-= FAQ Version 1 =-
-=DISCLAIMER=-
Author: Skyler Boerens
Email: NemesisEra@hotmail.com, Deceased_x99@yahoo.com
Disclaimer: I did this work to help people. By reading this you have agreed to
the following:
- You will not sell this document for profit.
- You will not put it up on another webpage without permission.
- You will not modify the document in anyway shape or form.
- If I give you permission to put my Guide on a Website you will give proper
credit!
Credits: 11th hour Strategy Guide
Now that we got that happy horse crap out of the way lets introduce you to the
game.
T-A-B-L-E--O-F--C-O-N-T-E-N-T-S
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I. I N T R O D U C T I O N T O 1 1 T H H O U R
a) Storyline
b) System Requirements
c) Icons
d) Gamebook Info
II. W A L K T H R O U G H
a) Item Solves
b) Puzzle Solves/Hints
=============================================
INTRODUCTION TO 11TH HOUR
=============================================
If you already know about 11th hour: all the basic functions, the storyline,
system req. ETC. Then skip this Section.
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STORYLINE
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In upstate New York lies Harley on the Hudson, a little town where supernatural
things have said to happened. A strangely quiet place where, amidst the misery
of Great Depression, an enigmatic drifter named Henry Stauf built a toy making
empire...
Little is known of the mysteriou genius Henry Stauf, only that he crafted
incredible toys for his dreams. It was said, "A Stauf toy is a toy for life,"
and, quickly, Stauf's toys became among the most celebrated and sought after in
all the world.
Stauf grew wealthy, and he built a manson for himself -- a bizarre estate
fashioned from a dream. But then the deadly virus came--a virus only killing
children--stealing their lives as they lay feverishly in bed clutching their
Stauf toys. And suddenly, without explanation, Henry Stauf closed the doors of
Stauf's Wonderworld Toys...forever.
Withdrawn and reclusive, Stauf confined himself to his mansion, hidden behind a
veil of shadows, shrouded in secrets untold. For years the mansion stood silent,
brooding, and nothing more was heard from Henry Stauf. Nothing..Until one
evening Stauf invited six guests to spend the night, luring them with a promis
to fulfill each person's most secret desire...
No one knows what took place within the walls of Stauf's Mansion that dark
night. None of the guests were ever seen or heard from again. And Henry Stauf
seemed to have vanished into the rooms, the corridors, the very air of his most
sinister creation.
It is now 1995 and you, as Carl Denning Jr., are an investigative reporter for
the television series "Case Unsolved." Robin Morales, your producer, and
erstwhile lover has mysteriously vanished while gathering bacground information
surrounding the series of grisly murders and disappearances in the otherwise
quiet little town of Harley on the Hudson. Your only solid lead is a portable
computer called the GameBook which was delivered to you -- postmarked Harley,
NY. Perhaps it was sent by Robin. Perhaps it is the evil handiwork of Stauf
himself, updating his craft to meet the demands of the '90s.
You decide to drive to Harley that very night, going directly to the Stauf
mansion to track down Robin. You discover nothing at first, other than a
decaying, abandon interior filled with the artifacts of a past era. Along the
way, you not only stumble across some unsavory and horrifying clues, but you may
find out even more than you could ever imagine--much more!
When you've gathered all the necessary facts, and have solved the many mysteries
and puzzles within the weathered walls of Stauf's mansion, you will have to make
yet one more difficult choice. It is the choice that you have to live with for
the rest of your life, however long that may be.....
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SYSTEM REQUIREMENTS
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Required:
80486DX2 66 Mhz Processor or Faster
8MB of Ram
Local Bus Video
CDROM Drive with 300K (2x) per second tranfer rate
Sound card with PCM sound
Hard drive with 4MB of free space
MSCDEX version 2.2 or higher
DOS 5.0 or higher, or Windows 95
Mouse
Recommended:
Pentium 60 or higher
8MB of Ram
16-bit General Midi compatible sound card
2MB PCI Video Card
CDROM with 300k per second transfer rate or higher
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ICONS
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Beeper Icon = indicates when you should access your Gamebook for information.
Either a new video will appear, or Stauf himself will talk to you.
(Red dot, with a Red Circle around it, flashing)
Stylus Hands = acts as the cursors to access and use the Gamebook. Inactivate
keys or hotspots are indicated by the empty hand.
(Skeleton Hand with a key -or- Skeleton Hand without a key)
Beckoning Hands = for forward, right and left allow you to move to a new
location or turn up to 360 degrees within the environment. Holding down the
button increases the speed of movement.
(Skeleton hand with finger moving to the left -or- Skeleton hand with finger
moving to the right
-or- skeleton hand with finger moving forward)
Wagging Hand = Means that no action may be preformed, or access denied
(Skeleton hand with finger signaling no)
Grabbing Hand = allows you to select a certain objects within the house
(Skeleton hand with an impulse to grab)
Throbbing Brain = indicates the presence of active puzzles or games
(Skull with a brain throbbing)
Rolling Eyeball = allows you to select puzzle or game pieces for movement.
Pulsing Eyeball = appears during a puzzle, and informs you that there is more
than one possible move in the puzzle.
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The Gamebook
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Accessing the gamebook = In order to access the Gamebook, move the cursor to the
top of the screen until you see the Stylus icon. Click the selection button and
the gamebook will appear.
the following elements are part of the gamebook's controls.
Display Screen = Enables you to see the clues to the Treasure Hunts in the text
from as well as the playback of dramatic events. Clicking upon this screen
allows you to play video or close the Gamebook and return the the 11th hour
game.
Help = Hints are available via this button. Your psychic ally will offer helful
insights on how to solve the current Teasure Hunt clue or logic puzzle. When
playing against Stauf, she will make the best possible move.
Map = Accesses blueprints of the house showing the 3 states for each room or
area. These states are: 1. Blank - No puzzles available or solved. 2. Lined -
Puzzles available but unsolved. 3. Filled - Solved puzzle. The room is open for
inspection.
Save = Saves your current session in a selectable position and allows you to
name the saved progress file using your keyboard or the Gamebooks alphanumeric
keypad.
Load = Loads in a previously saved session.
Close = Returns you to the house view.
Power = Closes and exits 11th Hour.
Alpha Numeric Keyboard = Faciltates the entry of detailed names for saved
progress files.
Video Control Buttons = Allows the playback of dramatic events and the cycling
of hints or map screens.
=============================================
WALKTHROUGH
=============================================
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Item Solves
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7 PM
Tonic Water Library Robin in Coffee Shop
Cork Dutton's Room Cork Animation; Robin and Eileen
Satyr Picture Gallery Marie in Motel Office
Globe Library Globe Animation; Robin/blood on rocks
Tablet Laboratory Bloody face on ground
Robin (bird) Foyer Robin in painting
8 PM
Desk Library Desk animation
Torso Picture Gallery Robin meets Marie
Liquor Dutton's Room Cork animation
Irish Setter Game Room Robin Interviews Doc Thorton
Grandfather Clock Foyer Pendulum; Denning & Gosh Eileen
Straight Razor Bathroom Razor; Chuck/Marie at Dam
Orange Dining Room Morphing Image
Nightmare Knox's Room Robin runs into Jim
Great Dane Library Library scene
9 PM
Television Dutton's Room Robin meets Samantha
Organ Chapel Organ Plays
Ivory Tower Attic Denning meets ghostly Samantha
Torch Chapel Sparks; Chuck drops off body
Grater Kitchen Finger animation
Disc Laboratory Disc Animation
Toothpaste Bathroom Toothpaste creature
Guillotine Temple's Room Guillotine animation; Eileen and the
Gate
Gardenia 2nd Floor Hall Denning walking up the hallway
Rose Burden's Room Petal Falls; Denning meets Burden
Earring Heine's Room Ear animation
10 PM
Harp Music Room Harp strings
Nutcracker Hallway Nutcracker; Marie pacing room
Eyeball Game Room Eyeball rolls
Blade Temple's Room Chuck stalks sleeping figure
Locomotive Attic Train animation
Sheets Burden's Room Chuck pulled into house
Cleaver Kitchen Soup Video
11 PM
Lion Hallway Cougar attacks Robin
Port Knox's Room Knox speaks
Rattle Nursery Rattle; Robin in Nursery
XI Foyer Robin on Samantha's monitor
Inkstand Library Pen writes message
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Puzzle Solves
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Puzzle #1 - Book Checkers - Library
Hints:
- Put all green books on the right shelf and all the red books on the left
- Put all red books on the right shelf and all the green books on the left
- You can move adjacent only
- It must be done in only four moves
Puzzle #2 - Cash Register - Dutton's Room
Solve:
Press the first 5 keys on the top row from the left
Press the first three keys on the lower row from the left
Puzzle #3 - Knights - Foyer
Picture Guide:
___
| 1 |
|___|___ ___ ___
| 2 | 3 | 4 | 5 |
|___|___|___|___|
| 6 | 7 | 8 |
|___|___|___|
| 9 | 10|
|___|___|
Solve:
'-' represents "to"
1 - 4 - 10 - 2 - 8
7 - 1 - 4 - 10 - 2
5 - 7 - 1 - 4 - 10
6 - 4 - 1 - 7 - 5
10 - 4 - 1 - 7
2 - 10 - 4 - 1
5 - 7 - 1 - 4 - 10
6 - 4 - 1 - 7 - 5
10 - 4 - 1 - 7
2 - 10 - 4 - 1
8 - 2 - 10 - 4 - 6
1 - 4 - 10 - 2
7 - 1 - 4 - 10
6 - 4 - 1 - 7
10 - 4 - 1
2 - 10 - 4 - 6
Puzzle #4 - Rat Maze - Laboratory
Hints:
- You're playing against Stauf
- Build a path for the mouse to find the orange hole
- Placeing a maze piece causes the other pieces in the row to slide over or a
column to slide it up and down.
Puzzle #5 - Painting - Picture Gallery
Hints:
- The object is to choose the last possible space
- You cant chose a space that is adjacent to a previously chosen space
Puzzle #6 - 8 ball Puzzle - Game Room
Hints:
- Replace all of the nine white balls with the numbered balls in sequential
order
- There are hidden lines of influence between the balls. Figure out what they
are and you can solve this mystery.
Puzzle #7 - Spiders - Bathroom
b
a c
d e
f h
g
Solve:
A -> E
C -> G -> A
H -> D -> C
F -> B -> H -> D -> C
E -> F -> B -> H
A -> E -> F
G -> A
Puzzle #8 - Sliding Mirror - Knox's Room
Hints:
- By sliding the individual panes, restore the mirror to its orignal state.
- Use the desilvering sections of the mirror as clues to the solution.
Puzzle #9 - Griphon Puzzle - Chapel
Hints:
- You're playing against Stauf.
- To win, you must be the first to create an unbroken path that touches all
three sides of the triangular field.
- A corner hexagon counts as touching two sides at once.
Puzzle #10 - Railroad Switch - Attic
Solve:
Click on the left switch, move the ltter A down and around until it ends up to
the left of F.
Repeat the same with U and S
Move the T, then the S, the U, and the A to the bottom track
Move the F to the far right on the top track
Now move the A to the top track to the left of F, Move the U to the mid-point of
the upper track, then move the S to the left of the U and the T to the left of
the S
Move the A to the bottom track, followed by the T and the S. Move the U to the
left side of the F. Move the S from the bottom track to the mid-point of the
upper track. Move the T from the bottom track to the left side of the S. Move
the A from the bottom track to the left side of the U. Move the To down and
around so its on the left side of the A. Use the bottom track. Push the S to the
right against the T on the top track.
Puzzle #11 - Star - Kitchen
Picture Guide:
10 *1
*9 2
8
*3
7
6 4
*5
the Stars by the number represent where the points of the stairs should be.
Solve:
8 -> 1
6 -> 3
10 -> 5
4 -> 7
2 -> 9
Puzzle #12 - Dice Puzzle - Temple's Room
Solve:
- Click one above the beginning dice
- Click the dice above the last one
- Click the next dice that is one up and one space to the right of the previous
dice clicked
- Click on the dice one to the right and one down from the previous clicked Dice
- Next dice clicked should be the next one to the right of the previous clicked
Dice
- The final move is the one right below
__ __ __ __
| |c | | |
|__|__|__|__|
|c | |c |c |
|__|__|__|__|
|c | | |c |
|__|__|__|__|
|c | | | |
|__|__|__|__|
C= Represents the ones that should have been clicked.
Puzzle #13 - Word Labyrinth - Burden's Room
Solve:
Spell Unintentionally - Straightforward
Puzzle #14 - Necklace - Heine's Room
Picture Guide:
1
6 2
5 3
4
Solve:
Swap 3 and 4
Swap 3 and 6
Swap 3 and 5
Turn 6 twice
Turn 5 twice
Turn 4 five times
Turn 3 three times
Turn 2 twice
Puzzle # 15 - Blood and Honey - Attic
Hints:
- Youre playing against Stauf
- Try to end with more honey in the comb than blood
- Globules devide in two when moved to an adjacent cell.
- Honey absorbs adjacent cells filled with blood and vice versa
Puzzle #16 - Moving House - Music Room
__ _______ __
| | | |
|1 | a |2 |
|__|_______|__|
|6 |7 |8 | 9 |
|__|__|___|___|
|4 | 3 | 5 |
| |______| |
|__| |___|
3 Down, 7 Down/Right, 6 Right/Down, 4 Up, 3 Left, 7 Down, 6 Right, 4 Right
1 Down/Down, A Right, 8 Up/Up, 6 Up/Up, 7 Up/Up, 5 Right
9 Down/Down, 2 Down/Down, 8 Right, 6 Right, A Right, 1 Up/Up, 4 Left
7 Left/Down, A Down, 8 Right Right, 6 Up Left, 2 Up/Up, 9 Up/Up
5 Right, 7 Right/down, A Down, 8 Down Right, 1 Right, 4 Up/Up, A Left
9 Left/Down, 5 Up, 7 Right, 9 Down, A right, 4 Down Down, 1 Left, 6 Left
8 Right, 2 Right, 5 Up Up, A Right, 8 Down Down, 6 Down Down, 1 Right
4 Up Up, 8 Right Up, 3 Up, 9 Right Right, 7 Right Right, A Down
6 Right Right, 8 Right Right, 3 Up, 7 Up Right, A Right Down
Puzzle #17 - Trilobite - Dinning Room
Hints:
- Youre playing against Stauf
- Get four of your bon bons in a row before Stauf does
- Drop a new bon bon onto a stack by selecting a vertical section of the
trilobite.
- The bon bons can be connected vertically, horizontally or diagonally.
- Watch out for those diagonal connections. They can be hard to see.
Puzzle #18 - Switchboard - Doll Room
Hints:
- Interchange the white bishops on one side with the black bishops on the other.
- You can move any piece in any order, but it must move along a straight line,
and not land in line with a bishop of the opposite color.
- You can do it in 18 moves
Puzzle #19 - Pente - Doll House
Hints:
- Get five of your pieces in a row, or capture five pairs of your opponent's
pieces to win.
- Try not to let Stauf get four unchecked pieces in a row or else you lose the
game.
NOTE: YOU CAN SOLVE EVERY PUZZLE IN THE GAME VIA CLICKING HELP OVER AND OVER
AGAIN IN THE GAMEBOOK! HOWEVER, YOU CANT DO THIS WITH THE LAST PUZZLE!
Copyright Skyler Boerens 1999
Troubleshooting The 11th Hour: The Sequel to The 7th Guest
(Last revised: 12/13/95)
System Requirements
80486DX2-66 or better, 8 MB RAM, local bus video (VL-bus or PCI), double-
speed CD-ROM, sound card with PCM sound, hard drive with 4 MB free,
MSCDEX 2.2 or higher, MS-DOS 5.0 or higher or Windows 95, Microsoft-
compatible mouse
Recommended
Pentium processor, General MIDI sound card, PCI video card with 2 MB RAM,
quad-speed CD-ROM
Supported sound cards
Roland MT-32, LAPC-1, Sound Canvas, SCC-1; Sound Blaster and compatibles,
including Sound Blaster Pro/Deluxe, Sound Blaster 16/ASP, Sound Blaster
AWE 32; Pro Audio Spectrum 16; Gravis Ultrasound; Ensoniq Soundscape.
Installation Instructions
Insert disc one into your CD-ROM drive. From DOS, type the letter of
your CD-ROM drive followed by a colon (e.g. D: ) and press ENTER. Type
GO and press ENTER.
If the game has not yet been installed to your hard drive, the
installation program will run. You will be asked where you would like to
install the game. The default directory is C:\GAMES\11H. First type the
drive letter to which to install the game. Type in the path where you
would like the game installed and press ENTER. (Just press ENTER twice
to accept the default directory.)
If you install the game to a directory other than the default, a hidden
file called Z_11HDIR.11H is created in the root directory of your C:\
drive. Do not delete this file or you will have to re-install the game.
Once you complete the game, or wish to remove it from your system, you
may safely delete this file if you want.
Once the game is installed, the sound setup utility will run. Here you
choose what kind of sound card you have in your system. You must select
a sound card for both digital sound and music. (You can use the same
sound card for both, of course.) The game will not run if either of
these is set to 'None' or set to the wrong sound card. If you want to
change your sound card at some point after the game has been installed,
change to the directory on your hard drive where the game is installed
(i.e. CD \GAMES\11H) and type SETSOUND.
General Information
Running the game
To run the game, insert a CD into your CD-ROM drive. From DOS, type the
letter of your CD-ROM drive followed by a colon (e.g. D: ) then press
ENTER. Type GO and press ENTER.
The first screen, 'Welcome,' is the main menu. Click on 'Change Setup'
to configure the game for your system, or click on 'The 11th Hour Disc 1'
to begin the game. After the groovie' logo appears, the monitor adjust
screen comes up. Adjust the brightness control on your monitor until the
'X' inside the skull's socket is just barely visible. (It will appear in
the skull on the far right.) Click on the 'X' to begin the introduction
and the game.
The 11th Hour Demo
The 11th Hour Demo is a single CD containing one puzzle and one treasure
hunt clue. It also contains a non-interactive looping demo. All of the
troubleshooting in this document applies to the demo, as do the
installation instructions. The default installation directory for the
demo is C:\GAMES\11HDEMO.
Checking the version of the game
To find out which version of The 11th Hour you are running, change to the
directory where it has been installed (i.e. CD\GAMES\11H) and type V32 /V
Updates to The 11th Hour
As of this writing, a beta update is already available for The 11th Hour.
This new player program can help improve performance on slower machines.
However, it only supports 16-bit video; 8-bit and 24-bit video is not
supported in this new player. It is available on Trilobyte's web page at
http://www.tbyte.com/
You are welcome to try this new player if you are experiencing any
difficulties with the game. However, because it is beta, it is not
officially supported by Virgin or Trilobyte until it has been thoroughly
tested. For the latest information on updates to the game, check out the
above web page.
Updates to this troubleshooting guide
This document is being updated with new information all the time. You
can get the latest version by calling (714) 833-1999 and requesting the
fax. You can also check it out on the web at
http://www.vie.com/support/html/11hfaq.html
UniVBE
In order to work with the wide variety of video cards on the market, The
11th Hour uses the universal VESA driver known as UniVBE, made by SciTech
Software. This VESA driver supports most existing video cards. However,
it may not work with every single one, especially new ones that they have
not yet tested. Errors such as 'Unable to set requested graphics mode'
generally indicate that UniVBE was unable to recognize your video card.
If UniVBE does not support your video card, you should ask your video
card manufacturer for a driver that brings your card up to VESA 2.0
compatibility. You can also check with SciTech Software for updates to
their UniVBE program. Their web page is
http://www.scitechsoft.com/
Note that any version you download is shareware and should be registered.
The 11th Hour: The sequel to The 7th Guest Unresolved Problem Report
If a solution in this troubleshooting guide tells you that there is
currently no answer or if the listed solution does not work, you are
invited to fill out an Unresolved Problem Report (UPR) form to inform us
of your problem.
The Unresolved Problem Report (UPR) form is used to provide
Virgin/Trilobyte with information about your system so that we can better
diagnose problems that may occur with the game. The information will
help us identify possible hardware incompatibilities and what we need to
address in future updates to the game.
Do not use this form as a request for technical support. For technical
support, please call
(714) 833-1999.
There are two ways to access the UPR form.
Fax: To request that this form be faxed to you, call (714) 263-8550.
Press 1 to access the fax server. Enter 235#, then press # again.
Enter your fax number with the area code first, followed by #. Press
1 to confirm your fax number. Once you have completed the form, fax
it back to (714) 833-2001.
Internet: This form is also available on the world wide web. Just go
to the following address:
http://www.vie.com/support/html/upr11th.html
Troubleshooting
Audio/Video Difficulties
Problem: I'm getting choppy or garbled audio during the movies.
Solution: This can occur if your video card, CD-ROM drive, or CPU is not
able to meet the speed demands of the game. Try the following:
If you are running under Windows 95, try running in DOS mode instead.
Click on the Start button, choose 'Shutdown,' then click on 'Restart
the computer in MS-DOS mode.' This should improve performance.
There are several options you can adjust in the game setup that can
improve movie playback performance. (Please note that you will have
to exit and restart the game before any of these changes will take
effect.) First make sure that you are running with interlaced video
enabled; non-interlaced video can only be used on the fastest systems.
If interlacing is already enabled, try switching the game down to
quarter-screen video as opposed to full screen video.
Try switching the audio from stereo to mono. This should help clear
up the voices.
Finally, you may need to drop from 16-bit color to 8-bit color. All
of the movies and game sequences will appear in grayscale in this
mode.
If you are still getting choppy or garbled audio during the movies,
then, depending on the type of video card and CD-ROM drive you have,
your system may not be able to handle the demands of the game. (Make
sure you meet the minimum requirements for the game!) You are invited
to fill out a UPR form to inform us of this problem. If we can find
commonalties among the systems with this problem, we may be able to
address this issue in a future update.
You might also want to try out the new beta update to the game, which
was designed for better performance on slower machines. (See 'Updates
to The 11th Hour' above.)
Problem: I'm getting flashing lines/video corruption at the bottom of the
screen.
Solution: Go into game setup and turn off 'Hardware page flipping.' Note
that you will have to exit and restart the game after making this change
before it will take effect.
Problem: Video palette is corrupt. (The colors are all psychedelic or
corrupt.)
Solution: This can occur if your video card is not fully compatible with
the high color modes. This problem has appeared on the Trident and
Hercules video cards. From the 'Welcome' screen, click on 'Change setup'
and switch to 8-bit color. Note that you will have to exit and restart
the game after making this change before it will take effect.
It is also possible that UniVBE may have selected the incorrect
RAMDAC for your video card. Run the UVCONFIG program and change
the RAMDAC selection for the appropriate one for your video card.
If you don't know the part number of your RAMDAC, you can determine
this by looking at your video card. The RAMDAC is generally the
second or third biggest chip on the board, and you can check it
against the list of parts the UniVBE supports to find the one the
matches your system. Try forcing UniVBE to use the correct RAMDAC
with UVCONFIG once you have determined what it is meant to be.
Problem: The mouse erases the screen as I move it around.
Solution: This problem has been found to occur on Trident video cards.
Try the following:
Change to the directory where The 11th Hour is installed (i.e.
CD\GAMES\11H).
Type UVCONFIG -D27 and click on OK.
Type GO
Click on 'Change Setup' and turn off 'Hardware page flipping.'
Exit and restart the game so this change can take effect.
Problem: There is a flickering bar on the right side of the video.
Solution: This occurs on some video cards when interlacing is turned off.
Go back to Game Setup and turn on 'Interlaced video.' Note that you will
have to exit and restart the game before this change will take effect.
Problem: During a puzzle, my mouse cursor disappears; my mouse cursor is
shifted up, off-screen.
Solution: This problem has shown up on the Matrox MGA video cards, and
only appears in the following puzzles: Horseplay (Foyer), Moving House
(Music Room), Blood and Honey (Room at the Top), Railroad Switcher
(Attic) . To correct this, go into Game Setup and turn off 'Hardware
Page Flipping.' Note that you will have to exit and restart the game
before this change will take effect.
Problem: When I listen to the music in the 'Making of...' portion of the
game, a black bar appears across the screen, covering most of the
picture.
Solution: Click on the center of the screen to return to the 'Making
of...' main menu and click on the music screen to return. The screen
will appear fully intact.
Problem: The game only runs in 8-bit color mode.
Solution: The following should work for S3-based video cards:
Change to the directory where The 11th Hour is installed (i.e.
CD\GAMES\11H).
Type UVCONFIG -D27 and click on OK.
Type GO
Click on 'Change Setup' and turn off 'Hardware page flipping.'
Exit and restart the game so this change can take effect.
This can also occur if you have an ISA video card. The game
requires a local bus video card to run properly.
It is also possible that UniVBE may have selected the incorrect
RAMDAC for your video card. Run the UVCONFIG program and change
the RAMDAC selection for the appropriate one for your video card.
If you don't know the part number of your RAMDAC, you can determine
this by looking at your video card. The RAMDAC is generally the
second or third biggest chip on the board, and you can check it
against the list of parts the UniVBE supports to find the one the
matches your system. Try forcing UniVBE to use the correct RAMDAC
with UVCONFIG once you have determined what it is meant to be.
Problem: I'm getting scratchy voices.
Solution: This can occur with certain sound drivers. To correct this,
change to the directory where you installed The 11th Hour (i.e. CD
\GAMES\11H) and type SETSOUND. Choose 'Select and configure digital
audio driver.' Scroll up and select 'Creative Labs Sound Blaster or 100%
compatible.' If the program can detect your sound card with this
driver, this should clear up the scratchy audio.
Problem: The voices aren't in sync with the video.
Solution: This is not caused by anything on your system. There is
nothing you can configure that would modify the audio synching.
Problem: I have an Ensoniq sound card and I'm not getting any MIDI music.
Solution: Try the following:
Change to your Ensoniq Soundscape directory (i.e. CD\SNDSCAPE)
Type SSINIT
Click on 'Advanced' then click on 'MIDI'
Make sure MIDI routing is set to internal for synthesizer
configuration.
Exit SSINIT.
Type MT32 OFF to set General MIDI mode.
Change to the directory where you installed The 11th Hour (i.e.
CD\GAMES\11H)
Type SETSOUND
Choose 'Select and configure MIDI music driver' and pick
'Ensoniq Soundscape' General MIDI' or 'General MIDI (Roland MPU-
401 interface or 100% compatible)'
Choose 'Select and configure digital audio driver' and pick
'Ensoniq Soundscape' Digital Audio.' (If you get scratchy sound
in the game, change this option to 'Creative Labs Sound Blaster
or 100% compatible' instead.)
Exit then type GO to start the game.
Problem: There is no sound in some of the puzzles.
Solution: There is no sound for the following puzzles/items:
Cubed dice puzzle.
Earring (treasure hunt object).
The moves in the word labyrinth puzzle.
Beans in space puzzle (Modern art in gallery).
Lock ups
Problem: The game locks up at the first screen with the skulls.
Solution: The game is not locked up here. The text is asking you to
click on the 'X' that appears in the skull's eye socket. If you cannot
see the 'X' then turn up your monitor brightness until it appears.
If you click on the 'X' and the game still doesn't continue, go
into game setup and turn off 'Hardware page flipping.' Note that
you will have to exit and restart the game after making this change
before it will take effect.
Problem: The game locks up when it asks for another disc.
Solution: Go into game setup and turn on 'Require RETURN to disk swap.'
Note that you will have to exit and restart the game after making this
change before it will take effect. From now on, you will need to click
the mouse or press ENTER after you change CDs.
Problem: The game locks up at a black screen after typing GO.
Solution: If you have a Number Nine video card, do the following:
Change to the directory where The 11th Hour is installed (i.e.
CD\GAMES\11H).
Type UVCONFIG -L32 and click on OK.
Type GO
For other video cards, try the following:
Change to the directory where The 11th Hour is installed (i.e.
CD\GAMES\11H).
Type UVCONFIG
Put a check by 'Disable linear frame buffer' and 'Ignore old VBE
BIOS.'
Click on OK.
Type GO
If you experience this problem, there is a very good chance you
will also have to turn off hardware page flipping before the game
will run. To do this, click on 'Change Setup' from the 'Welcome'
screen. Turn off 'Hardware page flipping.' Note that you will
have to exit and restart the game after making this change before
it will take effect.
Problem: The game locks up at a black screen when I click on 'The 11th
Hour' to start the game from the Welcome screen.
Solution: Go into Game Setup and turn off 'Hardware Page Flipping'. On
some video cards, having hardware page flipping enabled can cause the
game to lock up. Note that you will have to exit and restart the game
after making this change before it will take effect.
It is also possible for the game to lock up if you click too soon.
Wait a few seconds after the 'Welcome' screen appears before
clicking to continue.
Problem: Locks up in the honey puzzle.
Solution: This problem only occurs on some systems. If the game
continues to lock up here, you can bypass the puzzle by having your
techno-psychic ally solve it for you. You may also want to fill out a
UPR form to inform us of your system configuration so that we may attempt
to address this issue in a future update.
Problem: Game locks when attempting to enter the gamebook.
Solution: None at this time. Please fill out a UPR form to inform us of
your system configuration so that we may attempt to address this issue in
a future update.
Abort/Errors
If you are getting a screen full of information after typing GO, look to
the bottom lines of the screen for the appropriate error message.
Problem: 'Could not install the sound driver for digital/midi sound.
Please check the setup using setsound.'
Solution: You do not have a sound card selected, or you have chosen the
wrong one. You need to re-run the SETSOUND program to choose the
appropriate sound card.
Problem: 'This program requires a VESA VBE 2.0 or higher compatible
SuperVGA.'
Solution: This probably means that your video card is not compatible with
the VESA VBE 2.0 standard, and therefore, will not be able to run the
game. Contact your video card manufacturer to see if they have a driver
that brings their video card up to VESA VBE 2.0 compatibility.
Problem: 'System does not have a linear frame buffer.'
Solution: First make sure you are not in Windows. Next, change to the
directory where you installed The 11th Hour (i.e. CD \GAMES\11H) and type
UVCONFIG. Put a check by 'Disable linear frame buffer' then exit and try
the game again. If you are still having problems, try booting with
EMM386.EXE in your CONFIG.SYS file. (Loading EMM386 seems to resolve
this difficulty for some video cards.)
Otherwise, your video card may not be compatible with the game.
Contact your video card manufacturer to see if they have a driver
that brings their video card up to VESA VBE 2.0 compatibility. If
you cannot get it to work, please fill out a UPR form so that we
can find out what video cards are generating this message and
possibly address this issue in a future update.
Problem: 'Unable to set requested graphics mode. Please check your VESA
driver.'
Solution: If you have a Diamond Viper video card, use the following
instructions to enable the proper VESA support:
Make sure that you are booting up with EMM386.EXE in your
CONFIG.SYS.
Change to the Viper directory on your hard drive (i.e. CD
\VIPER).
Type VPRMODE VESA.
Change to the directory where you installed The 11th Hour (i.e.
CD \GAMES\11H)
Type UVCONFIG, then click on OK.
Type GO.
Click on 'Change Setup'
Click on 'Hardware Page Flipping' to turn it off.
Return to the main menu and exit the game.
Type GO to run the game again with the new settings.
If this doesn't solve the problem, re-run UVCONFIG to make sure
that it selected the correct chipset for your video card. (It
should be P9000.) Exit and try the game again.
If it still doesn't work, please fill out a UPR form, so that we
may attempt to address this in a future update.
For any other video card, try the following:
Change to the directory where you installed The 11th Hour (i.e.
CD \GAMES\11H)
Type UVCONFIG
Put a check by 'Ignore old VBE BIOS' and 'Disable linear frame
buffer.'
Click on OK.
Type GO
If it still doesn't work, then UniVBE is not properly identifying
your video card or your video card is not compatible with the VESA
VBE 2.0 standard. You can attempt to use UVCONFIG to configure the
driver for your video card. Otherwise, you should contact your
video card manufacturer to see if they have a driver that brings
their video card up to VESA VBE 2.0 compatibility.
Problem: "Unknown pixel depth, corrupt groovie2.ini file"
Solution: This can occur if you aborted the installation process before
it had completed. Delete the game off your hard drive then reinstall.
Problem: 'Unable to write to open driver for writing"
Solution: This can occur if you aborted the installation process before
it had completed. Delete the game off your hard drive then reinstall.
Problem: 'Pointing device cannot be found.'
Solution: This games requires a mouse driver to be loaded before it will
run. You will need to locate and load your DOS mouse driver before
running the game. Contact your computer or mouse manufacturer for help
loading a DOS-based mouse driver.
Problem: 'Your configuration has been set to 8-bit to allow safe
booting.'
Solution: See 'The game only runs in 8-bit color mode' in the Audio/Video
section of this troubleshooting guide. Note that you will have to type
GO a second time to actually start the game after your configuration has
been changed.
Miscellaneous Questions
Problem: Do I need to register UniVBE as requested in the manual?
Solution: No. The game installs a version of UniVBE the has been
licensed for your use. The CD also contains the complete install of the
shareware version of UniVBE in the \VESA directory.
Problem: Is there a way to skip movies, cut scenes, movement?
Solution: Click the right mouse button during any of the above to skip
the sequence.
Problem: I was using AutoMove, and I still lost the puzzle.
Solution: The AutoMove does not guarantee a win; it simply offers the
best move available.
Problem: What happens if I deplete my techno-psychic ally's psychic and
technical reserves?
Solution: You do not need to worry about depleting her reserves. There
will always be enough to last through every puzzle in the game.
Problem: My techno-psychic ally will not solve the final ('Pente') puzzle
for me.
Solution: You are on your own at this point. She cannot help you here.
It took me almost a week to solve this puzzle, and actually I
solved it first on a cardboard with cut out pieces. Also I
solved it backwards, that is trying to figure out how the
piano could be in front of the exit and how it would get there
passed the table. Due to the ASCII picture please look at it
with a constant width font and 8 spaces TABs. Anyway here is
my solution (not optimal):
Pi is piano
Ta is table
B1, B2, B3 and B4 are the benches
a, b, c, d are the chairs
Note: not all drawings are proportional correct due to ASCII
drawing limitation
Note: always move 1 spot, moving twice is indicated with &
+------------+ +------------+
|+-++----++-+| 1. Ta down |+-++----++-+| 11. B3 right
||B||PIA ||B|| 2. b down ||B||PIA ||B|| 12. b up & up
||1|| NO ||2|| 3. c down ||1|| NO ||2|| 13. a left & up
|+-++----++-+| 4. a right |+-++----++-+| 14. Ta left & left
|+-++-++-++-+| 5. d left |+-+ +-++-+| 15. c down & right
||a||b||c||d|| 6. B3 up ||B| |d||B|| 16. d down & down
|+-++-++-++-+| 7. B4 up ||3| |c||4|| 17. B4 right
|+-++----++-+| 8. Ta right |+-+ +-++-+| 18. B2 down
||B||Tabl||B|| 9. b down & left |+-++-++----+| 19. Pi right
||3|+----+|4|| 10. a down & down ||b||a||Tabl|| 20. B3 up
|+-+ +-+| |+-++-++----+|
+--+ +--+ +--+ +--+
+------------+ +------------+
|+-++-++----+| 21. B4 left |+-++-++----+| 31. Ta up
||B||B||PIA || 22. B2 left ||B||B||PIA || 32. a right & right
||1||3|| NO || 23. c up & up ||1||3|| NO || 33. b right & right
|+-++-++----+| 24. d right & up |+-++-++----+| 34. B2 down
|+-+ +-++-+| 25. Ta right & right |+-++-++-++-+| 35. B4 down
||b| |B||B|| 26. a down & right ||B||B||d||c|| 36. d left & left
||a| |4||2|| 27. b down & down ||4||2|+-++-+| 37. c left & left
|+-+ +-++-+| 28. B4 left |+-++-+ | 38. Ta up
|+----++-++-+| 29. B2 left |+-++-++----+| 39. b up & right
||Tabl||d||c|| 30. d left & up ||b||a||Tabl|| 40. B2 right
|+----++-++-+| |+-++-++----+|
+--+ +--+ +--+ +--+
+------------+ +------------+
|+-++-++----+| 41. B4 right |+-+ +----+| 51. B4 up & up
||B||B||PIA || 42. d down & down ||c| |PIA || 52. d up & up
||1||3|| NO || 43. B1 down & down |+-+ | NO || 53. B1 right
|+-++-++----+| 44. B3 left |+-+ +----+| 54. B3 down & down
|+-++-++----+| 45. c up (once!) ||B|+-++----+| 55. c down & down
||d||c||Tabl|| 46. B4 up ||3||B||Tabl|| 56. B4 left
|+-++-++----+| 47. d right |+-+|4|+----+| 57. d up (once!)
|+-+ +-++-+| 48. B1 down |+-++-++-++-+| 58. c right
||B| |B||b|| 49. B3 down ||B|+-+|B||b|| 59. B4 down
||4| |2||a|| 50. c up & left ||1||d||2||a|| 60. d up & left
|+-+ +-++-+| |+-++-++-++-+|
+--+ +--+ +--+ +--+
+------------+ +------------+
|+-+ +----+| 61. c up & up |+-++-++-++-+| 71. B3 up
||d| |PIA || 62. B1 up & up ||B||B||d||c|| 72. B2 up
|+-+ | NO || 63. B2 left ||4||1|+----+| 73. b left & left
|+-+ +----+| 64. b left & down |+-++-+|PIA || 74. a left & left
||B|+-++----+| 65. Ta down | | NO || 75. Ta down
||4||c||Tabl|| 66. Pi down | +----+| 76. Pi down
|+-++-++----+| 67. c right & right | +----+| 77. d down & right
|+-++-++-++-+| 68. d right & right |+-++-+|Tabl|| 78. B1 right
||B||B||B||b|| 69. B4 up ||B||B|+-++-+| 79. B2 up & up
||3||1||2||a|| 70. B1 up ||3||2||b||a|| 80. Pi left
|+-++-++-++-+| |+-++-++-++-+|
+--+ +--+ +--+ +--+
+------------+ +------------+
|+-++-++-++-+| 81. d down & down |+-++-++-++-+| 91. b right & right
||B||B||B||c|| 82. c down & down ||B||B||B||B|| 92. Pi down
||4||2||1||d|| 83. B1 right ||3||4||2||1|| 93. d left & left
|+-++-++-++-+| 84. B2 right |+-++-++-++-+| 94. c left & left
|+-++----+ | 85. B4 right |+----+|d||c|| 95. Ta up
||B||PIA | | 86. B3 up & up ||PIA |+-++-+| 96. b up & right
||3|| NO | | 87. Pi left || NO ||Tabl|| 97. Pi right
|+-++----+ | 88. d left & up |+----++----+| 98. Pi down & out
|+-++-++----+| 89. Ta up |+-+ +-+|
||b||a||Tabl|| 90. a right right ||b| |a||
|+-++-++----+| |+-+ +-+|
+--+ +--+ +--+ +--+
------------------------------------------------------------------------------
--- Ivan Shmelev - Goblin PC ( 2:5020/397.18@FidoNet ) P.R.E.S.E.N.T ---
------------------------------------------------------------------------------
/------T-+
/----- ----- ¦ +-+
----- ----- --
-T-+ -- ----- ----- -- -- ---- -- -------
¦ +-++-- ----- ----- -- -- -- - -- -- -- -
L--- ----- ----- ------------- - -- -- -------
-----_-----_ -- -- -- - -- -- -- ---
_-----_ -- -- ---- ---- - -- ---
-- the seguel to the 7th Guest ---
------------------------------Описание кypсоpов-----------------------------¬
¦ Голyбой кpyжок вокpyг кypсоpа - вам пpишло сообщение ¦
¦ Рyка манит налево или напpаво - повоpот или выход из головоломки ¦
¦ Рyка yказывет вдаль - можно идти впеpед или заходить в двеpь ¦
¦ Рyка качается - нельзя тpогать или нельзя идти ¦
¦ Рyка хватает - потpогать пpедмет ¦
¦ Чеpепок с газами - пpистyпить к pешению головоломки ¦
¦ Расшиpяющийся глаз(только в головоломках) - Есть дpyгой ход ¦
¦ Каpичневый или синий глаз - посмотpеть на пpедмет ¦
¦ (Если два пpедмета pядом,то один бyдет с синим глазом,дpyгой с каpичневым)¦
L----------------------------------------------------------------------------
г===========================================================================¬
¦ ОБЯЗАТЕЛЬHО ЧИТАЙТЕ ВСЕ СООБЩЕHИЯ, ИHАЧЕ ВЫ HЕ СMОЖЕТЕ СMОТРЕТЬ HА ВЕЩИ ¦
L===========================================================================-
----------------------------------------------------------------------------¬
¦ Когда вы pешите загадкy, то вы сможете посмотpеть на пpедметы в этой же ¦
¦ комнате. Рекамендyю осмотpеть все пpедметы. Чисто для себя. ¦
L----------------------------------------------------------------------------
INCERT DISK 1
( Откpылось несколько комнат с загадками )
1) Сообщение: "Winter coat worn for a mixer."
Идите в библиотекy (Lib.) и смотpите бyтылкy на камине
2) Сообщение: "Rolling rock, bottle cap."
Идите в (Brian Dutton's room) и смотpите на кассy в yглy
-- Головоломка - счетный автомат -------------------------------------------¬
¦ Цель: ypовнять значения. Hячинаете 162:0, должно полyчиться 81:81 ¦
¦ Hажать все кнопки на веpхнем pядy и кpайние на нижнем !! ¦
L----------------------------------------------------------------------------
выньте пpобкy из бyтылки шампанского, котоpая валяется на полy
3) Сообщение: "Artsy, excited, lecher."
Идите в холл(начало) см. на шахматнyю доскy на столике y лестницы
-- Головоломка с четыpьмя конями -------------------------------------------¬
¦ ¦
¦ Доска: Цель: Поменять местами чеpных коней с белыми ¦
¦ ----¬ ( Решение пpедложил Andrew Vyaruelsky 2:5020/443.4 ) ¦
¦ ¦ 1 ¦ ¦
¦ +---+---T---T---¬ -- Возможные ходы конями: -----¬ ¦
¦ ¦ 2 ¦ 3 ¦ 4 ¦ 5 ¦ ¦ --- 0 -- 2 -- 8 -- 9 -- 3 ¦ ¦
¦ +---+---+---+---- ¦ ¦ ¦ ¦
¦ ¦ 6 ¦ 7 ¦ 8 ¦ ¦ 4-- 1 -- 7 -- 5 ¦ ¦
¦ +---+---+---- ¦ ¦ ¦ ¦
¦ ¦ 9 ¦ 0 ¦ ¦ 6 ¦ ¦
¦ L---+---- L------------------------------- ¦
¦ Вариант решения: Hачальное положение фигур: 5 и 7; 1 и 6 ¦
¦ 6 -> 4 -> 0 -> 2 ¦
¦ 1 -> 4 -> 0 -- Итого 40 ходов. --------------------------¬ ¦
¦ 7 -> 1 -> 4 -> 6 ¦ Я тоже pешил этy задачкy, но не смог так ¦ ¦
¦ 0 -> 4 -> 1 -> 7 ¦ понятно описать. Я написал пpогpамy pешения ¦ ¦
¦ 2 -> 0 -> 4 -> 1 ¦ этой задачи, и оптимальный ваpиант составил ¦ ¦
¦ 6 -> 4 -> 0 -> 2 -> 8 ¦ 40 ходов !!! Пpавда pешение y меня было ¦ ¦
¦ 1 -> 4 -> 0 -> 2 ¦ немного дpyгое !!! ¦ ¦
¦ 7 -> 1 -> 4 -> 0 L---------------------------------------------- ¦
¦ 5 -> 7 -> 1 -> 4 -> 6 ¦
¦ 0 -> 4 -> 1 -> 7 -> 5 ¦
¦ 2 -> 0 -> 4 -> 1 -> 7 ¦
¦ 8 -> 2 -> 0 -> 4 -> 1 ¦
L----------------------------------------------------------------------------
Посмотpеть и войти в(потpогать) часы в холле на 1 этаже за головоломкой
Посмотpеть на каpтинy пеpед собой (где голые тетки напали на мyжика) :)
4) Сообщение: "A heart attack could put you in the ground."
Идите в библиотекy (Lib.) и посмотpите на книжнyю полкy с чеpепками
-- Головоломка с кpасно-зелеными книжками ----------------------------------¬
¦ --T-T-T-T-T-T-T-¬ --T-T-T-T-T-T-¬ --¬ ¦
¦ 0: HАЧАЛО ¦К¦З¦К¦З¦К¦З¦К¦З¦ 3: ¦К¦К¦З¦З¦З¦З¦К¦ ¦К¦ ¦
¦ L-+-+-+-+-+-+-+-+-+-- L-+-+-+-+-+-+-+-+-+-- ¦
¦ ^ - ваш кypсоp ^ ¦
¦ 1: --¬ --T-T-T-T-T-T-¬ 4: --T-T-T-T-T-T-T-¬ ¦
¦ ¦К¦ ¦З¦К¦З¦К¦З¦З¦К¦ ¦З¦З¦З¦З¦К¦К¦К¦К¦ ¦
¦ L-+-+-+-+-+-+-+-+-+-- L-+-+-+-+-+-+-+-+-+-- ¦
¦ ^ Цель: поставить над надписью RAD кpасные ¦
¦ 2: --T-T-T-¬ --T-T-T-¬ книжки, а над GREEN зеленые - за 4 хода. ¦
¦ ¦К¦К¦З¦З¦ ¦К¦З¦З¦К¦ Hажимаете в пpостpанство междy 2 книгами ¦
¦ L-+-+-+-+-+-+-+-+-+-- и они пеpемещаются в пyстые пpоемы.Левая ¦
¦ К - кpасная книга ^ книга от кypсоpа - становиться в левyю ¦
¦ З - зеленая книга часть пpоема. Пpавая - в пpавyю !! ¦
L----------------------------------------------------------------------------
Покpyтите глобyс в библиотеке (Lib.), котоpый стоит на полy
5) Сообщение: "Battleground."
Идите в (Lab.) чеpез двеpь в (Brian Dutton's room) и смотpите на стол
-- Головоломка с заводной мышью --------------------------------------------¬
¦ Цель: постpоить доpожкy и пpовести по ней мышкy в пpавый домик. ¦
¦ STAUF пытается ее пpовести в домик слева. ¦
¦Вы со STAUFом ходите по очеpеди. Ход - смещяете полоскy с частями доpоги , ¦
¦а затем двигаете мышкy в любое место обpазовавшейся доpоги. (если есть) ¦
¦Тоже делает и STAUF. ¦
¦Алгоpитм смещения: Выбиpаете любой кyбик с кpаю. Вся полоска смещяется в ¦
¦пpотивоположном напpавлении от кpая,а на место (где стоял кyбик на котоpый ¦
¦ вы нажимали ), ставиться запасной, котоpый находиться с левой стоpоны ¦
¦ игpового поля.(за его пpиделами). Выбpошенный кyбик становится запасным. ¦
L----------------------------------------------------------------------------
В лабоpатоpии посмотpите на кpyжок с эpоглифом (на столе с головоломкой)
пеpед зеленой бyтылкой
6) Сообщение: "Bars deter cuckoo bird."
Посмотpите птичек на каpтине в холле на 1 этаже, напpотив часов
7) Сообщение: "Modern art flourishes under the sun."
Зайдите в часы на 1 этаже и посмотpите на авангаpднyю каpтинy спpава
-- ГОЛОВОЛОMКА С АВАHГАРДHОЙ КАРТИHОЙ ------------------------------------¬
¦ Ходите по очеpеди со STAUFом. Вы начинаете. ¦
¦ Выбеpаете любyю фигypy на каpтине, закpашиваются все пpикосающиеся ¦
¦ к ней фигypы. Цель , что бы последний ход был за вами ! ¦
L--------------------------------------------------------------------------
8) Сообщение: "Skedaddled."
Посматpеть в библиотеке на стол с pyчкой ( на полки в этом столе )
INCERT DISK 2
( откpываються новые комнаты )
9) Сообщение: "Part of the body examined in doctors office."
Зайдите в часы на 1 этаже и посмотpите на статyю Венеpы на полy
10) Сообщение: "...Sounder..."
Опять посмотpеть на пpобкy от шампанского в (Brian Dutton's room)
11) Сообщение: "Animal Sullied Street."
Идите в игpовyю (games room) и смотpите на бильяpдные шаpы
--- ГОЛОВАЛОMКА С БИЛЬЯРДHЫMИ ШАРАMИ -------------------------------------¬
¦ -----¬ ¦
¦ ¦ 7 +----¬ Выбеpаете шаpики по поpядкy ¦
¦ +----+ 8 +----¬ ¦
¦ ¦ 6 +----+ 9 ¦ ¦
¦ +----+ 4 +----+ ¦
¦ ¦ 5 +----+ 1 ¦ ¦
¦ L----+ 2 +----+ ¦
¦ L----+ 3 ¦ ¦
¦ L----- ¦
L--------------------------------------------------------------------------
В бильяpдной посмотpите на пpавyю собакy в каpтине с собаками
12) Сообщение: "JFCR VX QCTF..."
В холле(1 этаж) посмотpите на стpелкy в часах
13) Сообщение: "ZV GOTDY OD MPY..."
Идите в ванyю (ba.) и посмотpите на пол спpава от ваной
---- Головоломка с чеpными и белыми паyчками -----------------------------¬
¦ Цель : поменять поyчков местами за 8 ходов ¦
¦ Одним паyчком можно ходить сколько хочешь ¦
¦ Ходом называется смена паyчка ¦
¦ С - севеp ------------------------------------+
¦ Ю - юг ¦ СВ --> Ю ¦
¦ З - запад ¦ ЮВ --> З --> СВ ¦
¦ В - восток ¦ ЮЗ --> С --> ЮВ --> З ¦
¦ СВ - севеpовосток ¦ СЗ --> В --> ЮЗ --> С --> ЮВ ¦
¦ СЗ - севеpозапад ¦ Ю --> СЗ --> В --> ЮЗ ¦
¦ ЮВ - юговосток ¦ СВ --> Ю --> СЗ ¦
¦ ЮЗ - югозапад ¦ З --> СВ ¦
L-------------------------------------+------------------------------------
Посмотpеть на бpитвy в ваной со скелетом
14) Сообщение: "Fruit Loop on Stove."
Идите в столовyю (dinning room) и дотpоньтесь до апельсина на каpтине
15) Сообщение: "Dreams abound of arming the rebels..."
Идите в (Ed Knox bedroom) повеpнитесь к двеpи и посмотpите на зеpкало
---- ГОЛОВОЛОMКА HА ЗЕРКАЛЕ ДВЕРИ ----------------------------------------¬
¦ Собpать по пpинципy пятнашек каpтинкy на зеpкале ¦
¦ Каpтинка показывается в начале ¦
¦ Пеpед сбоpкой слyчайным обpазом пpопадает одна из частей каpтинки ¦
L--------------------------------------------------------------------------
Посмотpите на лошадь в каpтине, котоpая весит над камином
16) Посмотpите на каpтинy с собакой в библиотеке (Lib.)
17) Посмотpите на табличкy слева от двеpи в (Chapel) пpи входе в лабоpатоpию
- Головоломка с пиpамидой из сот ------------------------------------------¬
¦ Цель: Пpотянyть непpеpывнyю линию от одной гpани пиpамиды к дpyгой ¦
L---------------------------------------------------------------------------
18) Сообщение: "Put an olive in a stein..."
Посмотpите на pазбитый телевизоp в ( Brian Dutton )
INCERT DISK 3
( Откpылось пять комнат и шесть загадок )
19) Cообщение: "A vital instrumental part."
Идите в (Сhapel) и посмотpите на оpган
20) Сообщение: "22233642-736846873."
Идите в (Аttic) и смотpите на паpовозик
--- Головоломка с паpовозиком ----------------------------------------------¬
¦ Цель: Собpать слово STAUF двигая паpовозиком бyквы и пеpеключая стpелки. ¦
¦ ¦
¦ 1) -T-----F-TAUST- 7) -T-----T-T---F- 13) -T---ATS-T--UF- ¦
¦ L-------- L---SUA-- L-------- ¦
¦ 2) -T--SUAF-T----- 8) -T--SUAT-T---F- 14) -T----TS-T--UF- ¦
¦ L-----T-- L-------- L-----A-- ¦
¦ 3) -T-----F-T----- 9) -T---UAT-T--SF- 15) -T----TS-T-AUF- ¦
¦ L--AUST-- L-------- L-------- ¦
¦ 4) -T-------T---F- 10) -T-------T--SF- 16) -T-----S-T-AUF- ¦
¦ L--AUST-- L---TAU-- L-----T-- ¦
¦ 5) -T---SUA-T---F- 11) -T-----S-T---F- 17) -T-----S-TTAUF- ¦
¦ L-----T-- L---TAU-- L-------- ¦
¦ 6) -T---AUS-T--TF- 12) -T---ATS-T---F- 18) -T-------STAUF- ¦
¦ L-------- L-----U-- L-------- ¦
L----------------------------------------------------------------------------
Посмотpите на шахматнyю доскy y стены на столике и потpогайте ладью
21) Сообщение: "Light piece from great orchestra."
Идите в (Сhapel) и потpогайте факел на алтаpе
22) Сообщение: "Cheesy gadget that sounds larger."
Идите на кyхню (Kitchen) и посмотpите на стол с таpелками
-- Головоломка с таpелками ------------------------------------------------¬
¦ Цель: Собpать 5 стопок по 2 таpелки !! ( на концах звезды ) ¦
¦ ¦
¦--- ПЛАH ТАРЕЛОК HА СТОЛЕ --¬ --- ХОДЫ --¬ Пpинцип пpостой : ¦
¦¦ 1 ¦ ¦ ¦ Ходить можно тоько чеpез две ¦
¦¦ 10 2 ¦ ¦ 6 --> 3 ¦ таpелки . ¦
¦¦ /\ ¦ ¦ 8 --> 1 ¦ Т.е. Либо чеpез две по кpyгy ¦
¦¦ 9 _______/____\_______ 3 ¦ ¦ 10 --> 5 ¦ либо чеpез 1 столбик из двyх ¦
¦¦ \ / \ / ¦ ¦ 4 --> 7 ¦ таpелок. ¦
¦¦ /\ /\ ¦ ¦ 2 --> 9 ¦ Дpyгих пpавил нет. ¦
¦¦ 8 / / \ \ 4 ¦ L----------- ¦
¦¦ / / \ \ ¦ ¦
¦¦ 7 5 ¦ ¦
¦¦ 6 ¦ ¦
¦L---------------------------- ¦
L---------------------------------------------------------------------------
В кyхне потpогайте теpкy, котоpая стоит на столике с плитой
23) Сообщение: "500=100=0."
Идите в лабоpатоpию и дотpоньтесь до CD-ROM 7 Guest(не BOX) на тyмбочке
24) Сообщение: "...Pearlies won't rot..."
Идите в ваннyю (Ва.) и нажмите тюбик с зyбной пастой на pакавене
25) Сообщение: "Slyness holding shipment in choppe."
Идите в (Ham. Temple's room) и посмотpите кyбик внизy на полке
--- Головоломка кyбик-pyбик ---------------------------------T---------T----¬
¦ 1. Hачинаете с кpасного квадpатика S - стаpт ¦ ¦ ¦
¦ F - финиш ¦ ¦ ¦
¦ Выбиpаете 4 спpава ( план кyба )¦ ¦ ¦
¦ Затем 1 спpава ¦ ---2--F¦ ¦
¦ Затем 3 спpава и чyть выше ----------+---------+ ¦
¦ Затем 1 спpава и чyть ниже ( на дpyгой гpани ) ¦ ¦ 1 ¦ ¦
¦ 4 и 6 выбеpyться сами ¦ ¦ 2--¬ ¦ ¦
¦ Затем 2 левее и выше 6 ¦ - 3¦¬ 4--6 ¦ ¦
¦ Затем 1 над двойкой и следyящая 2 автоматом ¦S--4--1 ¦1-- ¦ ¦
L--------------------------------------------------+---------+---------+-----
Дотpонyться до гельятины ( отвестие междy поталком и калодкой )
26) Посмотpите на белyю pозy в каpтине, в котоpyю yпиpаетесь пpи под`еме на
втоpой этаж.
27) Сообщение: "...Rise..."
Идите в (Mrtn. Burden's room) и посмотpите на пиpамидкy на ночном столике
--- Головоломка с бyквами в тpеyгольнике ----------------------------------¬
¦ Цель: набpать слова : 1) UNINTENTIONALLY ¦
¦ 2) STRAIGHTFORWARD ¦
L---------------------------------------------------------------------------
Дотpоньнесь до кpасной pозы в вазе на столике с зеpкалом
28) Сообщение: "What kind of jewelry is angrier."
Идите (Jul. Heine's room) посмотpите на бpошкy в сyндyчке
--- Головоломка с бpошкой -------------------------------------------------¬
¦ Есть шесть частей, каждая с шестью pазноцветными гpанями. ¦
¦ 1. Вы можете кpyтить каждyю часть вокpyг оси ¦
¦ 2. Вы можете менять части местами ( т.к. они pазные ) ¦
¦ Цель: Поставить фигypки, что бы они все сопpикасались междy собой ¦
¦ гpанями одинакового цвета. ¦
L---------------------------------------------------------------------------
Посмотpите на сеpежкy, котоpая лежит пеpед зеpкалом. (столик с зеpкалом)
29) Сообщение: "You might hear a well mannered cockney..."
Идите в (Аttic), а затем ввеpх по лестнице. Смотpите на игpyшкy в yглy
- Головоломка с yльем ----------------------------------------------------¬
¦ Цель:Такая же загадка была в 7 GUEST. Hyжно как можно больше закpасить. ¦
¦ Вы игpаете за желтых. Ходите по очеpеди. Имеете пpаво пеpепpыгнyть ¦
¦ фигypкой чеpез однy клеточкy (даже если на ней стоит дpyгая фигypа), но ¦
¦ тогда вы не pазмножитесь. Или pазмножиться на соседнюю клеточкy. ¦
¦ Все пpикасающиеся (к вашей) фигypы пpотивника, пpевpащаются в ваши. ¦
L--------------------------------------------------------------------------
30) Сообщение: "Instrument is sharp but is missing its head."
Откpоются 2 комнаты с загадками. Идите в (Music room) на 1 этаже.
INCERT DISK 4
Откpылось две комнаты
-- Головоломка с мебелью ----------------------------------------T-----------¬
¦ Цель : пpовести pояль к выходy, двигая мебель ¦-- - Рояль ¦
¦1) ¦--¦ 2) ¦--¦ 3) ¦--¦ 4) +--¦ 5) --О¦ 6) --О¦ 7) ++О¦ ¦-- 1 шт. ¦
¦ ¦--¦ ¦--¦ ¦--¦ +--¦ --О¦ --О¦ --О¦ ¦ ¦
¦ ОООО ++ОО ¦+ОО ¦¦ОО ¦¦+О ¦¦О¦ --О¦ ¦ ¦ - диван ¦
¦ ¦--¦ ¦ОО¦ ¦+О¦ ¦¦О¦ ¦¦+¦ ¦¦О¦ ¦¦О¦ ¦ ¦ 4 шт. ¦
¦ ¦++¦ ¦--¦ --О¦ --О¦ --О¦ ++-- ¦¦-- ¦ ¦
¦ ¦ О - стyл ¦
¦8) ООО¦ 9) ООО¦ 10) ООО¦ 11) ОО¦+ 12) ОО¦¦ 13) ¦¦¦¦ 14) ¦¦¦¦ ¦ 4 шт. ¦
¦ --+¦ +--¦ ¦--¦ ¦О¦+ ¦О¦¦ ¦¦¦¦ ¦¦¦¦ ¦ ¦
¦ --+¦ +--¦ ¦--¦ ¦--¦ ¦+-- ОО-- +ООО ¦-- - столик¦
¦ ¦¦О¦ ¦¦О¦ ¦++¦ ¦--¦ ¦+-- ОО-- +О-- ¦ 1 шт. ¦
¦ ¦¦-- ¦¦-- ¦О-- ¦О-- ¦О-- ++-- ---- ¦ ¦
¦ ¦ + - пyстая¦
¦15) ¦¦¦О 16) ¦¦¦О 17) ¦¦¦О 18) ¦¦¦¦ 19) ¦¦¦¦ 20) ¦¦¦¦ 21) ¦¦¦¦ ¦ клетка¦
¦ ¦¦¦О ¦¦¦О ¦¦¦О ¦¦¦¦ ¦¦¦¦ ¦¦¦¦ ¦¦¦¦ ¦ 2 шт. ¦
¦ ¦О++ ¦О-- ¦--+ +--О --ОО ОО-- ОО-- L-----------+
¦ ¦О-- ¦О-- ¦--+ +--О ---- --+О +--О ¦
¦ ---- ++-- ОО-- ОО-- ++ОО --+О +--О ¦
L-----------------------------------------------------------------------------
Поигpайте на большой аpфе в этой же комнате
31) Сообщение: " A defective truck with a crane ... "
Дотpоньтесь до солдатика пеpед игpовой комнатой (Game room)
32) Сообщение: " Look at key missing first ... "
Идите в ( Game room ) и толкните шаp(глаз) на бильяpдном столе
33) Сообщение: " Disablet cutting edge. "
Идите в комнатy (Ham.temple) и посмотpите на ножик в спинке кpовати
34) Сообщение: " Unreasonable reason "
Идите в (Attic) и посмотpите на паpовозик.(В головоломке, котоpyю pешали)
35) Сообщение: " Paper used in unusual thesis."
Идите в (Mrth.Burden`s) и посмотpите на пятно кpови в центpе кpовати
36) Сообщение: " Adroit holding a sharp instrument."
Идите на кyхню (Kitchen) и дотpоньтесь до топоpа в двеpи спpава
37) Сообщение: " A deserted arthropod."
Идите в столовyю (Dinning room) и смотpите десеpт на столе. Головоломка.
-- Головоломка с конфетами -------------------------------------------------¬
¦ Цель: Пеpвым положить 4 конфеты подpяд.( столбиком,линеей или наискосок ) ¦
¦ Ходите по очеpеде, вы пеpвый. Игpовое поле пpедставляет пpямоyгольник, ¦
¦ 8 ходов в длинy и 7 в высотy. Hажимая на столбик, кидаете конфеткy (белyю)¦
¦ свеpхy столба. Двигать конфетки нельзя, только кидать в столбики. ¦
L----------------------------------------------------------------------------
38) Сообщение: " 6632646254626455466 "
Дотpоньтесь до статyэтки льва на полy пеpед игpовой комнатой (Game room)
39) Сообщение: " Drink left at sea. "
Идите в ( Ed Knox`s room) и потpогайте бокал вина на тyмбочке
40) Сообщение: " Snake, baby, trap. "
Идите в (Doll room) смотpите на столик y двеpи. Головоломка.
-- Головоломка с шахматными слонами ----------------------------------------¬
¦ Цель: Поменять слонов местами. Пyти pазных слонов не должны пеpесекаться ¦
¦ 1) О О 4) О - 7) О О 10) - О ¦
¦ - О - - О О О - - О О О ¦
¦ О О О - О О О О ¦
¦ - О - - О О О - - - - - ¦
¦ ¦
¦ 2) О О 5) О О 8) - О 11) О О ¦
¦ O О О - - О О О - О О О ¦
¦ - - О О О О - - ¦
¦ - О - - - О О - - - О - ¦
¦ ¦
¦ 3) - - 6) О О 9) - - 12) О О ¦
¦ О О О - - О О О О - О - ¦
¦ О О О О О О О О ¦
¦ - О - О - - О - - - О - ¦
L----------------------------------------------------------------------------
Посмотpите в стоpонy полки на котоpой стоит балеpина. В этy стоpонy
можно сделать шаг. Вы окажетесь в кладовке. Посмотpите на большyю
pозовyю погpеммyшкy y стены.
41) Сообщение: " A latter from Greece ... "
Идите к часам,в котоpые вы входили и смотpите на стpелкy часов(не входить)
г===========================================================================¬
¦ Тyт запишитесь. Т.к. вам больше не pазpешат записываться, а в конце .... ¦
L===========================================================================-
42) Сообщение: " This eight letter word has kst in the ... "
Идите в библиотекy (Lib.) и дотpоньтесь до чеpнильницы с pyчкой на столе
43) Идите в (Doll room),в кладовкy (см.40) и заглядывайте на кyхню игpyшечного
дома. Последняя головоломка.
-- Последняя головоломка ----------------------------------T----------------¬
¦ Цель: Поставить в pяд пять своих камyшков. ¦ - - - - ¦
¦ Стандаpтная игpа в gomoki или в большие кpестики-нолики, ¦ Исчезнyт ^ ^ ¦ ¦
¦ но с дополнением. Допyстим стоят pядом две ваши фигypки. ¦ ¦ ¦
¦ И если по кpаям этих фигypок поставить фигypки STAUFа, ¦ Пойти сюда¦
¦ то ваши фигypки исчезнyт. Вы так тоже можете. ¦ --Ваши фигypы ¦
L----------------------------------------------------------+-----------------
44) Выбоp концовки за вами. Выбиpайте любyю двеpь. Или пpойдите тpи pаза.
------ -- -- ----- ----- --- -- -----
2:5020/397.18 -- -- -- -- -- ---- -- -- -- 274:2/903.8
98:7095/69.18 -- ------ --- --- -- ---- -- -- 936:1/903.8
Ivan Shmelev -- -- -- ----- ----- -- --- ----- Goblin Pc
1. After the whole intro sequence (PG rating. Bastards.),
you'll wind up in the Foyer. Look familiar? Head off to the
right and go into the Library. Turn till you're facing the
fireplace. Note there's a bottle there. Your first "treasure
hunt" clue from the GameBook is "Winter Coat Worn For A Mixer."
Well, "Winter Coat" is actually an anagram for "Tonic Water."
So grab the bottle of tonic water. You get a new, short video
sequence. Now, since you're here, walk over to the bookshelf.
Note you get the pulsing brain icon when you sweep the cursor
across that area. Click on it, and you'll see a row of eight
books. The object is to put all the green books on the left,
and all the red books on the right. You can only move adjacent
pairs, and it has to be done in four moves. So, if the books
are set up like this:
1 2 3 4 5 6 7 8
Click on the line between 2&3 (they'll move to slots "9&10" on
the right) Then click on the line between 5&6 (they'll move to
the now open 2&3 slot) Then click on the line between 8&9, to
move those to the now open 5&6. Finally, click on 1&2 to move
them to slots 8&9. Puzzle solved, Library done.
-----------------------------------------------------------------
2. Exit the library and go upstairs. Using the GameBook's
map, you'll note that Brian Dutton's room is now open. Go in.
You'll note that your next clue is "Rolling rock, bottle cap."
Bottle cap...and rock is an anagram of "cork." You need a cork.
On the floor to the left of the old television, there's an
overturned, empty bottle of champagne. Grab the cork. This'll
open the Picture Gallery. There's also a cash register in
Dutton's room, and it's a puzzle. The idea is to get each half
of the register display to show the same amount. The amount
needed in each half is 81 cents. So, if the keys are set up
like this:
5 5 1 25 5 5 10 10
5 25 10 25 10 10 1 10
Press the left five keys in the top row, and then the left
three keys in the bottom row. That's all there is to that one.
Alternately, you can press the entire top row of keys, and then
the leftmost and rightmost keys on the bottom row...that'll
work, too. There are at least two other solutions, but hey,
this a walkthrough, not a "gimme every possibility in the world"
guide.
-----------------------------------------------------------------
3. Check your GameBook again. You wind up with "Artsy, excited
lecher." Anagram time again. Artsy is an anagram of "satyr."
Ya gotta find a satyr. (don't even try to tell me you don't know
what that is). Go back down to the Foyer, and check the table
to the left of the staircase. You'll see there's a section of
chessboard on it. Fans of The 7th Guest know what this
means...a pain in the ass. Anyway, the object of this puzzle in
this one is to reverse the positions of the knights; you can't
move a knight off the chessboard, either, which is a bit
strange. This is not all that simple. Even the GameBook hint
thingy says it takes 40 moves. So, here's the 40 move solution.
If the board is set up like this:
1
2 3 4 5
6 7 8
9 10
Then, follow this move sequence:
Knight at 1 to 4, then to 10, then to 2, then to 8.
Knight at 7 to 1, then to 4, then to 10, then to 2.
Knight at 5 to 7, then to 1, then to 4, then to 10.
Knight at 6 to 4, then to 1, then to 7, then to 5.
Knight at 10 to 4, then to 1, then to 7.
Knight at 2 to 10, then to 4, then to 1.
Knight at 8 to 2, then to 10, then to 4, then to 6.
Knight at 1 to 4, then to 10, then to 2.
Knight at 7 to 1, then to 4, then to 10.
Knight at 6 to 4, then to 1, then to 7.
Knight at 10 to 4, then to 1.
Knight at 2 to 10, then to 4, then to 6.
40 moves, puzzle solved. Next...
-----------------------------------------------------------------
4. Well, you've still got to find that satyr. Check the clock
by the chessboard. Check the bottom section with the unmoving
pendulum. It's a secret passage to the Portrait Gallery.
Wander around until you find a painting with a fallen statue
piece (a body section) under it. Look at the painting above
it...a nude woman figure struggling with, you guessed it, a
satyr. Click on the satyr for another video sequence. Note:
Don't do the puzzle in this room yet; it triggers the end of the
"7 P.M." hour when you solve it. Check the GameBook for your
next clue..."A Heart Attack Could Put You In The Ground."
-----------------------------------------------------------------
5. No problem. Heart is an anagram for "Earth," and "ground"
is another hint to that. There's a globe in the Library. Go
back to the library and touch the globe. You'll get another
video sequence. Now, the Game Book says you want
"BattleGround." Wonderful. ANOTHER anagram. "Battle" is an
anagram for "Tablet." The tablet you want is in a room that
isn't open yet. Go back up to Dutton's room, and click on the
closet door (it's a bit tricky to get there, but you'll make it
eventually). This takes you to the Chapel. Go through here to
the arched doorway in the back, and go through into the Lab.
Head to the puzzle on the cabinet. This one's an Artifical
Intelligence game. You've got to get the mouse to go into the
orange hole. Placing a maze piece in a row causes the other
pieces in the row to slide over, or placing one in a column
causes the column to slide up or down. Worse yet, you can't put
a piece at a row that Stauf played on the last turn. After you
place a piece, you can move the mouse to any location along the
newly created path. As this is an AI game, you'll find this is
incredibly frustrating, and there is no set solution. My best
recommendation is actually to let Samantha beat him (that is,
keep whacking the Help key on the GameBook till she solves the
puzzle). The manual says "overuse of the Help feature may
weaken the connection between your helper and you." Yeah,
right. Just like the book in the Library in the 7th Guest, if
overused, would make it impossible to win. Wrong answer, folks.
So, if you really want to play, be my guest...there is no real
winning strategy, just a lot of luck. I suggest you just let
Samantha beat it. NOW, look at the green bottle next to the
puzzle. There's an asprin...or something...tablet next to it.
Click on it, to get another video sequence. And another
annoying clue..."Bars Deter Cuckoo Bird." Well, "bars deter" is
an anagram of "redbreast." A robin. Head through the arched
doorway with the levers & gears & stuff, through the crypt
(ewwww) and you'll wind up in Temple's Bedroom. Go out of
there, and head back to the Foyer. Go find the clock again, and
this time, look around the area. You'll find a crooked picture
of some birds in a tree. Click on the bird in the lower right
corner...it's a robin. Touch it, and you'll get a sequence with
Robin in the painting. The Game Book will beep, and you'll get
a neat sequence with a tentacle...
-----------------------------------------------------------------
6. Now the GameBook beeps again. "Modern Art Flourishes Under
The Sun." Well, that's an indication to go solve that painting
puzzle back in the portrait gallery again...modern art under a
picture of a girl in a dress, standing next to a giant
sunflower. So head through the clock (how fortunate, you're
right there as it is) and click on the Mondarin painting. This
is another Artifical Intelligence game (there's a total of
seven...sort of...in the game. Samantha can beat six of 'em).
The object is to choose the last possible space, and you can't
choose a space that is adjacent to a previously chosen space.
When you choose a space, all the spaces touching it brighten,
and when Stauf chooses one, all the pieces around it grey out.
As it's an AI game, there's no set solution, but here's a good
hint: there are two spaces you can choose to start with to have
any real chance of winning. These are the vertical rectangle to
the right of the center of the painting (that is, to the left of
the two big vertical rectangles on the right side of the
painting), or the "L" shaped piece at the bottom of the painting
in the middle (just above the long horizontal rectangle along
the bottom). The game should be over in about five moves.
Always remeber to start with one of those two moves, and you
might be able to pull off a win. If you get frustrated,
Samantha can beat it. Winning this one signals the end of the 7
P.M. hour, gives you a good long ending sequence for the first
part, and starts up the 8 P.M. hour. It's gonna get worse,
folks...
-----------------------------------------------------------------
7. You start off 8 P.M. with another treasure hunt
thing..."SkedAddled." Another anagram, this time..."Desk." So
you need a desk. No problem. There is a desk in the Library.
Sheesh. You keep going back in there! Talk about annoying. So
go click on the desk in the Library and you get another video
sequence. Now you get another clue..."Part of the body examined
in the doctor's office." Doesn't seem like much of a hint,
unless you think the clue is in "the doctor's office." Look
closely and you find "torso" in there. (last four letters of
"doctor's" and first letter of "office.") So you need a torso.
There was one under the picture of the satyr in the Portrait
Gallery. Sigh. Go back there and click on the torso on the
floor for yet another video sequence, and yet another clue.
"Libation for an affectionate puppy called Sounder." Weird
clue, but consider...what does an affectionate puppy do? Lick
people. Lick 'er. Liquor. Bad joke, but it's the clue you
want. (The "Sounder" bit is a clue that the words sound like
each other) Go back to Dutton's room again, and click on the
champagne bottle (which you got the cork from before). How
annoying. Guess what. Another video sequence, and another
clue..."Animal sullied street." Well, now...Animal. Obvious
clue, and "sullied" means messed up...it's "street" that's
messed up. Yep. Street is an anagram for "setter." An Irish
setter. Well, ya gotta go find an Irish Setter.
-----------------------------------------------------------------
8. Head upstairs and go into the Game Room. There's a puzzle
you've got to solve on the pool table...the white balls must be
changed into the first nine pool balls, in the proper order.
Click on a ball, it turns to the number 1 ball. There's only
one way you can do it, though, (Stauf's rules) so they can only
be done in a certain order. Even though it's on an angle, look
at it as a skewed square. Do it in this order:
7 8 9
6 4 1
5 2 3
Once you're all set with that, look around for the picture of
the dogs playing poker. One of the dogs is an Irish Setter.
Touch it, and the GameBook gives you a video sequence with an
interview between Robin and a doctor...Eileen's doctor.
Including a flashback scene of Eileen's hand sliced off at the
wrist...yay! Blood and gore! Plus, you get another clue (what
a bargain!)
-----------------------------------------------------------------
9. Of course, it's completely messed up...it's like the whole
thing is in a code. Hope you're good at codebreaking. Okay, if
you're not, let's just say it's a pain. One of the GameBook
clues is "Xma'r translates to you'd" Big help. I suppose you
could figure it out from that, but if you don't want to..."Read
my face, but do not watch. I have hands with which to count,
but have no crotch. I have no legs and yet I run. If we were
related, you'd be the son of my son." Son of the
son...grandson. So this'd be the grandfather...clock. Yep.
Back to the foyer. Touch the clock pendulum and you'll
get...not a video sequence on the GameBook, but a scene in which
you encounter a ghost, or a reflection of a younger
Eileen...who's looking for her friend, Samantha. Oh yeah, and
you get another clue. It's another bunch o'gibberish. However,
this one is set up so that it looks like the entire message is
in English, just shifted one key to the right on a typewriter
keyboard. These wrap, by the way based on the GameBook's
keyboard, so...the first letter "Z," is really "M" shifted one
to the right. So, if you don't feel like puzzling through it,
the message is "My first is not bent around. My second means
lift her up or cut her to the ground." Not bent is "straight,"
and the second word...lift her up or cut her to the ground.
"Raise Her" or "Raze Her." Cute. You want a straight razor.
It's upstairs, in the bathroom.
-----------------------------------------------------------------
10. So, head up to the bathroom Go ahead. Look in the tub.
Cool! Full o' blood, with a skeleton in it! Look to the right
of the tub on the floor, and click on the drain. It's another
puzzle. You've got to swap the positions of the brown spiders
on the top with those of the white spiders on the bottom. You
can only move along straight lines from one point to the next.
It must be done in seven moves, and a move is complete when
another spider is selected (loosely translated, you don't have
to move a selected spider just ONCE). So...if the thing is set
up sorta like this:
2
1 3
4 5
6 8
7
Then move in this order:
#1: Select 1, move to 5.
#2: Select 3, move to 7, then move to 1
#3: Select 8, move to 4, then to 7
#4: Select 6, move to 2, then to 8, then to 4, then to 3
#5: Select 5, move to 6, then to 2, then to 8.
#6: Select 1, move to 5, then to 6.
#7: Select 7 and move it to 1. That's it.
No problem. Now pick up the straight razor on the edge of the
bathtub. Wonderful scene with Marie and Chuck. Fun chick. And
another clue..."Fruit Loop On Stove." Here's the clue broken
down...it's a fruit, and it has to do with a loop on a stove. A
loop is a ring, or an "O," and another word for stove is
"range." So "O-range." Go to the Dining Room, and touch the
orange in the still life picture. It animates with a truly sick
scene, and then you get another video sequence, this time with
"Dreams abound of arming the rebels. What of nocturnal horses'
schedules?" The clue not only tells you where the next thing
is, it also tells you what it is.
-----------------------------------------------------------------
11. "Arming the" is an anagram for "Nightmare," and "nocturnal
horse" should probably clue you in to that one too. As for
rebels...well, there's a room with a Confederate flag in it.
That's in Ed Knox's room. Once you're in there, there's an old
mirror. You have to slide the panes around in the mirror to
restore it to its original state. You have to use the
desilvering portions as your guide. The fact that your
flashlight beam is always reflected in it does NOT help matters
much. The biggest problem with this game is that 50% of the
time, it's in a configuration that CANNOT be solved. The
GameBook also suggests you use the desilvering sections of the
mirror as clues to the solution. When it can be solved, you
want to proceed from left to right, solving one column at a
time. This is a big pain. While you can eventually beat the
puzzle yourself if you keep resetting and trying again, it's
okay to let Samantha beat this one, as there is no REAL
strategy. The fact it can only be solved half the time makes me
call it an AI game, even though it really isn't (that's why I
call it the "sort of" seventh AI game). Just remember...if you
want to beat it yourself, always start by getting the left
column done first, and from then on, consider that section
frozen...then move to the next column and try to solve that,
then keep that frozen, etc. The panes should wind up set up as
follows (one of these will be missing):
1 2 3 4 5
6 7 8 9 10
Where:
Pane 1 has two desilvering portions; a larger, semi-elliptical
one up the top, and a smaller semi-elliptical one on the right
side of the pane halfway down.
Pane 2 has a big section missing, with the portion along the
left side still mostly intact, and some of the bottom still
intact.
Pane 3 has a majority of the pane missing, with only a little
at the bottom left.
Pane 4 also has a majority missing, with only a tiny bit in the
lower left corner, and the upper right corner left.
Pane 5 is mostly intact, save for a little desilvered section
on the left side.
Pane 6 is mostly intact, save for a little deslivered section
midway up on the right side.
Pane 7 has a thick, mostly horizontal deslivered section
running just above center (with the right edge extending upwards
to the top), and a tiny deslivered section on the right side
down the bottom)
Pane 8 has a mostly horizontal section at the top (obliterating
the entire upper left corner), and a smaller patch in the lower
right corner.
Pane 9 has a horizontal patch that thins out as it runs left to
right in the top section of the mirror, and a second patch
obliterating a small section of the lower left corner.
Pane 10 is intact.
Terrible pain (I know, bad joke), especially since the missing
pane is random every time. You might just want to let Samantha
do this one if you get too frustrated, especially since you
really don't know if you can beat the damn thing or not until
you're almost finished! Anyway, whatever way you do manage to
beat it, after you win, go over to the painting over the
fireplace...fans of The 7th Guest will recall this is Fuseli's
"Nightmare." Touch the horse. Bingo. And a video sequence
involving Robin and the police chief. Next clue comes up
then..."A distant, ancient Castle Keep, this famous Prince a
place to sleep, To sleep, perchance to dream, of an upset
teagarden indochine."
-----------------------------------------------------------------
12. After you finish going, "HUH?" you'll probably be really
confused. However, Shakespeare fans will pick up the "perchance
to dream" bit as something from one of his works, namely Hamlet.
Plus, it mentions "Prince," which should also clue you into
Hamlet. But, it's not Hamlet you're looking for...anyone who's
ever seen the parody of horror films called "Student Bodies"
must remember this joke. Hamlet...is a danish prince. A Great
Dane. And "upset teagarden" is an anagram of "Great Dane." So
you need a Great Dane. Sorry, the picture of the dogs playing
poker in the Game Room doesn't have one. There is a faded
picture of one in the Library (not AGAIN!) Go touch it, and
you'll wind up with a verrrry interesting "ghost" sequence,
including a bit with Marie in an impressive little costume, a
Great Dane morphing into the hotel manager, and Marie herself
morphing into an interesting monster. Fun chick. I like her.
Then you get yet another clue..."A man-horse on the fly sounds
like a wounded bull's eye." Well, I wish I could say this
wasn't a bad pun, but for those of you who like
mythology...Bulls-eye. Hit the bullseye, you hit the center.
Centaur, or man-horse. Bad pun. So you need to solve another
puzzle...this one ends the 8 p.m. hour. Naturally, this means
another AI game. Great. Actually, the "on the fly" also
indicates the centaur is winged. This is a big mistake on the
part of the game designers, actually. The actual puzzle is in
the Chapel (through Dutton's room), and it's the weird sculpture
with the triangle in the middle (the puzzle IS the triangle).
The mistake is that this is NOT a centaur. Not even close. If
it's anything, it's a winged Sphinx! The body shape is more
accurate for a Sphinx, but I suppose it could count, as it's the
only thing in the house even CLOSE to what you're supposed to be
looking for. Click on the triangle.
-----------------------------------------------------------------
13. This one's another AI game, and another pain. Once again,
I really recommend you just let Samantha beat these goddamn
games. They're very annoying. But, if you want somewhat of a
challenge (actually, this one's fairly simple), here's the
rules. Build an unbroken path that touches all three sides of
the triangular field, and touching a corner hexagon counts as
touching two sides at once. The key to this is simple: Always
start in the absolute middle hexagon. Stauf will try to block
you in one way or another. Just start building a path opposite
to where he blocks, and towards the nearest corner. Keep an eye
on Stauf's plays...once he sees what you're doing, he'll start
building traps to keep you from reaching the third side. If
that happens, start working the path towards the third side
instead, and go back to the corner problem when you get around
his trap. Stauf sort of gives up after a while, anyway, so if
you hang with it, you should be able to get through it...but if
you get sick of it, Samantha can beat it. Anyway, however you
beat it, sit down and wait. You've got another big video
sequence that shows you quite a bit more of what's happened.
And the end of the 8 p.m. hour. Time to move on to 9...nope, it
ain't over yet, folks.
-----------------------------------------------------------------
14. You start off the 9 p.m. hour with the clue "put an olive
in a stein, mix it up, and get the equivalent of a fool's London
subway." Another word for fool is boob. A London subway is
called a tube. "Olive in a stein" is an anagram of
television...a boob tube. The TV is back in Dutton's room.
Touch it, and you'll get a scene with Robin meeting
Samantha...your helper in this game. And another clue. "A
vital, instrumental part." This is a bad joke, again.
"Instrumental" indicates you want an instrument. And "A vital
part" is...an organ. So go touch the organ back in the chapel.
Great. You get an animation from the organ, and another clue
from Stauf..."22233642-736846873." Wonderful. Look at your
phone, and match up letters with the numbers to figure out what
the clue is. It actually reads "Academic Penthouse." An
academic penthouse is an Ivory Tower. Confused? Oh well.
Anyway, what you want is up in the attic. Head upstairs and
inside. You'll find a little train set. You've got to
rearrange the letters attached to the engine so that it reads
"Stauf" rather than "Faust." Gee, I wonder if that's where the
name came from. This one takes some time, and you've got to use
the two switches to change around the letters. Start by
clicking the left-hand switch, then move the letter "A" down and
around until it ends up left of the "F." Do the same with the
"U" and the "S." Then move the "T," then the "S," then the "U,"
and then the "A" to the bottom track. Move the "F" to the far
right of the top track. Now move the "A" to the top track to
the left of the "F." Move the "U" to the mid-point of the upper
track, then the "S" to the left of the "U," and the "T" to the
left of the "S." Move the "A" to the bottom track, followed by
the "T" and the "S" (you should have "STA") on the bottom track.
Move the "U" to the left of the "F." Now move the "S" from the
bottom track to the mid-point of the upper track. Move the "T"
from the bottom track to the left side of the "S." Then move
the "A" from the bottom track to the left side of the "U." Move
the "T" down and around the lower track so it's on the left side
of the "A." Then just push the "S" to the right against the "T"
on the top track. So much for that... Now walk over to the
chess table, and grab the only standing piece...a white rook, or
white "castle," or "ivory tower." You meet another ghost...this
one of a younger version of Samantha. And then you get another
clue.
-----------------------------------------------------------------
15. This one comes up with "Light piece from great orchestra."
The answer is hidden in "greaT ORCHestra." And it's a light
piece. So you need a torch. There's one on the altar in the
Chapel. Go touch it, and you get a scene with Chuck dropping
off a dead body at the Mansion. Great. Well, now you get
another clue..."cheesy object that sounds larger." Larger...or
greater. Cheese grater. That, of course, is in the kitchen.
Go over to the butcher's block, and you'll find a series of
eyeball plates arranged around a pentagram. This is another
puzzle. The object is to create five stacks of two plates on
every point of the star pattern. A plate must jump two plates,
stacked or not. Once moved, a plate cannot be moved again. At
least this one HAS a solution. Assume the plates are arranged
like this: (1, 3, 5, 7, and 9 are the five star points)
10 1
9 2
8 3
7 4
6 5
Then, do the following. Move 8 to 1. Move 6 to 3. Move 10 to
5. Move 4 to 7. Move 2 to 9. That's all there is to it. Now
turn right and look at the stove. There's a bloody cheese
grater there. Pick it up. COOL! Crawling, severed fingers!
Nice effect! Then the GameBook beeps, and you get another clue.
-----------------------------------------------------------------
16. "500=100=0" Those of us who are mathematically inclined
will say, "boy, is THAT a dumb equation." Consider, though. 0
is a round object. 500 in Roman numerals is "D," and 100 in
Roman numerals is "C." So "D=C=round object," or "D is C is
round object," or, if you will, "DISC is round object." So you
need a disc. Head up to the lab, and check out the small table
next to the French door. A case for...believe it or not..."The
7th Guest." Good grief, talk about advertising! You get
another short video clip. Then you wind up with another clue,
"Blend a teapot shot and the pearlies won't rot." Teapot shot
is an anagram for "Toothpaste." So go to the Bathroom (no, I
mean WALK to the bathroom) and check the sink. Touch the
toothpaste and it turns into a big green bug. Ick. Now the
GameBook gives you yet another clue. "Slyness holding shipment
in choppe?" Note that "choppe" is spelled in French style.
Sly...can be "guile," and a holding shipment is a "lot." So,
"Guile lot in choppe." Guillotine. Head off to Hamilton
Temple's room. You'll find a cube on the bookshelf in there,
which is yet another puzzle. Click on it. Your mission is to
get a path from one "arrow" face to the other. The trick here
is that the number of pips aren't really numbers, they indicate
direction. The direction you choose...defines the meaning of
the die face from which you move. So, basically, let's say you
start with a the four. Then you click on the one, to its right.
From now on, whenever you click on a four face, the next move
must be to the right. So, here's one solution (there's
several). Start by clicking on the four above the first arrow.
Then click on the three above it. (So four="up"). Then click
on the six above and to the right of the three (so three="up&to
the right"). Then click on the one down and to the right of the
six (so six="down& to the right"). Now click on the five to the
right of the one (so one="right") Finally, click on the three
below the five (so five="down") The puzzle will solve itself
from there (because the three will send the path automatically
up and to the right to another three, then up and to the right
again to the one, which shifts it right to the three, which
shifts it up and to the right...to the exit arrow). Now go
touch the guillotine...it slices down, but doesn't get you.
Then the GameBook has another vid sequence...this one of
Eileen's hand getting caught in the Mansion gate and...well, you
don't need to know the details, do you? Anyway, you'll get
another clue then..."Poor drainage could still produce a flower."
-----------------------------------------------------------------
17. "Drainage" is another anagram...for "Gardenia." Go to the
top of the stairs and look at the painting...yep. The big white
flower on the left at the bottom is a gardenia. Click it.
Nothing seems to happen, but you'll get a message as you start
to walk off. After a while, the GameBook beeps again, with
another clue..."Sounds like it got higher from wine." Got
higher...it "rose." Rose wine. But what you need is a rose,
the flower. Go to Martine Burden's bedroom. Go to the table
with the pyramid on it...it's another puzzle. For this one, you
have to click on letters. You must reveal two fifteen letter
words, and once a letter has been chosen, you may not pass
through that letter's space again. The outer corridor will
always remain open. After you do the first word, different
letters reappear to let you get the second word. Okay, the
words you want are "UNINTENTIONALLY STRAIGHTFORWARD," so here is
the order to click on the letters in:
(First word):
13
4 6
3 7 12
14 8 11 5
15 9 10 2 1
(Second word):
11
5 12
4 6 1
14 7 2 10
13 15 8 3 9
Anyway, once you finish, go over to the vanity...and there's a
rose in a vase on it. Click on it, and a petal will fall off.
You turn around and run into...Martine Burden. Well, this is an
interesting little scene...and she just fades out afterwards.
Sorry, folks. I always thought she was a serious babe anyway.
Then the GameBook beeps again. Check it, for another clue (big
surprise).
-----------------------------------------------------------------
18. "What kind of jewelry is angrier?" Well, well, another
anagram. "Angrier" is "earring." So head off to Julia Heine's
room. Go for the jewelry box. There's another puzzle, this one
in the pendant. The rules are simple: Each gem must be adjacent
to a gem of a matching color. You can rotate a cluster of gems
or swap positions with another cluster. So, here's a solution.
If the pendant is set up like this:
1
6 2
5 3
4
Then, swap 3 and 4. Swap 3 and 6. Swap 3 and 5. Then turn 6
twice, 5 twice, 4 five times, 3 four times, and 2 twice.
That'll do it. Next, go over to the vanity and pick up the
earring. You'll get a sick little sequence with a ripped-off
ear bleeding rather profusely. Nice. Then, guess what, the
game book beeps again. This one comes up with "You might hear a
well-mannered Cockney with a 60's hairstyle." Well-mannered
could mean how someone behaves...and a Cockney accent would make
that how someone "behoives," and a 60's hairstyle is...a
beehive. So you need a beehive. Go back up to the Attic and
click on the door past the staircase (you know, where ya finally
beat Stauf in the 7th Guest?).
-----------------------------------------------------------------
19. Up here is a blasted-out room. And a little beehive
honeycomb on the floor, which winds up with blood and honey in
it. This is another AI puzzle, and doubtless, fans of the 7th
Guest will recognize this as the goddamn cell game from that
one, except this time, Stauf has the blood and you have the
honey. Globules divide into two when moved to an adjacent cell,
and jumping two cells moves the globule without replicating.
Honey absorbs adjacent cells filled with blood, and vice versa.
Listen up, folks. Stauf responds in the same way you hit him.
Be aggressive, and he does the same. Play defensively, and he
does the same. There are 60 cells total, and you need 31 to
win. So, it's even WORSE than the lab puzzle from 7th Guest.
There is no set strategy, and it is a MAJOR pain in the ass.
So, to be simple, once you get frustrated, just let Samantha do
it...hell, it might even take HER a couple tries, but
eventually, she will beat Stauf if you just keep punching the
button. When you finally beat it, you'll get a long video
sequence, which shows a LOT of info about what's been going on
here...and an interesting thought. The house is alive, an alien
creature. It raped both Eileen and Samantha. Samantha had an
abortion, which left her paralyzed, but Eileen gave birth to
Marie...a daughter of the house itself. Eww. I don't even want
to think about that one for too long. Anyway, that triggers the
end of the 9 p.m. hour and the start of the 10 p.m. hour.
-----------------------------------------------------------------
20. You start off with a clue...big surprise..."Instrument is
sharp, but missing its head." Well, it's an instrument. And
it's "sharp," but missing its head...the first letter. So you
get "harp." That's in the music room, way downstairs. Great.
Head down there, and you'll find that the piano is blocking the
harp. On the mantle is a small game with all sorts of
furniture, and a piano. The idea is to move the pieces around
until you can move the piano off the board. This one is ROUGH.
Anyway, figure the pieces are arranged like this initially:
1 (lounge) 10 (piano) 2 (lounge)
6(chair) 7(chair) 8(chair) 9(chair)
4(lounge) 3 (table) 5 (lounge)
(It's tricky to look at it like that, but consider it as on an
angle. You only have two squares open, those to the "south of,"
or "down from" the endtable.)
3 towards the right side of the board, 7 towards the right side
of the board, 7 away from you, 6 away from you, 6 towards the
right side of the board, 4 towards the left side of the board, 3
towards you, 7 towards the right side of the board, 6 away from
you, 4 away from you, 1 towards the right side of the board, 1
towards the right side of the board, 10 towards you, 8 towards
the left side of the board, 8 towards the left side of the
board, 6 towards the left side of the board, 6 towards the left
side of the board, 7 towards the left side of the board, 7
towards the left side of the board, 5 towards you, 9 towards the
right side of the board, 9 towards the right side of the board,
2 towards the right side of the board, 2 towards the right side
of the board, 8 away from you, 6 away from you, 10 away from
you, 1 towards the left side of the board, 1 towards the left
side of the board, 4 towards you, 7 towards you, 7 towards the
right side of the board, 10 towards the right side of the board,
8 towards you, 8 towards you, 6 towards the left side of the
board, 6 towards you, 2 towards the left side of the board, 2
towards the left side of the board, 9 towards the left side of
the board, 9 towards the left side of the board, 5 away from
you, 7 away from you, 7 towards the right side of the board, 10
towards the right side of the board, 8 towards the right side of
the board, 8 away from you, 1 away from you, 4 towards the left
side of the board, 4 towards the left side of the board, 10
towards you, 9 towards you, 9 towards the right side of the
board, 5 towards the left side of the board, 7 away from you, 9
towards the right side of the board, 10 away from you, 4 towards
the right side of the board, 4 towards the right side of the
board, 1 towards you, 6 towards you, 8 towards you, 2 towards
you, 5 towards the left side of the board, 5 towards the left
side of the board, 10 away from you, 8 towards the right side of
the board, 8 towards the right side of the board, 6 towards the
right side of the board, 6 towards the right side of the board,
1 away from you, 4 towards the left side of the board, 4 towards
the left side of the board, 8 towards you, 8 towards the left
side of the board, 3 towards the left side of the board, 9
towards you, 9 towards you, 7 towards you, 7 towards you, 10
towards the right side of the board, 6 away from you, 6 away
from you, 8 away from you, 8 away from you, 3 towards the left
side of the board, 7 towards the left side of the board, 7
towards you, 10 towards you, 10 towards the right side of the
board. 90 moves, and the piano is off the board.
ALL RIGHT! Turn around, and note...the piano is now gone. You
can go touch the harp. Then the GameBook beeps with another
clue. This begins a good string of stuff without a puzzle.
-----------------------------------------------------------------
21. "A defective truck with a crane makes for a ball-busting
ballet." Truck and crane is an anagram for "nutcracker," but
for a good laugh, hit the Help key three times to hear Samantha
get a bit embarressed by the clue she gives out. Go upstairs to
the hallway and touch the nutcracker on the floor in the corner
down at the far right end of the hall. It animates for a
minute, then you get another video sequence...with Marie and
Chuck. Then you get another clue..."Look at key missing first
misprinted label." Key missing first...is ey. Then rearrange
the letters in label to get eball, and you get...eyeball. The
"look at" is also a clue. Go into the Game Room and click on
the little cue ball, painted like an eyeball. It spins around,
with cut nerves and blood...ick. Then you get ANOTHER
clue..."Disabled cutting edge." Hell with it. Without
explanation, you find "blade" inside "Disabled," which also
reflects the "cutting edge" bit. So you want a blade. Go into
Temple's bedroom and click on the hunting knife in the headboard
of the bed. You get another video, this one with Chuck
stabbing...something. Great. Just what you needed to see.
Then you get another clue, one of my favorites..."Unreasonable
reason." Unreasonable can mean crazy. A reason for doing
something is your motive. So crazy motive... or loco motive.
Go to the attic and touch the toy train. A neat little sequence
follows, and then you get yet another clue. "Paper used in
unusual theses." Theses mixed up is "sheets." Go to Martine
Burden's room and touch the bloody part of the bedsheet to get
another video sequence...this one with Chuck getting pulled into
the house with a bloody corpse. Then you get another
clue..."Adriot holding a sharp instrument." Well, this time
it's a different blade. Adroit means "clever." So the clue is
actually "Clever holding 'A'...sharp instrument," or "Cleaver."
Go to the kitchen and grab the meat cleaver embedded in the
door. Then you get a wonderful scene with Julia Heine (looking
younger than before), Chuck, and Stauf...and Chuck finally gets
the cleaver in the head. YAAAYYY!!! Of course, then you get
another clue from the GameBook. This one is "A desserted
Arthropod." An Arthropod is a type of crustacean. And it's a
dessert. Go to the Dining Room, and note the cake shaped like
a...yep...a Trilobyte. That's the AI puzzle for the end of the
10 p.m. hour.
-----------------------------------------------------------------
22. When you click on it, you wind up in a game of Connect
Four, with bonbons. You're playing against Stauf. The whole
mission is to get four of your bonbons connected in a row, four
connected in a column, or four connected in a diagonal before
Stauf does. THIS time, however, I happen to have a winning
strategy, but it all depends on Stauf's first move. There are
eight available columns, as follows:
1 2 3 4 5 6 7 8
Always start in column 3 or column 6. If you start in column 3
and Stauf then opens with column 5, you've got him. If you
start in column 6 and he opens with column 4, you've got him.
Otherwise, I'd suggest you just reset the puzzle...or play him,
if you want the fun. Anyway, let's say you get the first
situation (you pick 3 and he takes 5). Play in this order,
using the columns above as a guide (the odd-numbered moves are
yours):
6
4 8
3 7 10
9 11 1 5 2
In that one, you win on the 11th move. Now, let's say the
other situation happens; you start in 6 and he takes 4. Play in
this order, using the columns above as a guide (once again, the
odd-numbered moves are yours):
11
10
14 8
12 4
5 3
6 7 2 15 1 9 13
You can win this one fairly easily. Then you get another long
sequence...Chuck stabbed the chief (who'd apparently been
sleeping with Robin) instead of Robin...so he got the axe. Or
the cleaver, in this case. And so on, up into showing Robin
entering the house...and the beginning of the eleventh hour. 11
p.m.
-----------------------------------------------------------------
23. Once again, we start off with a clue. "663 264625 46 2
6455466." Another telephone message, and this one says "one
animal in a million." Is there an animal in "million?" Yup. A
lion. There's a lion sculpture at the top of the stairs. Go up
and touch it. You'll see a scene in which Robin is attacked by
a cougar. She and her sister drowned a kitten when they were
young, apparently. Hmmph. Bitch deserves to die, after all.
Anyway, you then get another clue. "Drink left at sea." Well,
left at sea is "port." Port wine is a drink. Head to the
Knox's bedroom and click on the wine glass on the table next to
the bed. Edward Knox appears, tries to warn you, and then his
head blows up. COOL! Then you get another clue..."Snake, baby,
trap." These are all words that are associated with "rattle."
So go to the Doll Room. On the bureau is a wooden puzzle with
tinker toys and chess bishops on it. This is another puzzle.
You have to interchange the white bishops on one side with the
black bishops on the other. You can move any piece in any
order, but it must move along a straight line, and cannot land
in line with a bishop of the opposite color. Okay, set the
"board" up like this:
4 8
2 6 10
3 7
1 5 9
Where the white bishops start on positions 9 and 10, and the
black bishops start on positions 1 and 2. Move 10 to 7. Move 1
to 8. Move 2 to 3. Move 7 to 4. Move 3 to 5. Move 8 to 10.
Move 9 to 6. Move 6 to 1. Move 4 to 6. Move 5 to 2. Move 10
to 5. Move 6 to 8. Move 5 to 7. Move 2 to 4. Move 8 to 3.
Move 7 to 10. Move 4 to 9. And move 3 to 2 to win. To the
left of the bureau, check the floorboards to find a trapdoor...a
passage to the nursery. Search around there, and you'll find
the rattle. Then you'll get a scene in the nursery...in which
Stauf offers Robin money, power, and all that wonderful kind of
stuff. Then the video ends...and you get another clue.
-----------------------------------------------------------------
24. "A letter from Greece is quite a number in Rome." Those of
you who know the Greek alphabet, raise your hands. Okay, one
Greek letter is XI, which is...guess what...eleven in Roman
numerals. Go back to the grandfather clock and click on the
eleven on the clock face. You get a long video in which...well,
we find out, sort of, what happened to Robin. Sort of. Then
you talk to Samantha again, who tells you to get out now...she
says you can't win. Not what you wanted to hear. Then the
GameBook beeps again with another clue..."This eight letter word
has "K-S-T" in the middle, in the beginning, and at the end."
But that would be nine letters just for the KSTKSTKST. Stupid
sounding, but it's another trick. It has "KST" in the middle,
"IN" the beginning, "AND" at the end. Or, "INKSTAND." Head
back to the Library (groan). When you click on the inkstand,
the pen writes down "Play in my doll house!" Head back to the
Doll Room, and click on the dollhouse. When you look inside,
you'll find that there's a little puzzle on the floor. The Help
button won't help you...Samantha says it's because the
connection is getting weak. This is deliberate, not because of
overusing the help feature. This is the last AI game, and
you've got to beat it on your own. It is, in fact, the game of
Pente, where the object is to get five of your pieces in a row,
or capture five pairs of your opponent's pieces. If you enclose
a pair of opponent's pieces with two of your own, you will
"capture" those pieces. The whole idea is to get an "open
four," or four connected piece of your color without one of
Stauf's on either end of the line of four. Get one of those,
and you've won, because you should be able to get five no matter
what Stauf tries. Luckily, when you play this the first time,
you get the first move...and Stauf plays rather half-heartedly.
After all, he doesn't mind you beating this one, considering
what you'll deal with next. If you go back and play again
later, though, he'll play much harder, and if you somehow manage
to go back and do it a third time, he starts looking five moves
ahead (nearly impossible to beat). Anyway, whenever you manage
to beat him, you're on to the final challenge.
-----------------------------------------------------------------
25. You go on to a long video, in which you're the contestant
in Stauf's game show. He opens up three doors, and you get to
pick which one you want. Behind the left door is Marie, in full
"slut" mode, offering herself up for you. In the middle is
Samantha, in a TV set, logically asking you to choose her.
Behind the right door is Robin, who you've been looking for the
whole time anyway...and she tells you that she loves you.
Okay, folks, it's decision time. Who do you pick? The lusty
Marie? Helpful Samantha? Or your former girlfriend, Robin?
Hmmm. Actually, I think it's pretty logical, but here's what
happens for each one you choose:
IF YOU PICK MARIE: Basically, you wind up back at a no-tell
motel. You and she start to get it on...and then she turns into
Stauf in a wig...who then reverts to his natural alien form and
proceeds to eat you alive. Literally.
IF YOU PICK ROBIN: Things seem great, as you go off together,
and apparently get married. Then YOU are found murdered, and
Robin is found to now be president of the brand-new Stauf
broadcasting company. Guess Samantha was right, and she said
Yes to Stauf after all.
IF YOU PICK SAMANTHA: You have a little conversation with
Samantha back at her house. Then you turn on the monitor...and
Stauf's house burns to the ground. This, of course, is the
ending you're "supposed" to pick in order to truly win the game.
End of story! GAME OVER, MAN!
By Mark Fox
Version 1.2
You can contact me on the internet at: webber@idirect.com
or on Compuserve at 102731,314
This document is Copyright 1995 by Mark Fox
The 11th Hour: The sequel to the 7th Guest and the 7th Guest are
Trademarks of Virgin Interactive Entertainment, Inc. and Trilobyte, Inc.
Game Facts:
Few people know that you can move from room to room in the 11th hour by
clicking on available rooms from your Map in the Game Book. (Please note
that this function only becomes available once you have finished the
game for the first time.) This saves time traveling around the house.
You can also use your right mouse button to eliminate transitions (i.e.
moving from one spot to another).
Once you finish the game you will be awarded with an "Open House" file
which will allow you access to all rooms, puzzles, videos etc. the next
time you start the game (same as with the 7th Guest). It also allows
you to watch all of the video clips as a movie.
The female who talks to you through your game book is Samantha. She is
your "Techno - Psychic Ally" and can provide you with help and hints to
game puzzles and riddles. Listen to her!
I suggest you save your game often to avoid frustration. I also suggest
reading the game manual.
-----------------
Walkthrough:
-----------------
At the start of the game your cursor will be blinking. This indicates
that you should look at your Game Book. Do this by clicking at the top
of the screen. Your Goal is to try to save Robin (your female
companion) and, if possible, to destroy the evil house. In order to do
this you must solve puzzles and find the solutions to many tricky
riddles. Puzzles are 3D games which you can virtually manipulate.
Riddles are given to you to solve by Stauf through your Game Book.
- Open your Game Book. Your first riddle is "Winter coat worn for a
mixer." To solve this riddle, go to the Library and click on the bottle
of tonic water which is on top of the fireplace. You will get to watch
a video clip.
- Your next riddle is "Rolling rock, bottle cap." You must solve a
puzzle before you can solve this riddle. Go to Brian Dutton's room (see
your map) and click on the Cash Register Puzzle at the back, right side
of the room. The object of the puzzle is to make both sides of the
display equal one another. Since you start with 162, both sides must
equal 81. To solve the puzzle do the following: In the top row,
depress the number 25, and the last three keys (5,10,10). In the bottom
row depress the last four keys (10,10,1,10). In this room you will
notice a champagne bottle on the floor close to the TV - click on it.
Now click on the cork to solve the riddle (Video Clip).
- Your next riddle is "Artsy, excited, lecher." Your must first solve a
Chess Puzzle before you can solve this riddle. The chess puzzle is in
the main foyer on a table near the grandfather clock. Click on the
puzzle. To solve it, switch the positions of the white and black
knights.
To solve the riddle you must go to the Art Gallery. To get there you
must click on the middle of the grandfather clock. You will travel
through a secret passage into the gallery (Stauf will say "Ohh bad
move). Click on the painting above the statue on the floor (directly in
front of you). To solve the riddle click directly on the Man-Beast
thing in the center of the painting. (Video Clip).
- Your next riddle is "A heart attack could put you in the ground." You
must solve a puzzle before you can solve this riddle. Go to the
Library. You will see a series of books on a shelf between two skulls.
Click on these books. The object of the Book Puzzle is to put all of
the green books on the left and all of the red books on the right. Two
books are moved at a time.
There are ten spaces between the skulls and only eight books. In my
solution I tell you to count books. Count only the books and imagine
that the two free spaces don't exist. Count from left to right. Use
these four moves to solve the puzzle:
Move the 2nd and 3rd books. Next move the 3rd and 4th books. Next move
the 6th and 7th books and finally the 1st and 2nd books. You will
notice a globe of the earth in this room. click on it to solve the
riddle. (Video Clip).
- Your next riddle is "Battleground." Go to Brian Dutton's room and go
through the door on the left side of the bed. This is the passage into
the Chapel. Go through the wooden door into the Lab. You must solve
another puzzle before you can solve the riddle. The puzzle is on the
counter beside a large green bottle. You play this Mouse Trap Puzzle
against Stauf! The object of the puzzle is to create a path for the
mouse to travel into the orange door (the one on the right of your
screen). Playing a maze piece causes the other pieces in the row to
slide over or in a column to slide up and down. This puzzle is tough
and there is no absolute solution (sorry). Once you solve the puzzle,
you can then solve the riddle by clicking on the RX pill box which is on
the counter in front of the green bottle. (Video Clip).
- Your next riddle is "Bars deter cuckoo bird." Click on the picture of
birds opposite the grandfather clock in the main foyer. Now click on
the Robin. (Video Clip)
- Your next riddle is "Modern art flourishes under the sun." Go through
the clock into the gallery. There is a picture on the wall of a young
girl in a blue dress. There is a picture of modern art on the floor
under this painting. Click on this modern art. It is another puzzle
you play against Stauf. The object is to choose the last possible spot.
It may take a few attempts to get the hang of this one. You get a video
clip after you solve it.
- Your next riddle is "Skedaddled." Go to the Library and click on the
desk to solve this riddle.
- Your next riddle is "Part of the body examined in doctors office." Go
to the art gallery and click on the torso of the white statue on the
floor to solve this riddle. (Video Clip).
- Your next riddle "...Sounder..."can be solved by going back to Brian
Dutton's room and clicking on the bottle of champagne on the floor (the
same one as before).
- Your next riddle is "Animal Sullied Street." You must solve a puzzle
before you can solve this riddle. Go to the games room and click on the
white Pool Balls. There are nine balls. Choose them in this order:
7
6 8
5 4 9
2 1
3
To solve the riddle, click on the picture of the dogs in this room and
then on the Irish Setter. (Video Clip).
- Your next riddle is "JFCR VX QCTF..." To solve the riddle go to the
main foyer and click on the FACE of the grandfather clock. (Video Clip).
- Your next riddle is "ZV GOTDY OD MPY..." You must solve a puzzle
before you can solve this riddle. Go to the bathroom upstairs and click
on the Spider Puzzle which is on the floor at the end of the bathtub.
Think of this puzzle as points on a compass where N=north, E=east,
S=south, W=west etc. Do the following moves in order:
NE to S
SE to W
W to NE
SW to N
N to SE
SE to W
NW to E
E to SW
SW to N
N to SE
S to NW
NW to E
E to SW
NE to S
S to NW
W to NE
To solve the riddle, click on the straight razor on the bathtub. (Video
Clip).
- Your next riddle is "Fruit Loop on Stove." Go to the dinning room and
click on the picture of fruit. Now click on the orange to solve the
riddle.
- Your next riddle is "Dreams abound of arming the rebels..." You must
solve a puzzle before you can solve this riddle. Go to Ed Knox bedroom.
Click on the full length mirror next to the door. This Mirror Puzzle is
simply a sliding tile game. You must rearrange the tiles to form a
consistent picture. If you click at the bottom of your screen to
restart the puzzle, you will see what the end result should look like.
Once you solve this puzzle, click on the picture above the fireplace in
this room to solve the riddle. (Video Clip).
- Your next riddle can be solved by going to the Library and clicking on
the picture near the telescope. (Video Clip).
- Next, go to the Chapel and click on the concrete slab with the picture
of a triangle in the middle next to the wooden door. The object of the
puzzle is to create an unbroken path of your color (red) which touches
all three sides of the triangle. You play this one against Stauf.
Although there is no absolute solution, this one is fairly simple to
win. I suggest you start in the middle of the second to bottom row and
work to the sides and down one. You get a video clip after you solve
it.
- Your next riddle is "Put an olive in a stein..." Go to Brian Dutton's
room and click on the TV to solve this riddle. (Video Clip).
- Your next riddle is "A vital instrumental part." Go to the chapel and
click on the organ to solve this riddle.
- Your next riddle is "22233642-736846873." You must first solve a
puzzle before you can solve this riddle. Go to the attic. There is a
model train set on the floor. Click on the Train Puzzle. To solve the
puzzle you must spell the word STAUF. Use the switcher to move the
train between the tracks. This one is fairly easy although it may take
a long time. Once you solve this riddle, look for the table with chess
pieces on it in this room. Click on the table. Now click on the white
rook to solve the riddle.
- Your next riddle is "Light piece from great orchestra." Go to the
chapel and click on the torch which is on top of the alter to solve this
riddle. (Video Clip).
- Your next riddle is "Cheesy gadget that sounds larger." You must
solve a puzzle before you can solve this riddle. Go to the kitchen and
click on the Plate Puzzle which is on the wooden block table. The
object of the puzzle is to stack two plates at each of the points on the
star. To solve the puzzle I suggest you do the following. Draw a rough
picture of the star on a piece of paper and then number all of the
positions of the plates from 1 to 10 starting at the top and working
clockwise (to the right). Now move your plate in the following manner:
Move the plate at position 6 to position 9
Move the plate at position 4 to position 1
Move the plate at position 2 to position 7
Move the plate at position 8 to position 5
Move the plate at position 10 to position 3
Now click on the grater on the stove to solve the riddle.
- Your next riddle is "500=100=0." To solve this riddle go to the lab.
There is a cart with a bottle and some trays on it. Beside the bottle
on this tray is a 7th Guest CD-ROM disk (not the box). Click on this
disk. (Video Clip).
- Your next riddle is "...Pearlies won't rot..." To solve this riddle
go to the bathroom and click on the toothpaste which is on the sink.
- Your next riddle is "Slyness holding shipment in choppe." You must
solve a puzzle before you can solve this riddle. Go to Ham. Temple's
room and click on the cube which is on the bottom shelf of the night
stand. To solve this Cube Puzzle do the following:
Select the #4 to the right of the starting point
then select the #1 to the right
then the #3 to the upper right
then the #1 to the lower right (the #4 and #6 will appear automatically)
next select the #2 to the upper left of the #6
then the #1 directly above. That's it.
In the same room click on the guillotine to solve the riddle. (Video
Clip).
- Your next riddle is "...Rise..." Go to Mrtn. Burden's room and click
on the Pyramid Puzzle on the small table. To solve to puzzle you must
unscramble two 15 letter words. The first word is "Unintentionally" and
the second word is "Straightforward." Now click on the red (living)
rose in the vase on the night stand to solve your riddle.
- Your next riddle is "What kind of jewelry is angrier." You must solve
a puzzle before you can solve this riddle. Go to Jul. Heine's room and
click on the jewelry box. The object of this Jewel Puzzle is to match
the colors of the touching sides of the gems. Double click the jewels
to make them turn. You can move the positions of the jewels by single
clicking the one you want to move and then single clicking the position
you want to move to. Once you solve this puzzle, click on the mirror
vanity and then on the small earring in the center to solve the riddle.
- Your next riddle is "You might hear a well mannered cockney..." Go to
the attic. Now go through the wooden door. On the ground in front of
you is a Beehive Puzzle. Click on it. Once again you are playing
against Stauf. This is the same type of puzzle as the microscope puzzle
in the 7th guest. There is no absolute solution. Keep trying. Count
on losing at least 3 times before you win. I have included one possible
solution to this puzzle as a separate file. The file is in GIF format
and can be viewed using most Paint programs (or you can view it with
your WinCim-Compuserve Program). This puzzle solution was devised by
Mark Gradowski. Please read the Beehive.txt file for more information.
- Your next riddle is "Instrument is sharp but is missing its head." Go
to the music room. You must solve another puzzle before you can solve
the riddle. The Furniture Puzzle is on top of the fireplace mantel.
This is probably the toughest puzzle in the game. It should take you at
least 90 move to solve it. Once you solve this puzzle, click on the
harp in this room to solve the riddle.
- Your next riddle is "A defective truck with a crane..." Go up the
stairs. Click on the Nutcracker figure which is just outside the Game
Room door in the hallway. This solves the riddle. (Video Clip).
- Your next riddle is "Look at key missing first..." Go into the games
room and click on the eyeball on the pool table to solve the riddle.
- Your next riddle is "Disabled cutting edge." Go to Ham. Temple's room
and click on the dagger in the headboard to solve the riddle.
- Your next riddle is "unreasonable reason." Go to the attic and click
on the train to solve the riddle.
- Your next riddle is "Paper used in unusual thesis." Go to Mrtn.
Burden's room and click on the bed sheets to solve the riddle. (Video
Clip).
- Your next riddle is "Adroit holding a sharp instrument." Go to the
kitchen and click on the clever in the wall to solve the riddle. (Video
Clip).
- Your next riddle is "A deserted arthropod." Go to the dinning room
and click on the dessert on the table. This is another puzzle you must
play against Stauf. The object is to get 4 of your candies in a row
(horizontally, vertically or diagonally) to win.
- Your next riddle is "6632646254626455466." Click on the white lion
state at the top of the stairs to solve the riddle. (Video Clip).
- Your next riddle is "Drink left at sea." Go to Ed Knox's room and
click on the glass of wine (port) to solve the riddle. (Video Clip).
- Your next riddle is "Snake, baby, trap." You must solve a puzzle
before you can solve this riddle. Go to the Doll Room. Click on the
Bishops Puzzle located on the dresser. The object of this puzzle is to
swap the positions of the white and black bishops. It will take you at
least 18 moves. This one is fairly simple. Once you solve it, click on
the floor boards under the shelf with the ballerina statue on it. You
will go through the floor. Now click on the big, pink rattle to solve
the riddle. (Video Clip).
- Your next riddle is "A letter from Greece..." Go to the grandfather
clock and click on the number 11 on the face of the clock.(Video Clip)
*** SAVE YOUR GAME HERE***
- Your next riddle is "This eight letter word has kst in the..." Go to
the library and click on the desk. Now click on the pen and ink holder
to solve the riddle.
Go to the doll room and then through the floor boards again. Now click
on the toy doll house on the floor. This is the final puzzle of the
game and, of course, you play against Stauf. To win you must get five
of your "stones" in a row (any direction) or capture five pairs of
Stauf's stones. To improve your odds, I suggest you leave a space
between your first few stones. I also find it easier to capture Stauf's
stones than to form a line of five. I have included one possible
solution to this puzzle as a separate file. The file is in GIF format
and can be viewed using most Paint programs (or you can view it with
your WinCim-Compuserve Program). This puzzle solution was devised by
Mark Gradowski. Please read the dolhouse.txt file for more information.
Once you solve this puzzle, you will be faced with an 11th hour
decision. Only one of the choices is truly correct!
I welcome all of your comments about this walkthrough. Please contact
me on the Internet at
webber@idirect.com or on Compuserve at 102731,314. This walkthrough was
a lot of work so let me know of any errors, suggestions or thoughts you
might have. Thanks...and I hope this helped.
This cheat allows you to either watch the entire video of the game except the
ending, or to access any part of the house, but the puzzles are not solved for
you:
During the starting screen (the screen with the four skulls), type
"Zaphod Beeblebrox", followed by "Eleventh
Hour" (or possibly the other way around ;). If you don't hear a bell,
try pressing F12 first, then retyping the above.
If you hit P twice during the skull "monitor adjust" screen, then you can
right-click to skip all the title stuff.
-----------------------------------------------------------------------------
Here is a list of treasure hunt items, including the order to find them, and
the location of each.
Search Order Item Location of Item
01 Tonic Water Library
02 Cock Dutton's Room
03 Satyr Picture Gallery
04 Globe Library
05 Tablet Lab
06 Redbreast Robin Foyer
07 Desk Library
08 Torso Picture Gallery
09 Liquor Dutton's Room
10 Irish Setter Games Room
11 Grandfather Clock Foyer
12 Straight razor Bathroom
13 Orange Dining Room
14 Nightmare Knox's Room
15 Great Dane Library
16 Televison Dutton's Room
17 Organ Chapel
18 Ivory Tower - Rook Attic
19 Torch Chapel
20 Grater Kitchen
21 Disc Lab
22 Toothpaste Bathroom
23 Guillotine Temple's Room
24 Gardenia 2nd Floor Hall
25 Rose Burden's Room
26 Earring Heine's Room
27 Harp Music Room
28 Nutcracker Hallway
29 Eyeball Games Room
30 Blade Temple's Room
31 Locomotive Attic
32 Sheets Burden's room
33 Cleaver Kitchen
34 Lion Hallway
35 Port Knox's Room
36 Rattle Nursery
37 XI - on clock Foyer - on the clock
38 Inkstand Library
At the start screen type ZAPHOD BEEBLEBROX and ELEVENTH HOUR and now
you can be teleported to any place in the house.
To skip the intro:
During the skull monitor adjust screen hit [P] twice and then press
the right mouse button.