Versailles
II Testament of the King

by cryo
interactive
Walkthrough by
MaGtRo
January,
2002

Game
play: The game is mouse controlled. There are 10 save
game slots and can be rewritten on. Save often because the game can end if
wrong choice is selected. Right clicking on the mouse shows the
Interaction bar at the bottom of the main game screen. At the extreme left
is the white circle view icon that you can use to look at some items in
close up, ex. letters. Under that is the gold icon to get to the Main
menu. At the center of the bar shows the inventory frames. To the
right of inventory is the Documentation icon and at the extreme right is
the diary that lists important actions already performed. Above the diary
is the dress icon that can change the outfit of Faverolles. During game
play, click mouth icon once to get the attention of the person and then
click mouth icon again to talk to them. Exiting an area or a puzzle is not
possible unless the puzzle is solved or all actions needed to be performed
in that area is done. You play as Charles-Louis
Faverolles.
CD 1

France in
1700: The Court is involved in the succession to
the throne of Spain since Charles II is ailing and has no heir. Both
France and the Empire hope that one of their own will be named – Duc
d’Anjou, Louis XIV’s grandson or Archduke Leopold I of Hapsburg.
Charles-Louis Faverolles comes back to Versailles after being a page at
Grand Ecuries under Monsieur Boisseuilh and advanced school, in hopes of
becoming a diplomat to Spain. He yearns to be reunited with Elvira, his
childhood sweetheart.
Faverolles walks toward
the Grandes Ecuries and smiles at a mysterious Lady inside a
carriage.
Some Important
Noblemen

|

|

|
Duc d’Arcueil
|
Count of
Sinzendorf |
Marquis de
Dangeau |

|

|

|
Marquis
Castel dos Rios |
Philippe, Duc
d’Anjou |
Marquis de
Torcy |
In Search of a
Position in Versailles
Looking for
Boisseuilh at Grandes
Ecuries: Move forward pass the group of men towards Golipeau, the groom and
talk to him by clicking the mouth icon 2x, first to catch his attention
and then to talk to him. He informs that Monsieur de Boisseuilh is not
there at the moment and recommends the Pelican Inn close to the Grand
Commun for lodging. Go back to the arched entry and click on a Map icon
(map exit). Click on Grand Commun on the map.
Getting Lodging
at Grand Commun: Approach the nearest man in blue and talk to him. Enter the brown
door of the Pelican Inn to your left. Talk to the innkeeper, the man in
white hat. He wants you to get rid of the singing drunk musician before he
can talk to you. Go out of the inn and look for a guard to help you with
the drunkard. After checking all the men, the guard is the farthest man
close to the carriage (a map exit is near here). Watch the guard dispose
of the drunk. The best room in the inn is 50 livres and you only have 40.
Give the bag of money in the inventory to the innkeeper. He takes the 35
livres and will wait impatiently for the rest. Exit the inn, turn right,
forward and left to go back to the Grandes Ecuries using the map (another
map exit).
Finally meeting
Boisseuilh at Grandes
Ecuries: Move forward and eavesdrop on the 2 men talking on the ground. The
Duc d’Arcueil
and Sinzendorf, the Emperor’s envoy are discussing the health of the
Spanish King and the certain upheaval if Spain is passed to a French or
German Prince. Enter the building and now eavesdrop on Boisseuilh
and Marquis de
Dangeau. They discussed the thefts of saddles and a diamond buckle
of the Dauphin. Take the Letter for Boisseuilh from your father from
inventory and give it to him. He states that since you want to be a
diplomat you have to be known to Marquis de Torcy, the Foreign Affairs
Minister. Bringing a saddle back to Torcy might do that. If Torcy is busy
give it to Blonderel, the head clerk. On the way out of the stables, pass
Duc d’Arcueil
listening to the conversation. Approach and talk to Golipeau, the
groom. Get the saddle and place it in inventory. Go to the map exit
and click on Minister’s Wing.
A taste of
court life at Minister’s
Wing: A
man sitting of the bench offers advice on offering the usher 1 ecu (3
livres) to be able talk to the Marquis. Turn right and approach the usher
alone by the door. He states that the Minister and Blonderel are busy.
Give the purse to him and now you only have 2 livres. Give the saddle to
Blonderel. You ask for a position in foreign affairs, specifically
Spain. On the way out, the sitting man again advices that one might meet a
person of influence by attending the Grand Couvert, a dinner open to the
public with the king and other royalties.
Getting ready
for the Grand Couvert at the Pelican
Inn: In
the room at the inn, get ready for the Grand Couvert – hair well groomed,
with hat and sword. Pick up the hat on the chair, gloves on
the table and sword on the bed. Place them in inventory. Click on
Faverolles’ Dress icon at the bottom right of screen. Get hat from
inventory and click it on his head. The gloves goes on his right hand and
the sword on his left hand. Now you are ready and can get out of the room.
Go to the hallway, turn right and go down to the dining area of the
inn.
Talk to the innkeeper
that is forever wiping tables. Approach and talk to Lhuillier,
the man in brown eating beside the innkeeper. He states that to get in the
Grand Couvert one needs a recommendation. He is assistant building
inspector to Mansart, the architect and might get a position for you
tomorrow if you pass the test.
Trade Order puzzle
– The test is to arrange
the order the different trades who do the work in refitting the new
King’s chamber. You can read about the Chamber of the King at
documentation. The different trades is at the bottom of the screen.
Click on a trade. Then click the trade icon on a part of the room
connected to that kind of work and in prioritized order. Icons light up
when placed on correct spots. If an incorrect icon is picked up, no
place to set it down will be located.

One arrangement is as
follows: (trades 1-5 can be interchanged) 1. Carpenter – center of room
floor, 2. Plasterer – ornate decoration on wall above the bed, 3.
Marbler – left dressing area, 4. Wood sculptor – front railing, 5.
Bronze worker – same as marbler at left dressing area, 6. Painter –
ceiling, 7. Gilder – same as plasterer at ornate decoration on wall
above the bed, 8. Mirror cutter – on either side dressing area, 9.
Painting guard – picture above the right door, 10. Tapestry maker –
curtain of the bed, 11. Fleecer – on either vase like object on top of
the bed canopy, 12. Clockmaker – clock on right dressing
table.
After passing the test,
an appointment is made to meet Mansart tomorrow at 9 AM by the statue of
Proserpine at the Colonnade. A guard walks in and Lhuillier
hands you a diamond and rushes out in a panic.
Interesting!
Teetotum
game: On the way out,
talk to the gambler on the left. He issues an invitation to play
teetotum using the diamond as security. The object of the game is to bet
on a number that will match the numbers shown by a spun top. Select a
number and the diamond will be placed at the bottom of that number.
Click on your bet/diamond and the bet of the opponent appears. Then
click on the top icon and click again to make it spin. When it stops,
the top will show the winning number. Winner takes all. After the first
game, the diamond is lost to the gambler. Go back and talk to the
innkeeper thus ending the day.
Meeting
Lhuiller at the
Colonnade: The next morning at the Colonnade, eavesdrop on 2 men (Mansart, the
architect in brown and Dupuis, the gardener) discussing the gardens. There
is a statue in the background ready to be placed on a pedestal – Abduction
of Proserpine by Pluto. They turn to you for an “impartial” opinion
on the Ballroom (garden designed by Le Norte) and the
Colonnade (designed by Mansart). Better choose the one by the
possible employer, eh! Select Colonnade from bottom left of
screen.
Lhuillier introduces you as possible
assistant to him and Mansart is in agreement. Mansart wants you to take
Marquis Castel dos Rios, the Spanish Ambassador around the garden. Talk to
Lhuillier. He gives you an advance in salary of 80 livres for July.
If you chose the Ballroom in the previous “impartial” test, Mansart
will not be so predisposed to you and Lhuillier will only give you a
salary of 40 livres. Another lesson in politics!! A talk with the Spanish
Ambassador is seen. Lhuillier gives you instructions, list of
groves (both not accessible to be read) and key to the
groves.
Tour of the groves with the Spanish
Ambassador:
During
the tour, the ambassador asks questions. On the first stop on the King’s
Terrace overlooking the North Gardens, he asks the name of the road –
select La Tapis vert. Next question is what direction is this
tremendous view? East-West.
They then visit the Orangery, designed by Le
Notre and then the Ballroom grove. Talk to the Ambassador. At the
Colonnade, the Ambassador discusses the situation about the succession of
ailing Charles II and the political situation. He is worried about the
involvement of a Countess of Perlitz.
Next stop is the Encelade named after a
giant that attempted to dethrone Jupiter and was crushed under an
avalanche. The fountain is designed to show that scene. Talk to the
Ambassador again. Turn around, walk forward, turn left to an alcove with a
lady sitting on the bench, the same mysterious lady from the carriage.
Talk to the Ambassador again and he will give another
test.
Apollo Sculptures Test – Select the sculptures that show Apollo.
The pictures shown in order are Apollo’s Chariot, Abduction of
Proserpine by Pluto (NOT an Apollo sculpture), Apollo as a child with
his mother, Latone and Apollo waited on by the
nymphs.
At the next stop, talk to the Ambassador
again. He says that this grove is Arbre en fer grove, also known as Marais
or Chen vert grove. Turn around, go forward, talk to the Ambassador again.
Another question – How many groves are there? Fourteen. Return to
castle, it is already 5 o’ clock. The Ambassador knows of your love,
Elvira Malaga y Santiago and have decided to help you. The King and his
entourage including the Duc d’Anjou, grandson of the King is out to take
the King’s walk.
Back at Pelican Inn to get the diamond
back: Lhuillier is worried and Faverolle decides to visit him. Before
doing so, better get the diamond back from the gambler. Go to the Pelican
Inn and play with the gambler for the diamond. Choose a number, raise or
lower stake by the arrows on the side, click on your bet to show the
opponent’s stake, click on the top 2x. Continue until you win the
diamond back. Pay the innkeeper the money owed him by clicking the
coins on him.
Visit Lhuillier
at Grand
Commun: Exit inn, turn left, up the stairs and through the door. See the
usher that stops people from getting in the Grand Couvert without a
recommendation. Turn left through the hallway and see a guard posted on
the stairs. Turn left, go to the kitchen, turn right and talk to an
enterprising kitchen helper.
Lhuillier is under
arrest in his room. Now to find a way to get to see him. The helper said
that Lhuillier’s dinner is ready. Turn around and go to the other side of
the tables. Pick up apron from table by the wall. Click on
Faverolles dress icon on bottom right of interface bar, select apron from
inventory, click it on Faverolles and exit dress icon. Turn to the right
and pick up Lhuillier’s dinner. Go back and talk to the provost
guard by the stairs. Go up, talk to the next guard, enter room, place
dinner on table.
Lhuillier asks if you
have the pass (diamond) – answer Yes or No. If no, game
ends. If yes, Lhuillier states that you must give the diamond back to the
Dauphin or one of his sons. Go back down the stairs and meet the kitchen
helper. He states that the Dauphin is in Meudon with 2 of his sons and
only the Duc d’Anjou is in Versailles.
In search of
Duc d’Anjou: Go out and leave Grand Commun by the map exit on either end of the
area. At the map, there are several places to look for the King’s grandson
who is out with the king on his walk. The King is at Encelade as stated by
the guard at the Ballroom grove, by the hydraulics engineer at Colonnade
and by the resting gardener at Marais. On to Encelade.
At Encelade, ask the
Spanish Ambassador or Sinzendorf standing by the fountain about the
Duc. Other personages around will say the same thing but the guard
won’t let you near them. By the arbor (turn left to the alcove from the
guard), the Duc d’Arcueil
states that the Spanish Ambassador might be the one to give the diamond to
the Duc d’Anjou since he is out of favor at the moment. Give the diamond
to the Spanish Ambassador.
The downfall of
Lhuillier is shown after his theft of the Buckle
diamond. He was spared but was dismissed. Faverolles was given his
position.
Investigation of Water in the
Gardens
Intrigue in the War
Room: After
a walk through the Hall of mirrors and entering the War Room, eavesdrop on
the Minister Torcy and Dangeau on the left. They talk about the ailing
Spanish King and partition of the succession. Turn around and talk to the
2 nobles by the corner windows, Duc d’Arcueil and the scientist, de
Bandols in brown. The Duc, he being a friend of de Torcy can help in your
ambition to be a diplomat but he wants you to show de Bandols the secret
of the fountains, in discrete fashion of course. de Bandols wants the
plans for the hydraulic network that bring water to Versailles and
distribute it around the gardens. Go to the map exit by the entrance to
the war room.
Search for information about the water
system: At
the Colonnade, talk to the hydraulic engineer but he can’t help because
they are all too busy and short-handed. Map exit. At
the Ballroom grove, the gate is closed. Use the key to the groves on the
gate and enter. Forward, left, forward 2x to the mosaic walkway, turn
right, up the stairs and talk the gardener with the shears. His master,
Dupuis might be able to help. Now to find him. At Encelade, the raker also
tells that Master Dupuis who is at Marais can
help.
Go to Marais and talk to Master Dupuis in
brown and lime green coat. He is putting out the citrus trees but an
accident calls him away. He asks you to take over in the arrangement of
the trees and he will give you the plans
later.
Citrus Trees puzzle – there are 3 trees already in place. The
sequence of placement is Lemon tree, Orange tree and Pomegranate tree.
The trees to be placed is at the bottom center of the screen (L-R: 9
Lemon, 9 Pomegranate, 9 Orange). Click on a tree and click on a space
(ill-defined shrub) around the garden to place it at that
spot.

Starting at the bottom left where there is
already a Pomegranate tree, place Lemon, then Orange and then
Pomegranate trees around the walls in a clockwise
manner.
Dupuis approved of your
work and will bring the documents to the apartment at Grand
Commun.
Studying the
information on the water system at Grand
Commun: Click on the document on the table, picking up a letter. Then click
the letter on the circle on bottom left of the screen. Click on letter for
translation.
Water System Plans
Puzzle – Dupuis asks that
the documents be placed in the right order before studying them. The
information on this can be found on documentation under The Court in its
garden (second from left picture on top of frame) Water and Fountain
(Search water, supply, distribution, turning on). Pick up the folder on
the table and see a set of documents on the left and 3 folders on the
right. The object of the puzzle is to sort the documents by a common
subject and then place them on the folders on the right. The folders has
to be in sequence of usage in the water system.
Click the documents on
the left and place them in the box at the bottom to find out the title
of each documents. Then click the documents on the folders by common
topic.
Top folder for search
water and supply – Eure Aqueduct, Plan of water mill, Marlys machine,
External network. Middle folder for distribution – Internal network,
gravitation, pipe distribution. Bottom folder for turning on –
Nozzles and jets, Ajutage apples.
Go out the room, open
the door and talk to de Bandols. He wants to be able to introduce water
himself to a grove. He will be at the Colonnade tomorrow morning at
10. Now they will study the documents.
Go downstairs and talk
to the enterprising kitchen helper, Le Perdrix who wants to be your valet.
Go to the Colonnade.
de Bandols’
study of the water system at the
Colonnade: Talk to de Bandols and he wants equipments. Talk to Tiquet, the
hydraulics engineer at the fountain by the gate and borrow his equipment.
He gives you the clef-lyre and whistle as well as a Pall
Mall mallet. Talk to de Bandols. He wants to introduce water to the
fountain and you will change the water pressure outside the gate using the
Lyre key. Give de Bandols the whistle and exit the gate.
Water fountains
puzzle – The object of
this memory puzzle is to follow the pattern of de Bandol’s whistles.
When de Bandols whistle once, shown by a circle on the bar at the bottom
of the screen, increase the water pressure by clicking on the tip of the
lyre key (clockwise turn). 2 whistles shown by an elongated circle means
decrease the water pressure by clicking on tip of the other end of the
lyre key (counterclockwise turn). Best to remember which end of the Lyre
increases and which end decreases when the whistle pattern gets
complicated.
When you successfully do
the puzzle and before the last turn of the lyre key occurs, Dupuis arrives
and gives a scolding. Thinking that the de Bandol’s learning will be
against Mansart (not to boast of perpetual motion) appeases Dupuis. Talk
to de Bandols.
Involvement in more
Political Intrigues
Search for
owner of mallet at Pall Mall
area: Use map exit and go to the Pall Mall alley to give the mallet with
royal insignia to the owner. Talk to the Spanish Ambassador about the
passport. He wants to meet at 5 PM in Marais. While talking about
sensitive political topics, that same mysterious Lady passes close
by.
Turn left, forward, left
and talk to the guard of Duc d’Anjou. Go to the other 2 Princes and find
out if mallet is theirs. Go back to the Duc d’Anjou
and give him the mallet. He asks that you fetch the mysterious lady’s
ball. Turn right and go close to the wall by the wooden turret/tower. Look
down and pick up the dark brown ball (Ball 1) at the center of the group
of balls.
Give the ball to the mysterious lady in
green, Prosperine. She gives a letter and wants to meet you at the
Ballroom grove at 5 PM to talk about the secret she overheard at Madam de
Maintenon’s place. Read the letter from Prosperine. Interesting! Turn
around and talk to the just mentioned Duc d’Arcueil, who issues an
invitation for a game of Lansquenet at Encelade this afternoon. Full
appointment schedule!! Hmmm, both Prosperine and Duc d’Arcueil have been
around during unexpected times. Use map exit to go to the apartment at
Grand Communs.
Keeping all the appointments
made: At
Grand Communs, Le Perdrix, the new valet says that his brother is a
Hydraulics engineer. He does have a problem with word usage! Go up to the
apartment and Le Perdrix gives you dinner as well as letters delivered by
Boisseuilh. The clock strikes 3. Turn around. Pick up and read the
3 letters from Elvira from the bed. They concern about her love, the
political situation in Spain and a warning about Comtesse de Perlitz and
the treaty.
Appointment
with Duc
d’Arcueil and Lansquenet
game: Go to Encelade, enter, turn left, forward, left and go to the
arbor. Talk to the standing
Duc d’Arcueil and he asks that you take his place and win to cancel his
debts.
Lansquenet game: The game of Lansquenet is based on the
first player to draw a card that match the number and color of the face
card in front of the player, ex. a face card of 2 of hearts will win
with a 2 of diamonds drawn. Click on the money at the bottom right of
the screen to bet, use arrows to increase or decrease the amount of
stake. Then click on the coins to show the other stakes. The winning
card for each face cards around the table is shown at the center by
moving the pointer to each face card. Click on the stack of cards beside
the dealers face card on top of the screen to draw your card. After each
round (only you get to see your drawn card) repeat the whole procedure
over – bet, click bet, draw card.
You will win in the end and recover Duc
d’Arcueil’s debts and save him from ruin. He warns about acquiring
Madame de Maintenon’s displeasure concerning Prosperine marital future.
He states that de
Bandols
want to visit the underground tunnels. Go to map exit and click on
Marais.
Appointment with Spanish
Ambassador:
At
Marais, go forward, right, forward and talk to the Spanish ambassador in
front of the organ like fountain. He states that the King Louis had
promised the Spanish King that nobody from his court enter Spain. You are
a King’s officer and thus cannot be given the passport. Go to the map exit
and click on the Ballroom grove for the next
appointment.
Appointment with
Prosperine:
3
Ladies including Prosperine enter the Ballroom and the gates are locked.
Go forward and find out that key to the groves do not work. Talk to the
musician in blue standing on the left side of the gate. He can get
Prosperine’s attention by playing her favorite music. Now, to get a sheet
of music and the title of her favorite
tune.
Remember the drunk musician! Go to map exit
and click on Grand Communs and then enter the Pelican Inn. Talk to the man
with the trumpet and he will charge 2 livres per copy of the sheet of
music to be played. Pick one up and give it to him (the correct music
sheet is in the right foreground). The music is Lully’s Ceremonie
Turque.
Go back to the Ballroom grove. Talk to the
musician again. He plays the music and Prosperine arrives, gives you a
sealed letter to read at home alone and to be burned
afterwards.
Opening the sealed letter at the room at Grand
Commun: Go
to your room at Grand Commun. Read the note with broken seal. Oh! The King
signed a secret treaty to divide the Spanish kingdoms with England and
Holland. Pick up the lighter from the table. Now that the letter is
read – Keep it or Destroy it? If you do not burn the letter
– game will end later in the game play. Choose Destroy
it.
CD 2
Events Involving
the Underground Tunnel
The next morning, a knock on door is heard.
Open the door to see de Bandols. He wants to examine the pipe works in the
underground tunnel. He needs his measuring equipments from his room at the
Pelican Inn and he gives you the key. The key to the underground
tunnel is also needed. Then meet de Bandols at the clearing behind the
Marais grove.
Go downstairs and talk to your trusty valet,
Le Perdrix. He will take care of getting the key to the underground
tunnel.
de Bandols’
Equipment:
Go
to the Pelican Inn and will be stopped by the innkeeper. Show him de
Bandols’ key. Talk to him again. Go up the stairs, left, forward 2x,
right, through door, left and use key on door. Enter. Open the chest by
the window and pick up spirit level. Turn around and pick up
spring-adjusting caliper from the floor beside the bed. Exit room
and go see Le Perdrix in the kitchen.
In search of the message at the kitchen at Grand
Communs: Walk
towards the man turning the spit. Turn to the right and talk to the
sitting woman. She said that a Swiss guard from Bontemp was there looking
for you and that Le Perdrix hid a message before escaping. Search the
kitchen for the message. It could be in a cup on the table, pots on the
shelves or grinder on the floor by the window. The message is in a
pot on a shelf under the table close to the
door.

Read the message. Key – removal of
Prosperine. Now what does that mean? Aha! Abduction (removal) of
Proserpine (Prosperine). Le Perdrix surely has a certain way with words.
On to the Colonnade where the statue – Abduction of Proserpine by Pluto
was seen. If you want to look for Prosperine, check with the gardener,
trimming the hedge at the edge of the Ballroom grove. He will say that she
might be at her toilette or at mass with the King. Then go to the Queen’s
staircase. Go up the stairs, left on the landing and enter the room. Talk
to Prosperine and she will get you back on track to the
Colonnade.
Search for key at the
Colonnade:
Upon
reaching the Colonnade, go forward towards the statue once, look down and
pick up the key to the underground tunnels. Now go to the Marais
grove.
Underground tunnel at
Marais: Talk
to the gardener raking and find out that le Bandols entered the clearing
on the right after the iron gate. Turn right, enter the arched entryway
and turn left. Give the room key back to le Bandols. An impatient
and loud de Bandols wants you to measure the pipe diameters using the
spring-adjusting caliper and check the gradients with the spirit
level.
Turn right to the iron gate. Pick up the
lantern on the ground by the right ivy covered wall. Click the
lighter on the lantern. Click lantern on iron
door.
Exploring the Underground Tunnel
– Forward once and
a left and right tunnel is seen. Go to the left tunnel and see
another tunnel ahead and an iron gated tunnel on the left. Go forward
2x. A split of left and right tunnels are
seen.

Look down facing the right tunnel and
see a pipe. Use spirit level on it. (A
hand icon is seen when placed over a pipe to be measured and when the
measurement is successfully done, another hand icon is shown). Enter the
right (with pipe) tunnel and see a rectangular opening
ahead.

Look down and see 2 pipes on either side.
Use the spring-adjusting caliper on the left pipe.
Enter the rectangular
opening. See a pipe ahead. Use spirit level on
it.

But before you could
do anything a Swiss guard comes in looking for you and You had to climb
the ladder to hide. On the way down, the ladder gave way and water
rushes into the tunnel.
Go forward,
turn left, forward, turn right and climb the
metal rungs.
Talk to the Swiss guard.
He wants you to empty your pocket for the letter Prosperine has given you.
If you burned the sealed letter, the only letter in inventory from
Prosperine is the first one given at the Pall Mall alley. If you did not
burn the compromising sealed letter, the game ends. Give the guard the
Letter from Prosperine from the inventory. Whew!!!
Foreign Affairs
Work
Where did de Bandols go?
Must have been frightened by the guard. Talk to Duc
d’Arcueil and explain to him what happened. He is now in good standing
with the King due to your actions with de Bandols. As a repayment, he will
introduce you to Minister Torcy just now coming out of a
meeting.
Meeting Minister Torcy at the Queen’s
staircase: Climb stairs and see Minister Torcy at the
landing. Duc d’Arcueil introduces you to the minister. Talk to Minister
Torcy. He gives you a heated coded letter for you to
decipher.
Deciphering the coded letter
– To decipher the code,
look for a pattern between the numbers in a set. Each set of numbers has
a different pattern from the other set of numbers. Place the answer on
the squares on the right by clicking at the center of each squares.
Clicking the reversed check mark beside the squares will erase the
numbers entered on the squares if the answer is wrong or show the coded
message on the right side of the page if the answer entered is
correct.
Minister Torcy is
impressed but he does not know who P is. You state that it might be
Comtesse de Perlitz and asks to be the one to intercept the Lady at Bondy.
You are to go to the Grandes Ecurie, ask Boisseuilh for the best horse and
directions to the stage posts. Torcy will send the imprisonment order to
the Ecurie as soon as it is drawn up.
Arrangements to
be done at Grandes Ecuries to Stop Countess
Perlitz: Go to Grandes Ecuries. Boisseuilh states that all the men in Ecurie
are in the King’s service and thus in yours. Turn around and talk to
Golipeau, the groom combing the horse. He said that the best horse is next
to the wagon. Turn to the right, forward and talk to a short ?man in blue.
He says that the best horse is the racer with the white muzzle. Go towards
the 3 horses by the door and turn right to the man reading a parchment.
Talk to the man. He said the English racers with the short hair is the
best horse and that he will also prepare your stages (directions to the
stage posts). Go back to talk to Boisseuilh and he will give you the
sealed order.
Turn to the 3 horses.
Now which horse? The horse closest to the door is also closest to the cart
as well as having the shortest tail (cannot see the
muzzle). Caparison the horse closest to the door.
Caparisoning the
horse: The icons in the
box on top right are the different equipage to get the horse ready.
Place the different items in order of priority to the different areas of
the horse. The icons light up when placed on the correct
area.

After placing the
different items on the horse, click on the hitching ring or bridle bit to
exit the frame. If done correctly, a cut scene will come up. If not done
right, the game ends. The game ends when the wrong horse is chosen or when
the sealed order is not taken from Boisseuilh before caparisoning the
horse. (In my game, it took a while and several clicks on the hitching
ring before the cut scene or game end message comes up – so just keep on
clicking. Clicking on the bridle, stirrup or saddle also can get an end to
the scene).
You inform Minister
Torcy that the sealed order was delivered. The King comes out and with an
entourage of pages, courtiers and guards. You are introduced to the King
by Minister Torcy. The King gives you the instance of Our
satisfaction.
Life in the Inner
Court
From then on, you are
now of the court not just at the court as part of the King’s
group. The King keeps you in His presence in all functions of the court
and gives you tasks concerning Spain. The German Emperor could not bring
himself to sign the treaty, thinking that his son will be named heir. You
are now a Gentleman of Chamber. The King now confides in you and gives you
missions directly. Your life revolves around the King.
Spanish line of
Succession: You find yourself at a table at the Dining Room used for the Grand
Couvert that was off limits before. A man of the Court talks about a rumor
that the King laughed at the idea that Duc d’Anjou is in line for the
Spanish succession. You tried to correct him but was derided by being a
young upstart who knows more than those that have been serving the court
for more than 20 years. He will not let you go until you prove what you
said.
Proving that Duc
d’Anjou is in line for the Spanish throne – The answer can be found in documentation
under Europe in 1700, then Line of Succession. First, place the “crowns”
on known royalty that are not in line for the succession. These are the
known reigning royalties and their heirs. Then fill the empty frames
with the pictures of those in line for succession.
The ones not in line
for succession (crowns) for France are Louis XIV, the reigning King;
Louis or de Monseigneur le Dauphin and Louis Duc de Bourgogne, the first
grandson. For Spain, Charles II is the reigning King but has no heirs.
For the Empire: Leopold I, Emperor of Germany and Archduke Joseph, his
heir.
The ones in line for
succession (pictures) for France are Philip d’Orleans or Monsieur, the
king’s brother; Duc de Chartres, Monsieur’s son; Philippe Duc d’Anjou
and Charles Duc de Berry are the King’s grandson. For the Empire is
Archduke Charles, the younger son of the Emperor.
Exit the room. Le
Perdrix informs you that Duc d’Arqueil wants see you at the Small, he
means the Mall.
Playing at Pall
Mall Alley: Go to the Pall Mall Alley and talk to Duc d’Arqueil. Duc
d’Anjou wants you to team with him in a game of Pall Mall against Duc
d’Arqueil and Marquis Dangeau at 100 livres per game.
Pall Mall
– The game is explained
in documentation under Rules of the games. The object of the game is to
get a hard boxwood ball through various hoops. This is done by hitting
it with a mallet and with as few strokes as possible. Each team has
their own ball.

There are 2 gauges at
the bottom of the screen that affects the strike of the ball. Click the
mouse to stop the moving arrow as close to the center green line in both
gauges. Getting the arrow inside the light green lines on each side of
the center green line ensures an accurate hit to the hoops. The hoops to
be hit are staggered on the field.
After the win, Duc
d’Anjou wants to make you part of his team if the king wills it. He also
expects you to be at the ball tonight.
In
Disgrace
The
Ball: In
your room at Grand Communs, click on the outfit on the bed. Exit the
room.
At the Rocailles grove,
the ball is in progress. This is your first attendance at the ball. A
courtier in blue courts your favor since you publicly acknowledge the Duc
d’Anjou’s right for the Spanish succession. Prosperine asks for help. The
Comte, the man Madame de Maintenon wants her to marry died. She thinks
that she will be sent to St. Cyr. She could not continue her appeal
because Madame is watching. Duc d’Arqueil expresses his attraction for
Prosperine and asks for you to intercede in his behalf. Duc D’Anjou is
delighted to have Faverolle as his champion. During the walk with the Duc,
Elvira’s picture falls on the ground and a Swiss guard picks it
up.
The
Charge: The next morning, Madame Maintenon shows you Elvira’s picture and
charge that you are deceiving Prosperine. You have today to bring the
proof to Vernhole, the Swiss guard since Madame will be gone to St. Cyr,
back at 2 PM and an hour later leave for Marly. By the staircase, the
Marquis de Dangeau, Minister de Torcy , Prosperine and the courtier in
blue states their opinions about your disgrace. Duc d’Arqueil tells
you to use the passport promised to you by the Spanish Ambassador as
proof. Marquis de Castel dos Rios can be found in the
gardens.
The
Proof: At Marais, talk to Dupuis, the gardener. He wants you to give the
plans for the Trianon to the Spanish Ambassador. The Ambassador is in deep
conversation with Sinzendorf
and cannot be interrupted. Wait and eavesdrop on the conversation until it
is finished. What was said was that Spain is in turmoil, that the
important positions are to be given to Spanish men and that Spain might
take measure against France. The Ambassador informs the Emperor’s envoy
that Duc d’Anjou is with the King at the Ecurie.
Give the Trianon plan to
the Spanish Ambassador. He gives you the Spanish passport. He
states that letters from Spain is not getting through. You are aware of
this because you have stopped receiving news from Elvira sent through
Boisseuilh. He advises for you to find out about the situation from the
riders.
If you interrupted the
conversation of the Spanish Ambassador with the Emperor’s envoy. The
Ambassador will dismiss you. Leave the gardens and find yourself in the
room at Grand Communs. A knock will be heard and upon opening the door,
the Spanish ambassador is seen. He explains that he cannot give you the
passport in front of the envoy. It does not matter for you have written
your resignation, since only the passport can save him. No hope of seeing
Elvira or Spain ever again. The passport is given since you need it
here. The Ambassador expressed his opinion about the stoppage of letters
from Spain and urges you to check with the riders.
A Spy in the
Midst
Check with the
riders: Enter the building at Grand Ecuries and talk to a rider about the
letters being stopped at the Spanish border. He states that a Dutchman has
approached him and asked about the Duc d’Arqueil. He thinks that they are
after his letters. He cannot get away from the Duc who is coming in the
building at that moment. If you want to hear the rest of the story, he
must get away from here. The Duc talks to you about your presence there
and you ask why he is not at Marly.
Go out the stables, turn
right, right again after the horses and see a rope attached to a ring on
the wall. The rope is holding a sack of hay. Untie/click the rope. The
horses gets frightened and starts neighing. The rider comes out to calm
them and explains the rest of the story – He thinks the Duc is mixed up in
this affair but has no proof. The Dutchman is here at Versailles at the
Grand Commun.
Search for a
spy: Search for the Dutchman in the dining area and kitchen at Grand
Commun. At the kitchen, talk to the sitting woman. She has not seen a
Dutchman.
Finding the
spy: Go
to the Pelican Inn. le Perdrix, noting that you are worried will remain
close to your side. Turn to your left and see Vernhole, the Swiss guard
standing by the door. Give him the Spanish passport. He says he will be
back in 20 minutes. If you miss him now, he will be back and can give the
passport later. Talk to the innkeeper and asks about a Dutchman. He says
that there is only an Englishman, who spends his time writing, not
noticing when his beer is brought up and only goes out to post letters.
Sounds of windows breaking is heard. Must get to his room to see what he
is writing.
Pick up the stone
on the floor behind le Pedrix. Go to the table in front of the fireplace
and pick up the dinner for the Englishman. Talk to le Pedrix and
tell him to go to the Englishman’s room, look around and bring back
anything he is writing. Since he cannot go empty handed give him the
Englishman’s dinner. If you missed giving the passport to the Swiss Guard,
give it to him now.
Back in
grace: The Swiss guard returns and gives you a letter from Madame
Maintenon. She is convinced of your sincerity but advises that to reach
Spain must have 3 more passports – France, England and the Empire’s. She
will take care of the French.
Room of the
spy: Talk to le Pedrix. He says that the room is filled with papers,
seals, number and letters. He tried to get one but the Englishman got
angry and so he left. You ponder on getting a seal of safe conduct
(English passport) from the Englishman but needs a distraction. Give the
stone to le Pedrix and ask him to throw it on the Englishman’s window. Go
up the stairs, through the hallway, left and knock on door. Look on the
table and pick up the codes. The Englishman gets distracted, pick
up the safe conduct (English passport) and again he gets
distracted. Pick up the documents and he gets distracted again and
asks for a change in room. He realizes that you stole his papers and
challenges you with drawn sword. The Swiss guard warns that no fighting is
to be done. Wait, do not draw your sword and the guards will try to catch
the Englishman but he gets away.
Elvira is in
Danger
In the War room, the
King wants you to be here when he gets back from the Chapel. giving you
only a half hour.
Try to get to
Elvira: Talk to Castel dos Rios and he said that his son just got here from
Madrid. Elvira has been taken by the German function and the letters to
you have been seized. The only one that can help is the Comte Sinzendorf
and he can be found at the Marais grove. Turn to the right and talk to Duc
d’Arqueil. He gives you the French passport and wants to talk about
Prosperine. You said that it is important for you to see the Emperor’s
envoy right away. He tells you that Sinzendorf asked Torcy for an audience
with the King. But Torcy refused because Sinzendorf would not
divulge the reason for the audience.
Go to Marais. Talk to
Sinzendorf, the Emperor’s envoy. If you have not talked to Duc d’Arqueil
before this the Envoy will not talk to you. Explain to him about Elvira
and promise him an audience with the King. He has carte blanche to talk to
the King on an extremely important matter. After your errand to the
chateau you will talk to Torcy when he arrives for the council meeting.
Exit the grove.
You walk through the
Hall of Mirrors towards the War room again. The King enters with his
entourage. The King says that a rider from Madrid is coming and that you
should bring him to the king as soon as he arrives.
Go to Grand Ecuries.
Talk to Golipeau, the groom and Boisseuilh about the rider. Go to map
exit.
Go to the Queen’s
staircase. Climb the stairs and talk to Minister Torcy. Inform him that
Sinzendorf has full power to sign the division of Spain. Torcy says that
he will speak to the King immediately. He also tells you that the
Englishman was arrested in the gardens. He wants you to check if he is
really your man and then as for our business, to see him at the Minister’s
wing.
Go talk to Sinzendorf at
Marais grove. He inquires about his appointment and will be at the
Ballroom grove all afternoon.
In search of
the Imprisoned
Englishman: Go to Colonnade. Go forward and talk to the Swiss guard. He states
that he cannot tell whether the madman is an Englishman because it is a
state secret. Turn left and talk to the hydraulics engineer in brown
outfit. He says that the madman wants to throw himself off the turret used
to prune the tallest trees. Go to Encelade and ask the raking gardener
about the madman. He says that he is too busy for rumors because he has to
go to the Mall to prune big trees.
Madman at the
Pall Mall
Alley: Go to Pall Mall alley and talk to the courtier. He tells you his
eyewitness account and that the spy is a foreigner. Go to the
turret/tower. Pick up the rake leaning at the background amidst all
the other tools. Turn left and climb the wooden steps. Turn left and see a
message on top of the hedge. Use the rake on the paper. Get down
from the turret and go to the map exit.

Coded
Message: Go to your room at Grand Communs. Click the message from the hedge
on the code book on the table. Read the message – The king is dead and he
named the Duc d’ Anjou as his heir. Be sure that the message on the hedge
is gone and a coded message is in the inventory, if not redo the message
and the code book part again. Talk to le Perdrix. Tell him to Go to the
Grand Ecurie, bring the rider to him and that you will be at the
Ballroom all afternoon. If you choose the other answer – Go
and give this message to Sinzendorf, the game will end. Go to
the map exit close to the Pelican Inn.
Checking in
with Torcy at Minister’s
Wing: Go
to the Minister’s wing. Approach Blonderel by the curtained door and he
says Torcy is at dinner but he will get him for you. Talk to Torcy about
the Envoy’s appointment and about the coded message. He says that it is a
fake. On the way out of the room, talk to Duc d’Arcueil. He states that
the king wants to talk to you before he goes on his hunting trip. At the
King’s terrace, the King said that he will grant an audience to Sinzendorf
and also to tell Torcy. He also asks if the rider has
arrived.
Informing
Sinzendorf of the
audience: Go to the Ballroom grove. You see the Duchesse
de Bourgogne and Sinzendorf talking. She was trying to get the Envoy to
play Blindman’s bluff but he was hesitant. You were chosen to take his
place.
Blindman’s bluff – The eyes are blindfolded. Then try to
catch a person around you and identify that person. In this game, the
blindfold has slits that enables part of the outside to be seen. Aim for
Sinzendorf, since you want to talk to him. Look around and notice that
Sinzendorf in red is way back of the group. On his right (your left) is
the Spanish ambassador in black. Panning to the left and closer is
Marquis de Dangeau wearing red. To his left is the Duchesse de
Bourgogne. Play blindman’s bluff and try to catch and identify the
Duchesse de Bourgogne, then Marquis de Dangeau and then the Spanish
ambassador and finally Sinzendorf. When you correctly identified each
one, the closer to the next person in the background occurs until you
are in front of Sinzendorf. When
you successfully pick Sinzendorf, the game
ends.
Go forward 2x to the mosaic walkway, turn
right, climb the steps and talk to Sinzendorf. Inform him that the King
will meet him at 6 PM. He gives you a letter to be given directly
to the German ambassador in Madrid. You now have all the passports
needed.
Correct the
mistake: Go down the steps and talk to Castel dos Rios. He states that the
Treaty of Division will be signed and the Imperialist will reign in
Madrid. Duc d’Anjou will never be King of Spain. Love triumphs but abandon
hope of living in our kingdom. You state that it might be possible to get
Sinzendorf to refuse the audience of his own
accord.
Go back to Sinzendorf. Talk to him. If the
spy is indeed an Englishman then the message is not true and that changes
everything. How can we get to the truth? You tell him that there is one
here that can tell us and you will see if he has arrived. Go back to the
exit of the grove and see le Perdrix. He says that he brought the rider
with him. Tell the rider to follow you as you go back to Sinzendorf. Ask
the rider to tell the message he carries – The King of Spain is not dead
and has not named his successor. Sinzendorf withdraws from the audience
with the King.
The Forever
After
The king announces the betrothal of Duc
d’Arqueil to Prosperine. He also grant the leave for you to visit Spain
and to come back quickly.
While you are in Spain, Charles II dies.
Later in France, the King presents the new King of Spain, his grandson,
Phillip Duc d’Anjou. Castel dos Rios, the Spanish Ambassador is the first
to pledge before the new king. His birth destined him to this crown and
the late king also through his will. You
are told by French King to follow his grandson.

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