points out
the odd one out, putting some annotations directly on the drawing
for us.
Exit this room and travel
to the Salon of Apollo, where the Marquis de Croissy is currently
stationed. Show him the coin reproduction, and he notes the presence
of a hidden message here. He suggests that we give him the document
to take back with him to his office, where he will decode it for us.
We must however bring him some lunch.
Proceed back to the Salon
of Abundance, and speak to the Swiss Guard stationed in front of the
Chapel door. The King is ready for his dinner.
My
Dinner With Croissy
Act
IV: Dinner has you relocated to the Guard Room while
the King chows down on a number of chickens. Ask the usher just how
much the King has scarfed down. Apparently Bontemps isn’t available
for 15 minutes, so exit the room via the door opposite the usher,
and enter the Queen’s Staircase via the chamber outside the Marquise
de Maintenon’s rooms.
Descend the staircase to
the landing, and turn around to face the Blue Boy behind you. The
boy is holding some sort of pie (umm…tourtiere) – click on the pie
to grab some lunch for Croissy, as he requested. Now walk to the
bottom of the stairs – you automatically are transported outside of
the palace. Croissy’s office is located in the Minster’s building,
so walk outside the palace’s gates, turn to your right, and walk towards
the building ahead of you (this is where you overheard a conversation
between two Ministers earlier).
You are taken to a landing
with two doors. Turn to your left and enter the room ahead. You’ll
see Croissy standing by his desk – offer him the lunch you’ve brought,
and he’ll leave the half-finished decoding on his desk. Click on
the desk for a close-up, and click on the quill to place it in inventory.
Now grab the quill and click on the paper to the right of the building
plans.
We are shown a close-up
of some latin-looking words that Croissy has written out. Note that
by clicking on various letters above, we can spell out words below.
But which letters do we choose? For the answer, look at Pamphlet
B again, and note the message at the bottom: The 1-7-5-12-11-13 the
31-25-26-17-20. All you have to do is to count the number of letters
from the start of the words on Croissy’s page, and click on that letter
to have it shown below. The corresponding message should read: F
O X A N D C R A N E.
Leave the map of the fortress
for later, and back away from the desk. Examine the bottom-left corner
of the wall opposite the door until you find a hot spot. Click to
retrieve another inflammatory pamphlet. This one mentions something
about money spent on fortresses. Return to the landing, and try the
other door across the way – its locked. You’ll have to return to
the palace to consult with Bontemps.
Getting
a Date
Walk back to the palace
entrance, up the Queen’s Staircase, and to the Guard’s Room, where
Bontemps is standing to the right of the fireplace. Show him the
new Pamphlet “D”, and Bontemps makes arrangements for you to gain
access to the other Minister’s office. Exit the palace again, and
return to the Minister’s building. Click on the door to the right
of the window on the landing to enter the other office.
There is a spyglass set
up on a tripod by the window – click on the spyglass to place it in
your inventory. Spin the globe by the desk for some fun, and the
click on the desk itself for a close-up. Open the drawer at the front
of the desk, and take the piece of paper in it listing the names of
three places (or names, or something else). Now examine the base
of the wall opposite the door – you will find a loose panel that swings
open to reveal a combination safe.
Since we don’t have a clue
as to what combination will open the safe, except for the three names,
return to the palace again to consult with Bontemps. When you get
back to the Guard Room, listen to the conversation between the two
royals – they mention a battle called “Rocroi” that took place in
1643. This may be one of the 4-digit portions of the combination
to the safe. Now speak to Bontemps – if you play dumb, he will tell
you to find the other two dates by checking the ceiling in the Hall
of Mirrors.
Enter the Bassano Antechamber
via the door to the left of the usher, and go through to the Hall
of Mirrors via the door to the right of the fireplace. Walk to the
centre of the Hall, and look up to the ceiling. Find the two hot
spots and, using the spyglass, read the two dates supplied. Note
that one painting mentions the battle of Aix-la-Chapelle (1668), but
the other (dated 1674) doesn’t mention the name “Bescancon” anywhere.
The
Best Laid Plans…
Return to the Guard Room,
and leave the palace once more for the Minister’s building. Return
to the room with the safe, and enter the three dates in order according
to the battle names as listed on the sheet from the desk: 1643 (Rocroi),
1668 (Aix-la-Chapelle), and 1674 (Bescancon). Now grab the handle
of the safe and pull it open.
Pick up the two plans from
the safe, exit the office, and enter Croissy’s office across the landing.
Approach the desk, and look at the plan of the fortress. Place the
two other plans from the safe over top of this this one, and a message
in red should appear on the plan “The Cock and the Diamond” (if this
doesn’t work, try putting the plans on in the reverse order).
Return to the palace, and
travel to the Guard Room. On your way past her rooms, the Marquise
de Maintenon stops you and asks that you bring another pamphlet to
Bontemps. Approach Bontemps and show him the new Pamphlet “E”.
Act
V: The King at Work finds the King at work in the Marquise de Maintenon’s apartments (what
kind of work is that, pray tell?), while the other court toadies are
relaxing on the other side of the palace.
You begin this next stage
of the day in the Salon of Mars. The Cardinal standing to the left
of the table has “no time for you”, the conversation to the right
of the table is a tad tedious, and the “ugly” royal in the centre
isn’t saying anything. Click on the painting behind the Cardinal’s
head, and note the piece of paper to the right of the painting. Grab
it to read – it mentions that secrets will be revealed in the “dwelling
place of Jupiter”.
Exit the room via the door
to the left of the Cardinal, and enter the Salon of Diana. Listen
to the conversation here, and then click on the plans lying on the
billiards table. If you compare the plans, you will note that the
Salon of War was once named the Salon of Jupiter – Bingo!
True
Confessions
Make your way over to the
Salon of Abundance, and enter the Chapel balcony via the door to the
right of the windows. Have a look around, return to the Salon of
Venus, and proceed through the door to the Ambassador’s Staircase.
Descend to the bottom of the stairs, turn to your left, and enter
the Chapel.
Proceed directly to the
Sacristy, which is located to the right of the Chapel’s altar. Once
inside, click on the set of 12 small drawers directly in front of
you. Search each drawer in turn. In the top row, the 3rd
drawer from the right yields an engraving of Louis XIV. In the bottom
row, the 2nd drawer from the left contains another small
key, and the 3rd drawer from the right is empty. Now look
on the floor to the left of the door – you should spot a cord to be
placed in your inventory.
Return to the Chapel, and
take the staircase to the Salon of Venus (go right at the landing).
Speak to Bontemps, who is standing along one of the walls. Ask him
about the Salon of Jupiter business (even though we’ve already figured
this out!). Now return to the Chapel via the Staircase, and enter
the Sacristy again. The creepy-looking Pere de la Chaize is hovering
in the back left corner of the room. Show him the religious-themed
Pamphlet E, and he is able to fill in the third blank for us – “so-called
reformed religion”.
Chaize doesn’t know what
the other two blanks are, recommending we speak to the Cardinal about
it. Return to the Salon area, and go to the Salon of Mars. Show
the Cardinal Pamphlet E – tell him Chaize sent us – and he identifies
the second blank as “dragonnades”. In true Versailles fashion, he
sends us back to Chaize to get the last blank. Return to the Sacristy,
and show the Pamphlet to Chaize once again. He asks for more clues
to solve the last blank, so show him the engraving, and he gets it
– “king’s evil”.
Confirm the results with
Chaize, and proceed back up-stairs to the Salon of Venus to show Bontemps
the completed Pamphlet E. The underlined portions of the note now
spell out “The dragon and the file”.
Dancing
on the Ceiling
Proceed to the Salon of
War to learn about our plotter’s secrets. Someone has drawn the large
curtain across the main windows, so grab the cord from your inventory,
and click on the curtain to tie it up. Now grab the ladder and place
it into your inventory. It may be useful to climb the scaffolding
on the far wall, so place the ladder on the scaffolding hotspot, and
climb to the ceiling. Click on the chandelier for a close-up – there’s
a rolled-up document shoved into the chandelier, but we cannot get
close enough to snag it.
Descend to the floor again,
and return to the Salon of Venus to consult with Bontemps. Ask him
about the chandelier, and he gives you a key to the attic – this will
allow you to lower the chandelier. Proceed to the Salon of Apollo,
and approach the secret door in the back corner. Once through, go
straight ahead to the bottom of a spiral staircase. For a quick laugh,
enter the doorway straight ahead, and click on the treasure chest-looking
item to see how the people of that day dealt with their doo-doo (umm…where’s
the sink?).
Exit the closet, and proceed
up the stairs to your left. Use Bontemp’s key to open the low door,
and step through. Once inside, turn to your left, and go down the
corridor ahead. After coming to a stop, enter the opening to your
left – you will see a very strange looking box suspended from the
ceiling. The box is inaccessible for now, so return to the corridor,
travel back to your starting point, and proceed straight ahead to
enter the attic above the Salon of war.
Take
a Memo
The chandelier is attached
to a winch that is used to raise and lower the installation. Click
on the winch to begin the process…and watch in horror as the whole
thing falls to the floor. The diminutive king will not be happy with
us. Return to the attic access point, exit via the low door, descend
the stairs and exit the back corridor to the Salon of Apollo. Now
go into the Salon of War – the rolled document can now be easily placed
into your inventory.
The memorandum contains
a series of 8 letter codes, and a message at the bottom indicating
there are 4 small keys to be found. We’ve retrieved 3 of them, but
have not found the one hidden in one of the orange trees. On your
way through the Salon of Apollo, try searching the orange trees and
their containers – no luck. [There are orange trees in the Hall of
Mirrors as well, but we can’t currently access that part of the palace.]
Return to Bontemps in the
Salon of Venus, tell him about the damage to the chandelier, and show
him the Memorandum. He suggests we check out the Orangie to look
for the fourth key while the King takes his stroll. He also gives
us a summary sheet of the secret messages we’ve collected so far (plus
a few new ones).
The
Fabled Maze
Act
VI: The Promenade in the Gardens places you in the
Orangie surrounded by numerous miniature orange trees. Before you
start a long and “fruitless” (heh, heh) search, speak to the head
gardener Le Notre. To locate him, turn 90 degrees to your right,
walk towards the corner of the building, turn 90 degrees to your left,
and move ahead two steps. The gardener is standing to your right.
Don’t bother praising his Orangie – he sees right through your flattery.
He has not seen any keys here, and suggests you check the trees in
the palace. Take his advice and give up your search.
Proceed past the gardener
(to the left) to enter the garden’s maze. The maze contains a number
of statues depicting scenes from some of Aesop’s fables, the titles
of which will sound very similar to the secret messages you’ve been
deciphering. Each statue has a verse displayed on a plaque in front
of it. You are to use the 8 codes in the memo to select letters that
make up a secret message. One problem though – we don’t whether the
order of the 8 messages as listed on Bontemps’ summary sheet matches
the order on the memorandum.
To determine the correct
order, we must first find the maze’s gazebo. From the maze entrance,
take the following path:
- Go left of the statue in front of you
- Move a bit to the left, and go straight ahead
- Move a bit to your right, and go straight ahead
- Go straight ahead
- Go straight ahead
Bad
Case of Gas
You should now be standing
inside the gazebo. Engage the Duc de Maine in conversation – he babbles
on about viewing the maze in the proper order. Once he’s finished,
back away from the gazebo one step, and then return again immediately.
Speak to the brat again – now his belly is aching, and he needs his
medicine from the apothecary (oh, boy). Apparently he’s too proper
to just let it rip.
The Apothecary is located
on the other side of the Orangie. Exit the maze taking the following
path:
- Leave the gazebo to the right of the Duc
- Go straight
- Go straight
- Move a touch to the left, and go straight
- Move a touch to the right, and go straight
Now exit the maze to your
right. Cross the Orangie by proceeding straight for two paces. Now
look behind you to the right to spot a rake-like tool lying on the
ground behind one of the tree pots. Pick it up, pan back to your
original direction, and continue out of the Orangie to the Apothecary.
Inside the Apothecary,
face the wall to the right of the doorway, and click on the 3rd
vase from the left on the 3rd shelf from the bottom. This
is the Duc’s Rose Syrup. Exit the Apothecary, cross the Orangie,
and enter the maze again. Use the directions noted above to return
to the Gazebo, and give the bastard-prince his medicine (he really
is a bastard – check his bio!). He is eternally grateful, feeling
better almost immediately. Once he departs, pick up the paper lying
on the bench – a map of the maze (your current position is marked
with a blue circle).
A
Sort of Fable
In order to sort the 8
fable titles that Bontemps gave us, we must compare his list with
the map of the maze. There are 15 statues present in the maze – the
roman numerals marked on the map indicate the order in which they
should be visited. Rearranging Bontemp’s list we get:
II: The Cock and the
Diamond
III: The Cats and the
Rats
IV: The Dragon and the
File
V: The Fox and the Crane
IX: The Hawk and the Little
Birds
X: The Frogs and Jupiter
XII: The Mouse, the Cat
and the Little Cock
XV: The Ducks and the Spaniel
You must
now visit each of the eight statues, using the notes on the memorandum
to select letters that will make up the extra special secret message
from your enemy (wouldn’t it be easier for villains if they didn’t
leave us ANY hints? Hmm…).
Just
Visiting
Use the directions above
to get yourself back to the beginning of the maze, and use the following
steps to visit each statue. Use the map if you get lost.
II: The Cock and the
Diamond
Getting there: –
From entrance, go to the right of the statue
– Move a bit to the right and go straight
Memo: – Line 1 Letters
16, 34: I, T
–
Line 2 Letter 10: I
–
Line 3 Letters 1, 34, 37: S, N, O
–
Line 4 Letter 10: T
Message
portion: IT IS NOT
III: The Cats and the
Rats
Getting there: –
From statue, take the 2nd passage to the right
Memo: – Line 4 Letters
1, 19: I, N
Message
portion: IN
IV: The Dragon and
the File
Getting there: –
From statue, take the first passage to the right
– Go straight
Memo: – Line 2 4th
Word: THE
Message
portion: THE
V: The Fox and the
Crane
Getting there: –
From statue, take the first passage to the left
– Make
sure you have the Fox and the Crane, not the Crane and the Fox
Memo: – Line 2 Letter
27: P
–
Line 3 Letters 13, 16: O, W
–
Line 4 Letters 9, 15: E, R
Message
portion: POWER
IX: The Hawk and the
Little Birds
Getting there: –
From Fox and Crane statue, take the 2nd passage to the
left
– Move a bit to the right and go straight
– Move a bit to the right and go straight
Memo: – Line 3 Letters
20, 34: O, F
Message
portion: OF
X: The Frogs and Jupiter
Getting there: –
From statue, take the first passage to the right
Memo: – Line 4 4th
Word + Letter 14: KING, S
–
Line 2 5th Word: TO
Message
portion: KINGS TO
XII: The Mouse, the
Cat and the Little Cock
Getting there: –
From statue, take the first passage to the left
– Turn
90 degrees to the left, go straight
– Go straight
– Turn
90 degrees to the right, go straight
– Go straight
– Turn
90 degrees to the left and go straight
Memo: – Line 1 Letters
3, 4, 6, 8: A, T, T, A
–
Line 3 Letters 4, 25: I, N
Message
portion: ATTAIN
XV: The Ducks and the Spaniel
Getting there: –
From statue, take first passage to the left
– Go straight
– From Wolf statue, take the first passage to the right
Memo: – Line 1 Letters
11, 22, 27: P, E, R
– Line 2 Letters 4, 9, 22, 34: F, E, C, T
– Line 3 Letters 6, 19: I, O
–
Line 4 Letter 5: N
Message
portion: PERFECTION
Final
message: IT IS NOT IN THE POWER OF KINGS TO ATTAIN PERFECTION
Ready,
Set, Go
Return to the start of
the maze, where Bontemps is waiting to the left of the exit. The
game cautions you that you may not have competed everything needed
to solve the game yet – but trust me, you have. Bontemps himself
warns you that you will not be allowed back into the maze again.
Reassure him you are finished and ready to move on.
Act
VII: From Supper to Bedtime finds the King and his
entourage dining in the gardens, and then returning to the palace
to dismiss the court, and go to bed. As per the custom, our visiting
dignitary, the Marquis de Scaparella, is given the honour of holding
the candles for the King. All of a sudden, he tosses the mess into
the fireplace, and skips out the window.
The remainder
of the game must be completed within a 5 minute time period (the clock
in the upper right corner of the screen will count the seconds down
for you).
Exit the King’s chamber
via the door to the left of the windows and enter the King’s Salon.
Turn to your left – you should see a long candle snuffer leaning up
against the wall here. Grab the snuffer and proceed to the Hall of
Mirrors (the central door in the wall with three doorways). Turn
to your left, and move in that direction down the Hall.
Turn to your right, and
stop at the first orange tree you see. Grab the garden tool from
your inventory and click on the pot that the tree sits in – this yields
the last of the four small keys. Exit the hall via the secret door
in the mirror (off to your left) and enter the Bassano Antechamber.
Take out your candle from inventory and click on the roaring fire
to light it. Grab the lit candle from inventory and click on the
doors to the right of the windows to gain entry to the back staircase.
At the top of the spiral
staircase, open the door here and step through. Turn to your right
and proceed down the corridor. Once you come to a stop, turn to your
right and enter the low doorway. You are once again viewing that
strange box, actually a bomb, hanging from the ceiling. Grab the
candle snuffer from inventory, and click on the bomb to bring it closer
to you.
The four small keys must
be inserted in order into the bomb to allow you to input the secret
maze message. The first key goes in the left keyhole, with the other
three inserted from left to right. The keys 1 through 4 are marked
as such in your inventory. Once the keys are inserted, you get a
close-up of the lettering panel. Just click on the letter (or blank
space) in each square to change the value. You should end up with
something that looks like this:
|
I |
T |
I |
S |
N |
O |
T |
|||
|
I |
N |
T |
H |
E |
P |
O |
W |
||
|
E |
R |
O |
F |
K |
I |
N |
G |
||
|
S |
T |
O |
A |
T |
T |
A |
I |
||
|
N |
P |
E |
R |
F |
E |
C |
T |
I |
|
|
O |
N |
If you complete this last
task in the allotted 5 minutes, the bomb is safely diffused, and the
King is ever so grateful. Remember not to call him “shorty”, or ask
him if he played Jorge Valdez in Tex Murphy Overseer.
If your time expires without
finishing the last tasks, Versailles burns. Very sad.
Screenshots
