Walkthrough by Peter J. Hart

 Black Dahlia is a linear game in the true sense of the word. You cannot
 do certain things, get certain items, or go to specific places without
 having done certain other things first. The game is very rigid in this
 sense. A feature that you have to get used to in this game is clicking
 and sliding, very similar to clicking and dragging. You will do this to
 items that you come across in the game, and to certain items in your
 inventory itself. Doing this action often reveals something else. And
 speaking of inventory, examine items carefully; click on them to flip
 and turn them. With certain jigsaw puzzle interfaces, clicking on a
 piece and holding will have that piece "bump into" other pieces.
 Instead, click on it and let go: that piece now becomes your cursor and
 you can place it where you want (except, of course, on top of another
 piece). And don't forget, of course, to explore your environment in
 detail; look up, look down, scan all around. There will also be certain
 puzzles where there will be no particular sign that you have completed
 it; if it looks complete to your eye, then it probably is; an example is
 a jigsaw puzzle. At the end of this walkthrough, I've included some
 cheatcodes for what I consider to be some of the more difficult puzzles.
 To use the cheatcodes, just be in the close-up of a given puzzle, and
 then just type in the letters on your keyboard; you won't see them
 appear on-screen, but the puzzle will be solved for you.

 This walkthrough was made possible from all of the help I received from
 other gamers over at Gamenexus's message board; this was a very
 challenging and difficult game at times, and I couldn't have done it
 without them. Now, on with the game.


 After the opening movie sequence, begin to explore your office. Click
 forward and head back behind your desk. Behind your desk, tilt your view
 down and click open the center drawer; read the little newspaper
 article. Then click on the little green book to the right, and read the
 Preliminary Report. Then, open the right-hand desk drawer; read the
 "To-Do" list. Take note of #9, one of the ones that is not checked; it
 says to check back with professor Strauss. Put the "To-Do" list back
 down, but then click the mouse pointer on it - HOLD - and then slide it
 to the back of the drawer; this reveals the gun. Click on it to take it
 in to your inventory. Then turn right to the file cabinet; click on the
 little black book on the top of the stack of books on the file cabinet;
 read the Fifth Column Lessons for America. Then open the top file drawer
 and read information inside; Jim will note that it is a bunch of
 gibberish. You can, if you want, click on various parts of the book
 shelves, though nothing on them is accessable right now; this includes
 the little locked door/drawer on the far end of the shelves. For now,
 let's check out what's in the inventory. Click on your badge; notice on
 the left hand side the little piece of silver metal sticking out: click
 on it, it's your lucky St. Christopher's medal. Then click on your case
 file, and click on and study the different aspects of it. Remember you
 can slide certain pages up & down. Next, examine your revolver; notice
 when you put the cursor over the butt/handle of the gun, it turns into
 the pointing arrow. Click here - HOLD - and pull forward to the barrel
 of the gun. This reveals a key; take key. Next, click forward to that
 little locked door/drawer at the end of the shelves by the door to your
 office. Get in a close up, and USE the key. Click on the message on the
 left by Dr. Strauss; then click on notes on the bottom. Study these
 cryptic writings carefully; the numbers and letters on the left refer to
 a phone dial. Especially notice the little scribbling that says, 0+1-1,
 and then (+) or (-) ? Next, click on your office door and go to
 Sullivan's office.

 Talk to Sullivan. When you're asking about the case file, click on the
 document that says, Initial Crime Report. Then move your cursor down to
 the bottom across the signature and it will say, Ask about detective;
 click on this. Then move your cursor up top until it says, Ask about
 Finster; click on this. When he asks you to look at the invitation and
 asks what you make of it, choose response, Tell him it looks like facist
 propaganda. Next, access your World Map and go to Finster's office.

 Talk to Finster. When finished talking with him, access your World map
 and go to police station and Detective Merylo's office.

 Talk to Merylo. Now remember the detective said you can look at the mug
 book if you want to. Tilt your view down and to the left; click on the
 mug book. When book is open, click on paper on top to take it into your
 inventory. Page through book and make note when you come to Louis
 Fisher, the man with the bushy beard. So in inventory, you now have
 Finster's stationary. Next, access your World Map and go to McGinty's

 If you want, you can try talking to the bartender about the foreman, but
 he won't be very cooperative. Instead, turn towards your right, and go
 to the man sitting in the back by himself; talk to him. Winslow mentions
 Black List to you. Now access your World Map and go to Sullivan's

 Talk to Sullivan. When you get the Black List, go back to your office.
 Go back behind your desk. This is where you have to use a "special code"
 for getting Strauss's phone number. Bring up Black List, and in
 inventory, slide the list up to the top of the screen, and at bottom of
 list, see Dr. Karl Strauss; note that his number says, CLV 51 22 40. Now
 remember those cryptic scribblings you found in the locked door/drawer
 on the shelves? For the first part of Strauss's phone number - the CLV
 part - on a phone, C=2, L=5, and V=8; therefor, 258. Then the other
 scribbling on the page said, 0+1-1. So, with 258, 2 5 8 , 2+0=2; 5+1=6;
 8-1=7. All total, you now have 2 6 7; 267. So the first three digits are
 267. Then you have the rest of the number to figure out: 51 22 40. The
 other scribblings said, either (+) or (-); use (-), which is subtract.
 With 51, that becomes 5-1=4; with 22, it's 2-2=0; with 40, it's 4-0=4.
 All together, you have 404. Combined with the previous figure, you now
 have, 26 74 04. Now click on the telephone on your desk and dial this
 six digit number. The person on the other end eventually tells you that
 Strauss isn't there right now.

 Now, if you haven't done so yet - and who knows, maybe you have in your
 explorations - go to your office door and click on the light switch
 there to bring some illumination on the scene (not that it was
 impossible to see without them on !). Then, turn and face your desk from
 the doorway, and tilt your view up and look at the light source; you
 should see some shadows inside of the light shade; click on them.
 Examine these in inventory; you will now have parchment sheets and the
 bag of runes ( Special Note: If you want, in inventory, you can click on
 the bag of runes to open it and examine them. But, it is strongly
 recommended that you DO NOT try to manipulate them yet by putting the
 symbols onto that gem-shape in the middle. Yes, this will eventually
 have to be done in the game, but not until much, much later; almost near
 the end. This is mentioned because this game has been known to have a
 "bug" here when played on some systems. What will happen is the rune
 symbols - if you put them on the gem-shape now - will get stuck there
 and you won't be able to get them off later when you need it. So, to
 save yourself the trouble and not lose any progress you will make, don't
 try to assemble the runes now; wait until the appropiate time). Now,
 access your World Map and go to Detective Merylo's office.

 Ask Merylo about Special Agent Winslow. Then go back to your office;
 there should be a message waiting for you. Helen Strauss called; click
 on the note and there should be a CD change.

 At the museum, talk to Ms. Strauss. Then, in your inventory, Use the bag
 of runes on Helen. Then Use Finster's stationary on Helen. Then Use case
 file on Helen. Next, study the book carefully that she shows you; make
 note of the following crests: on the opening page, the top right hand
 corner, Notorious Tyrrant and Sorcerer. Click by three more pages, and
 then on your left hand page, bottom right corner, Sergeant at Arms,
 Knights of the Trinity. Then click two more pages, and you'll be at the
 back of the book; on the left hand page, top left corner, Scribe,
 Knights of the Trinity, and just below that, bottom left corner, Herald
 of the Order of the Trinity. After Helen puts the book back, talk to her
 and ask about the stain glass window. Click on the stained glass pieces
 to bring up the puzzle interface. One of the crests is almost already
 done for you. Now assemble the pieces so that you have all four crests.
 It doesn't matter in which order you do them, or where you place them at
 on the board. Clicking on a piece then holding will drag it, but it will
 "bump" into other pieces. Clicking on a piece and letting go has the
 piece become your cursor; you can now place it wherever you want
 (except, of course, on top of another piece). One of the ways you can
 check on your progress is to look for the embedded words in the stained
 glass using the red filter light located hanging above the table you are
 working on. Don't worry about backing out of the puzzle interface: you
 won't lose any of your progress, the puzzle does not "reset". So when
 you click on the lamp hanging above the table, you are looking for four
 words (names) embedded in the stained glass. So when you've completed
 the puzzle and all four shields/crests are represented, look through the
 lamp/filter above; the four names you should see are : Landolph,
 Fischterwald, Finsterlau, and Mulhaven. When the puzzle is completed,
 nothing actually "happens"; you just have to see the four names clearly
 through the red filter. Then, access your World Map and go to McGinty's

 Click forward to the man in the far back of the room, the one who is
 bald and has a mustache; talk to him. Then turn to your right and go
 over to the phone on the wall. In the close-up, look at the top right
 hand corner of the corkboard; you will see the name, Lou Fielding, with
 the number CMR 259. Get to a close-up of the dial and dial this number.
 When the man asks you who you're calling for, Type in this name: Louis
 Fischterwald. The man on the phone will let you know about the Raven
 Room. Access your World Map and go to the Raven Room.

 Go over to the door and click on the intercom box; tell the man that
 Finster sent you and you'll find out about the Mission. Then go over to
 the table on the other side of the room; examine the book on top. But
 then click underneath of this table and find the little Holy card.
 Examine card in inventory and flip it over to the other side by clicking
 on it. Access your World Map and now go to St. Bart's Mission.

 Talk to Ernie behind the counter. Then click on Ernie again and "trick"
 him into leaving to get a package. When you're behind the counter, lower
 your view and click on the suitcase. When the case is open, FIRST move
 all of the items on the left and slide them over to the right. THEN
 slide them all the way back over to the left; this will expose the
 photograph. Take the photograph and examine it in inventory. Then access
 your World Map and go back to the Museum.

 Ask Helen if she's figured out how the pieces of the runes are
 assembled. Then go back towards where the stained glass is, but then
 turn to your left and click on the desk. Click on the book on the left
 and read it, and then click on the book on the right and read that too.
 Then access your World Map and go to Detective Merylo's office.

 Show him Ernie's photo. Then access your World Map and go to the Raven

 Louie should now be there. Confront him about the invitation. Then, Use
 Ernie's photo on him. Next, be prepared for a gun fight.

 When you're in control again, turn to your right and click forward;
 then, click on the bottles. Jim will use the bottles as a
 diversion/distraction. When the crook comes out to your top right, shoot
 at him. Then there should be a CD change.

 Talk to Merylo and ask him about the warehouse gunman; keep asking about
 the gunman; you don't have to tell him everything you know. Afterwards,
 tilt your view down and click on newspaper article on desk; read both
 left and right side. Then in your inventory, examine the matchbook;
 click on it to opoen it up and see the name Mulhaven. Click it closed
 and then flip it around to the other side; note the number: GB5 637.
 Then access your World Map and go to Louie's loft.

 At loft, click forward once, and then turn 180 degrees around; tilt your
 view down and click on the area of the floor where the broken lamp with
 the wire is. Jim will remove a loose floorboard; click on the item
 hidden inside. Take it into your inventory; it's a lockbox. Then turn to
 your left and click over near the potbellied stove. Then click on the
 broomhandle on the floor; this will trigger a video sequence. Jim will
 make a note of the rune symbols on the floor which you can examine in
 your Notebook if you want. There's a bureau on the other side of the
 room, but it can't be opened for now. Access your World Map and go to
 the Hotel Cleveland.

 Talk to the man at the desk. Then, try to bribe him. Then, turn to your
 right and click over to the phone on the wall. Dial the number you saw
 on the matchbook: GB5 637; this will trigger a video sequence. Then,
 turn around and click on maid's cart. Then click on cart again to get a
 view of the middle shelf; click on the knife under the napkin to take it
 into your inventory. Then click on transom above the door; Jim will use
 the knife to get in. Inside, turn to your right and click over towards
 the bed. Then click on the vase on the right hand side of the bed; in
 close-up, click on the key inside the vase. Then, clicking on that piece
 of paper you see in the bottom of the vase will trigger a video
 sequence. Afterwards, go back to the vase and get the photograph that is
 now in there. Examine it in inventory and click on it to read the other
 side. Then access your World Map and go to Sullivan's office.

 You will walk in on Winslow and Sullivan; then, talk to Sullivan. Then
 access your World Map and go to the F.B.I. office.

 Talk to Dick Winslow. Then access your World Map and go to your office.
 For now, examine some items in your inventory. Look at Helen's notes;
 then examine the lockbox you retrieved from Louie's loft. To open the
 lockbox, use the following sequence :

             First turn wheel on right side all the way down.
    Then turn the left little smokestack to the horizontal position by
                         turning it to the right.
   Then on left hand side of house, push in the top half of the door.
               Then click on chimney on roof and lower it.
 Then, back on left hand side of house, raise the lower part of the door
         Then on right hand side, turn the wheel all the way up.
             A section of the left hand wall should retract.
 Then slide a segment of the lower left wall at bottom front of house to
                         the back of the house.
   Then on left hand side, lower the top half of the door by sliding it
                 Then raise the chimney on roof back up.
    Then rotate the wheel on right side down, then on the left side of
                  house, top half of door pops back out.
   Then rotate that little smokestack back to the vertical position by
                         turning it to the left.
     Then click on the front door - HOLD - and open it all the way.
                    Then slide the door to the left.
   Then, just below the door, slide that long board all the way to the
     Now, raise up that small little block that has the symbol on it.
                        The box should now open.
              Inside, retrieve the key and the signet ring.

 Now, access your World Map and go back to Louie's loft.

 In Louie's loft, click forward once, then turn left. Click on the
 bureau, then on the lock. In inventory, Use the lockbox key. Then, using
 the moon phases posted above the bureau as a reference to manipulate the
 lock, turn the key thus: push in, turn left, back out, turn right, right
 again, push in, turn left, then back out; it will open. Retrieve the
 tooth/fang. Then access your World Map and go to Hotel Cleveland.

 Click forward once, then turn around, then click on the wardrobe
 cabinet. Click on the wardrobe cabinets doorhandles to get a close-up.
 In inventory, Use signet ring on door handles; this will trigger a video
 sequence. Afterwards, in the open cabinet, examine the Raven Room
 invitation; examine the hand written note; examine the bar-bill tab;
 examine the magazines if you want; examine letter to Joseph; examine
 Scrumpy's Propholactic; examine belt/collar; examine the telegram. Then
 access your World Map and go to the F.B.I. office.

 While Dick is "busy", you need to get the Pensky file that's in the
 safe. Go over to the small bookcase that has the world globe and two
 candlesticks sitting on top of it. Notice the sports picture of Dick
 Winslow; make note of the numbers 19, 6, and 1933. You are actually just
 going to use 19, 6, & 33. Make your way over to the other side of the
 room that has a picture hanging of fruits; grapes and a pitcher. Click
 on the top left hand corner of the frame; then click on the safe to get
 a close-up of the dial. Spin the dial all the way around once to the
 right for good measure and then stop on 19; then go left all the way
 past 6, then come around again to 6; and then right again to 33. Then
 click on handle, safe will open. Click on big manilla envelope on top;
 read contents. By reading the Pensky file, you find out about the
 Sunnyvale Rest Home. Then click down towards the bottom of the safe, and
 see the security card pass below. When you exit out of the safe
 interface, there will be a short video sequence with Dick Winslow; you
 automatically end up back at your office. Examine your inventory and see
 the Raven Room invitation and Winslow's pass. Then access your World Map
 and go to Flannigan's.

 Question Mulhaven. After questioning, Use the invitation from your
 inventory on him to get it signed. Then access your World Map and go to

 Talk to Pensky. (Make special note of when Pensky says to you, "Find the
 Black Dahlia and destroy it.") After talking to Pensky, you realize you
 already have one of the talismans; the tooth/fang. Access the World Map
 and go back to your office to get the feather.

 At office, click on the middle bookshelf towards the middle/right hand
 side; click on the book entitled, The Crusades: A Pictoral History.
 Retrieve the Raven's feather. Then access your World Map and go to the

 At Museum, you want to get the stamper so you can make the seal on the
 invitation. Turn to your right to where the stamper is, but first, click
 to the left of the stamper, and you will have a "vision". When it's
 over, examine the five seals below; you want to make a seal that looks
 like either the purple or the blue one. Back out of this close-up, and
 then click over towards the right onto the cylindrical stamper. First
 there are dials 1 through 4, 1 being the one closest to you with the
 beige colored beads. Dial number 1 controls the left lower quadrant of
 the stamper; dial 2 controls the right lower quadrant; dial 3 controls
 the right upper quadrant; and dial 4 controls the left upper quadrant.
 The 5th dial rotates the retracted pieces that you cannot see. Turning
 dials 1 through 4 to the right retracts a piece, turning to the left
 makes it pop back out. For the 5th dial, you have to "listen" for the
 pieces to click. When you have the stamper in close-up, click on it
 again to open it. Follow this order for one solution : dial 1 to the
 right; 5 to the left; 1 to the left; 2 to the right; 5 to the left; 2 to
 the left; 4 to the right; 5 to the right; 4 to the left; 5 to the left;
 5 to the left; 3 to the right; 5 to the right; 3 to the left; 5 to the
 left; 3 to the right; 5 to the right; 3 to the left; 5 to the left; 3 to
 the right; 5 to the right; 3 to the left; 1 to the right; 2 to the
 right; 5 to the right; 1 to the left; 5 to the left; 5 to the left; 2 to
 the left; then a video sequence, then a CD change.

 At party, talk briefly with Dick Winslow. Then, talk to man guarding the
 door. Then turn left, tilt your view down, and click on the upside-down
 dish on the table. From there, go forward to the 2 blue screens you see
 in front of you. When you get there, turn to the right and notice the
 rotating table and the tray of glasses. In inventory, Use the dish on
 the rotating table. Then click on the tray of glasses; this will create
 a diversion so Jim can get into the back room. After the video sequence
 is over, you can explore the room if you want with your flashlight,
 noting the astrology painting to the right of the fireplace and the rune
 symbol chart to the left (and what each rune stands for). Then,
 eventually, make your way so that you are facing the wardrobe closet.
 Then turn to your left so that you are facing the big round table. Then
 tilt your view upwards so that you see the cord hanging down with the
 tassle; click on this to turn on the lights. You'll notice that the
 panel directly in front of you does not open, but you can open all the
 rest of the panels and read the inscriptions underneath. Make note of
 all the rune imprints; remember the crests from the book Helen showed
 you? How about Helen's notes? Also, in inventory, look at the parchment
 and note runes from the line, "Each gift to him is now devoted". All of
 this put together gives you the sequence of panels to click on to open
 that last panel in front of you that's locked. Start off with all of the
 panels CLOSED. Then, starting with the one in front of you with the
 hourglass/bowtie figure on it that you can't open - and counting this as
 number one - go in a clockwise direction and open the panels in the
 following order : 6, 8, 11, 12, 9, 4, 5, 7, 2, 3, & 10. The bottom one
 then opens and reveals a book, and then a video sequence.

                       It is now December 2nd, 1941

 Read the note from Cassandra Rollins; you will automatically go to see
 her. Talk to Cassie, and then answer "Yes" that you want to be put into
 a trance. When in trance, click forward into that area that is
 in-between the two torches. When inside of this trance-world, click
 around to different areas of it and listen to the different phrases that
 the voices are whispering to you; this will be giving you "hints" that
 you will be able to use later to solve a puzzle; the door puzzle. When
 done listening to the "hints", head back towards where you came in; turn
 and face the door that is guarded by two skeletons. Click on the door to
 get a close-up of it. The "hints" you heard were telling you the order
 in which to arrange the symbols you see flanking the door. Arrange the
 symbols in the following order, starting on the left side going from top
 to bottom : crown, key, serpent, star, key, shield, sun, & bird. The
 right side : bird, moon, shield, fish, serpent, comet, crown, & fish.
 The door will open and then you will be among revolving planets with
 rune symbols on them. You have to pass through these planets in a
 certain order, but you don't know what they are right now. So, leave the
 trance state by either hitting the "escape" button on your keyboard, or
 accessing your World Map and clicking on that. Talk to Cassie and tell
 her about the crystal spheres. Read the astrological tome that Cassie
 gives to you; make note of the different planets names and their
 symbols. Then, for now, access your World Map and go to Sullivan's

 Talk to Sullivan. Then access your World Map and go to Detective
 Merylo's office.

 Ask for evidence on the Torso case; review the evidence. Review the
 evidence item by item starting with number 1. As you're reviewing the
 evidence, you're going to come across newspapers; notice the dates on
 them and what the blood splatters cover up and what they don't. Notice
 that item # 19 is impounded by the F.B.I. Then, ask Merylo about Von
 Hess; also ask about Von Hess's medallion. For now, if you want, you can
 examine some of the items in your inventory. Examine the invitation, but
 don't manipulate it yet; also, examine the lizard skin book. Then access
 your World Map and go back to Cassie the Psychic.

 Have Cassie put you in the trance again. In the trance, you will be at
 the crystal spheres (planets) again. Keeping in mind the newspaper
 articles you saw, go through the planets in the following order (the
 symbols for each planet were in the astrological tome Cassie showed you)
 : click to Saturn, then Mars, then Mercury, then Venus, then the Sun,
 then the Moon, then Jupiter, then Earth, and then the gray sphere. Then
 click forward till you make your way to a pool of water; click on the
 water to get a close-up. Then, click on the stones with the symbols that
 you see one at a time into the water; pay attention to the "visions"
 that you will see: there will be a clue here for later. Then hit the
 Escape button/ World Map to get out of the trance. Talk to Cassie about
 the stones and the pool; then tell Cassie that you saw yourself in the
 pool. Then access your World Map. You may have noticed on your Map that
 the Kingsbury Run Sewers is available, but if you go there the gate will
 be locked and you can't get in yet. So for now, go to the F.B.I. office.

 Talk to Winslow. Then access your World Map and go to Detective Merylo's

 Ask if Winslow has returned the evidence. You can now look at item # 19.
 But, go back and look at item # 1; page through it, and on the last
 page, click on the upper right hand corner, and Jim will say, "Hmm, I
 wonder...." Then, access your World Map and go to Santini's home.

 Talk to Mrs. Santini. Then, notice that with the window shades that you
 can pull them down, but they go right back up. So go back to the
 doorway, and click off the light switch there. Then go to the shade that
 is on the right hand side of the bed. Pull it down and Jim will get a
 photograph. Then turn the light back on. Then click foward to the far
 right corner of the room. Look down and click on the base board in the
 right corner; retrieve the items inside, including the letter on top,
 and the envelope beneath with the rune symbols on it. Next, access your
 World Map and go to Kingsbury Run Sewers, and CD change to # 5.

 At the entrance to the tunnel, take this path: North 1 click, then East
 4 clicks, then North 5 clicks, then turn right and face the guage
 puzzle. Click on it to get a close-up. Notice the guage on the bottom is
 set to 30; adjust the rest of the valves so that all of the guages read
 30. When completed, a passageway opens; enter. Inside, click on and take
 notice of the symbols on the door; also click on and take notice of the
 cross-shaped hole in the middle of the door.

 [ Want to see something humorous? At any point in the game - except for
 movie sequences - click and hold your left mouse button and move it to
 either the far left side or far right side of the screen; let the image
 spin. Next you'll see a funny video sequence ]

 Now access your World Map and go to the F.B.I. Ask Winslow for the cross
 (Actually Hess's medallion). When you get back to the sewer door, just
 click on the center where the cross-shaped hole is; Winslow will give
 you the medallion. After Dick leaves, click on the door in front of you;
 this will be the sewers bars puzzle. What needs to happen is all the
 bars need to come down at the same time. Look at this configuration :

                                   1 2
                                   8 3
                                   7 4
                                   6 5

 Then move those toggle switches in the following order : 5, 4, 2, 3, 7,
 5, 2; the door will open. Now if you click on the door in front of you,
 Jim will say something like it's obvious you can't get through that
 door, that there must be some other way to get in. So now, look up and
 to your left, and notice the grate/ grille; click on it; this will
 trigger a video sequence. Afterwards, access your World Map and go to
 the Raven Room.

 When you get to the Raven Room, Jim will break in. Then, go to the back
 door (back room); if you want, in your inventory, you can bring up the
 Invitation and try manipulating it/folding it to get a clue as to how to
 open the back room door. But, you don't have to do this (besides, this
 "oragamie" stuff can be tough !). Instead, click on the back door to get
 a close-up of it, and click the panels in the following order: Bottom
 row center (Red diamond), top row center, bottom row left, top row
 right, top row left, bottom row right, bottom row left, and bottom row
 right; enter. When you're inside, click forward to the wardrobe closet;
 then click on the lock itself for a close-up view of it. Notice there
 are indentations missing for the center piece of the lock, and the two
 that are on the bottom left and right. Click out of this view. Then
 click down to the candlestick holders, and then on the one on the left.
 There are actually five pieces on which you can turn on this
 candlestick; the base does nothing itself. Section 1 will be the top,
 the part where the candle would go. Here is the solution to make the
 pieces pop out of the bottom to fit the indentations in the lock: Turn
 section 4 two times to the right; section 5 two times to the left;
 section 3 two times to the right; the closet opens. Click on the green
 medallion hanging there. This will be the killers talisman. Then access
 your World Map and go to the Psychic, Cassie.

 Ask Cassie to put you in a trance; click forward and go to the pool.
 Tilt your view down and look at the pool; there is now a new stone to be
 put into the water. It is the second one from the left. Watch the next
 video sequence carefully (Hint: the bookcase). When you finally end up
 at the Raven Room, turn to your right and click forward to the bookcase.
 Face the bookcase and click on the middle shelf on the far right; secret
 passage will open behind the wardrobe. Watch the video sequence.

         It is now 1945; Jim Pearson is now a member of the OSS.

 You are in a mineshaft. Look above the door you are facing and notice
 the painting; then click on the door itself to get a close-up. The
 object is to manipulate the planets around the sun so that they are all
 reflecting up to the picture above the door (not towards the sun in the
 center). Then, when all of the planets are reflecting up to the
 painting, then you may click on the sun in the center; the door will
 open. After short video sequence, you will now be faced with three
 archways & three puzzles. Turn to your left and go to the Lever puzzle.
 Use the following moves with the lever: left one move; up one move;
 right one move; down one move; right one move; up one move; left two
 moves; down one move; right two moves; down one move; left one move; up
 one move; down one move; right one move; up one move; left two moves;
 down one move; right one move; up two moves; down one move; door will
 open. Next, turn to your right and go to the Keys puzzle. Number the
 keys across the top - from left to right - one through eight. They wil
 go in the holes like this :

                                  4 8 1
                                  3 6 2
                                   7 5

 Also remember to push each key in. Then make another right and go to the
 Switches puzzle. There are seven switches from left to right. Flip
 switches, 1, 4, 6, & 7; then, keep pushing the red button below (this
 will keep turning the gear below). Then, click on the Black Dahlia.

                              It is now 1946

 You are in a Nazi cellar. Turn around and find the staircase; click
 forward to it. When you get to the door, click on the little black
 square in the center; it is a peephole. Then, turn 180 degrees from
 where you are, and shine the light around till Jim says, "Hmm, what's
 that over there?" Then, as you're making your way over, you will notice
 a well in the ground with a hook hanging high overhead which you can't
 reach. Then turn around and make your way over to the Winch Control
 Lever. Click on it for a close-up. There will be two levers and a crank.
 The left lever is in the UP position, the right lever is in the DOWN.
 Switch the two positions so that the left lever is in the DOWN position,
 and the right lever is in the UP; this automatically lowers the rope.
 Then, after that, make sure BOTH levers are in the DOWN position. Exit
 out of this interface, and make your way back over towards the well.
 Look down and click on the hook (a CD change). { It's a good idea to
 Save Game here, because it will be easy to get lost. The following
 directions may not be the shortest path, but it will get you there; just
 follow it as written }.When you reach the shaftway, click forward once.
 Then, make a right, and keep going right until you reach the alcove;
 make a right into the alcove. You will see some skulls and vases on an
 altar. Turn slightly to the right and click down low; click on the big
 box. Get the artifact inside. You can examine it in inventory to see the
 markings on the back. Exit the alcove. When you exit, you will
 automatically go to the left; but then turn completely around 180
 degrees. Then click forward and keep going right. You will end up at a
 sarcophagus; notice the hasp on the front with its markings. Go to
 inventory and Use artifact you just acquired. When the lid opens, notice
 the Rune symbols reflected in the top of the lid; click on them and Jim
 will make a note of them. Exit this room. Then click forward but keep
 branching to the right. You will end up in the main Pillar Room. In the
 Pillar Room - while facing the altar - turn to your right and go to the
 sixth door opening; enter. Go forward and keep making rights. Then, when
 you come to the open area where there is a bridge and steps, click
 forward twice; an arrow will hit Jim's torch. Then, click on the steps
 in the following order: left step; right step; left step; center step;
 right step; left step; and then right step. At the top, click on the
 sarcophagus; then click on the broken lid. Then click on the rune
 symbols and Jim will make a note of them. Then, inside of the
 sarcophagus, notice the skull is missing. Then click forward to go back
 down the steps. Click on the steps in the following order (it's the
 opposite of when you came up): left step; right step; left step; center
 step; right step; left step; and right step. Then go back down the
 passageway, and keep going to the right. You'll end up at another
 sarcophagus. Click on the sarcophagus once to bring it in close-up, and
 then click on the lid to bring up the puzzle interface. The object of
 this puzzle is to manipulate the blocks so that the four corner stones
 are freed up ( This one can be rather tedious and time consuming, so,
 type in the cheat-code : Blockhead ). When the sarcophagus opens up and
 you get a view of the skeleton inside and the sword on his chest, click
 on the symbols on the sword, and Jim will make a note of them. Exit this
 chamber. Click forward, and keep branching to your right. When you enter
 this chamber, turn to your left and click on this sarcophagus to get a
 close-up; click on the opening to get a view inside. The click on the
 little square stone pieces you see scattered in front of the skeleton.
 Then, turn to your right until you see the basin of water beneath the
 figure on the wall; click on it to get a close-up. In inventory, Use
 stone pieces on basin. Then, arrange the stone pieces inside of the
 water to form the rune symbols that look like : A straight vertical
 line; A slanted letter "X"; What looks like the letter "N"; The letter
 "F" slanting downwards (Note: each letter/symbol is three blocks high;
 you arrange them by clicking and dragging on them). When completed, Jim
 will automatically make a note of them. Exit this room, and make your
 way back to the main altar room with the four Pillars; do this by going
 forward, then two lefts, and one right.

 Go forward to the main altar area where the four Pillars are; then click
 on the Pillars one at a time and enter in the correct "combination" by
 using the rune symbols that Jim copied down in the notebook at each of
 the sarcophaguses. Remember, one of the sarcophaguses that you saw -
 where you saw the symbols - was actually reflected in a mirror; remember
 to do these backwards. When all four combinations are put in correctly,
 a door will open in the back of the room revealing another secret
 passageway, and CD change to # 7.

 When you enter this new room, click forward once, and then click on the
 figure lying atop the sarcophagus; notice that it's hands are cupped.
 Now here's where you finally get to use that bag of runes you've been
 carrying around with you for the entire game so far. In inventory, click
 on the bag of runes to open it. Assemble the runes pieces onto the
 figure in the center in the following order:

 TOP ROW: What looks like the letter "N"; a slanted "Z"; an "F" pointing
 upwards; a vertical line; what looks like a bowtie; what looks like this
 {; the letter "R"; the letter "M".

 MIDDLE ROW: A backwards 7; a left & right arrowhead; an actual letter
 "N"; a slanted letter "X"; then what looks like the letter "N"; an
 angled letter "S"; a diamond shape that is crossed at the bottom; an
 arrowhead pointing upwards.

 BOTTOM ROW: What looks like the letter "C"; a backwards 7; an angled
 letter "S"; an "X"; an "F"; a diamond shape crossed at the bottom; a
 vertical line with an arrowhead in the middle of it; a "T" or line with
 arrowhead at top.

 Then, use the assembled rune in the figures cupped hands. Watch the
 video sequence.

 Afterwards, click on the figure atop the sarcophagus and notice it's
 eyes are glowing red; back out of this view. Then tilt your view down
 and to the left, and notice now you can go down into a trench that is
 around the sarcophagus. Go down inside towards the head of the
 sarcophagus and notice a pair of binoculars; look into them. All you
 will see will be a fiery red fog. Notice the panel to the left of the
 binoculars; click on it till you get to the gray stone face, and then
 click once past that. Then go around to the foot of the sarcophagus and
 you will see two more panels. Do the same as you did to the other panel
 to each of these two panels; click to the gray panel and then once past
 that. Then, go back to around to the head and look in the binoculars
 now; notice the red "dot" in the middle. Back out of this view, turn
 towards your left, and move your cursor along that inner wall of the
 trench until it turns into the pointing arrow; click on this. Jim will
 remove a dagger from the wall and another secret passage opens.

 Talk to Von Hess. Then watch video sequence.

                              It is now 1946

 Talk to the pilot. Then turn to your left and open Captain Collin's
 trunk at the foot of the bed. You cab, if you want, examine the items on
 the right - but - slide the tray that's on the top left over to the
 right. Then, click on the letters.

                              It is now 1947

 On the train, on the table in front of you, examine the ashtray with the
 black cigarettes in it. After the porter leaves, click forward to the
 end of the car. Then turn to your right and click on the seating chart
 on the podium; click on it to get a close-up view. Notice on Shift 2, in
 the fourth table, the name Matt Collins (this is the name of the dead
 pilot; evidentially, Dick Winslow is impersonating him). Then, turn back
 to your left, and go through the door. Then, just keep clicking forward
 until you get all the way to the back of the train (Do Not try to open
 any of the passenger doors along the way; this will get you thrown off
 the train). Along the way, you will enter the baggage car. As soon as
 you enter this car, turn around and click on the door; in the close-up,
 get the blueprint out of the metal pocket on the door. Take this into
 your inventory. This will come in handy later; you can use it by
 clicking on a certain car to jump from car to car. Turn around and keep
 proceeding to the back of the train to get to the conductors office.
 Enter the office.

 Talk to the conductor. When he asks you the name, type in: Matt Collins.
 He won't give you the number of Collins/Winslows compartment. Exit and
 go back to the baggage car.

 When in the baggage car, click forward once, turn 180 degrees, and click
 on the suitcase on your right. Jim will pick it up and put it on top of
 a crate; after that, just wait. You will notice that it will vibrate off
 of the crate by itself. You may have noticed above this suitcase when it
 was on the crate the Emergency Stop Pull Cord. Then go back towards the
 door where you got the blueprints from and look on the shelf and get the
 string on a spool. Then click that suitcase back on the crate again but
 then right away Use the string on it to tie it to the Emergency Stop
 Pull Cord. Then quickly return to the conductors car. When he leaves,
 open the left hand drawer of his desk and get out the listings; notice
 the name Matt Collins; this is Winslow. He is in car # 283. If you want,
 notice on the clipboard on the desk that car # 283 has repairs listed
 for the broken number plate. Now exit here and, using the blueprints, go
 to the fourth car from the front. Enter room # 7.

 Turn to the bureau and click on the top drawer; open it . There is a
 piece of paper with a single rune symbol on it; click on it. As you do,
 Jim will get dizzy and fall unconcious. You wake up to a blonde haired
 woman. Afterwards, go back to the conductors office (use blueprint).
 Talk to conductor and ask about Collins; you find out Collins/Winslow
 left in Chicago and switched to the express train, but his luggage is
 still there. Return to the baggage car.

 Go to the end where you had found the blueprints, but then turn to your
 right and click on the clipboard; in close-up, notice that Matt Collins'
 tag number is 0100AA. Turn around and head to the opposite end going all
 the way to the door ( Special Note: It might be a good idea to Save Game
 here. It's been noted among many players of this game that there is a
 "bug" here and the game might crash at this point, so you wouldn't want
 to lose all of your progress up to this point ). Then turn back around
 180 degrees, and click on that crate on your right; this will be
 Collins/Winslows crate. First, remove the small pin from the top, and
 put it in the small hole in the front. Then remove the large pin from
 the top and put it in the second hole in the front. Then, flip the top
 hasp down, and open the lid; you'll notice it has champagne. Close this
 back up, and flip the hasp back in place. Then flip the bottom part of
 the hasp all the way up. Then, remove the large pin that you put in the
 hole from the front and stick it in that center hole. Then push the hoop
 up to the top. Then, remove the small pin and put it in the front center
 hole where the hoop was. Then, on the left hand side of the trunk,
 remove the handle; put it in the top holes over top of the hasp. Then,
 just where you got that handle, remove the handle holder from the left,
 and put it over the hoop in the front. Then get the handle that is over
 top of the hasp, and put it into the holder in the front. Presto, it
 opens. Jim will automatically switch the stamps on the crates. Now, make
 your way to the dining car (use the blueprint).

 Talk to the blonde haired woman to apologize. Keep talking to her and
 ask about Winslow and where she is going; then CD change to # 6.

                           You are now in L.A.

 In your room, click on the telephone. Call everyone possible starting
 with the police ( To see a little humorous video sequence, after you
 have called everyone and the only choice you have left is "Hang Up",
 instead, click the cursor on Jim himself; watch ). Then, access your
 World Map and go to Gabe's Diner.

 Talk to the detective. After bumping into Alice, you end up at your
 hotel room. Then, access your World Map and go to the Train Station
 Shipping Office.

 First, talk to the incoming clerk. Then, talk to the outgoing clerk.
 Then, look to the left of the outgoing parcels, and notice the trashcan;
 click on it and then click on the box inside. Ship the box to the
 outgoing clerk. Use box from inventory. Then, choose, Express delivery.
 Then - just to check - talk to the incoming clerk. Then, access your
 World Map and go to the Boarding Home.

 Talk to the landlady. Then, turn to your right, and check the drawers of
 the bureau; nothing to take there though. Then, open the closet door and
 check the pocket of the jacket. Then click on the matress of the bed and
 Jim will notice a shoe underneath. Then, click on the bedside table,
 open the top drawer, and read the note. There's nothing in the second
 drawer. In the third drawer, notice the romance book, but, click on the
 napkin underneath, and notice the Biltmore Hotel Bar. Then, access your
 World Map and go to the Biltmore Hotel.

 Talk to the bartender. Then, Use Lizzie's photo on him. Then access your
 World Map for a brief stop back at your hotel room. But then access your
 World Map right away again, and go to the Shipping Office. Talk to the
 incoming clerk; when you see the shipping manifest, notice that Matt
 Collins is using the ABC Moving Company (you will now also have gotten
 your package!) . Then access your World Map and go back to your hotel

 Click on the telephone; choose the ABC Moving Company. Then, access your
 World Map and go to the ABC Moving Company.

 Shine the flashlight around, and find the memo on the wall next to the
 calendar; read it. Then turn to your left and click on the desk; then
 click on the left middle drawer and read what's inside. Now, from the
 memo you read next to the calendar, and using that formula, here is the
 file that you are looking for: SO1AKP52. Turn to your right, look down,
 and find the file cabinet ( To see a humorous video sequence here, try
 opening the top cabinet drawer, check through about ten files or so,
 then watch ). Click on the bottom drawer to open it; scan along there
 until you find that file, and click on it. Now, if you want, you can
 access your World Map and go to the Movie Studio, but the guard won't
 let you in. Now access your World Map and go to the Biltmore.

 Lizzie will now be there. Talk to Lizzie and ask about the Black Dahlia.
 After the video sequence, access your World Map and return to the

 Talk to the barman. First, play along; then insult the bartender and
 you'll find out Lizzie's room number. Then turn to your left, and click
 forward once towards the door. Then turn to your right and click up to
 the stairs. Then go to the end of the hallway where the window is; turn
 to your right and you'll see room 201. You can try knocking but there'll
 be no answer. Turn to face the window again and click on the bottom of
 it; this will open it and then exit out through it. Click on Lizzie's
 window, and Jim will try to open it, but it won't budge. You will now
 have a close-up of the window. Then tilt your view so you're looking all
 the way up and click on the top of window; this will bump the window
 down a little bit. Then, click on that stick you see to the far right
 sticking up (this was the stick that prevented the window from opening).
 Now open the window from the bottom and go in. Inside Lizzie's room,
 looking inside the chest of drawers yields nothing, nor does looking on
 the vanity table. But, to the right of the bureau drawers, tilt your
 view to look above the door; then click up top of the ledge of that
 door. In the close-up, click on the key you see on the ledge. Then,
 access your World Map and go back to the Sunset Arms Hotel.

 The detective is waiting for you. Talk to him; finally Alice steps in to
 save you. Talk to Alice. When done talking with Alice, access your World
 Map and go to the Train Satation Lockers.

 Now remember that Lizzie removed the number from the key that you have,
 but wrote in her letter that she had a full proof combination to
 remember the number. Her initials were E.S.; E.S. is 3 & 7 on the
 telephone dial, so try locker # 37. When you find the locker, you can
 read Matt's letter if you want to, but in the jewelry box, get the
 receipt from the antique shop. Then accesss your World Map and go to the
 Antique Shop.

 Talk to the proprieter; Jim will buy the cane. Examine the cane in
 inventory; notice the rune symbols. Also notice, around near the head of
 the cane, are four vertical lines. Along these lines, match up the four
 sets of rune symbols you found back in the monastery caves. When the
 cane opens, you will get a treasure map. Then access your World Map and
 go to the Sunset Arms Hotel.

 Look at your bed, and on top of the pillow, you will now have a Studio
 Pass/VIP Access. Then access your World Map and go to the Movie Studio.

 After video sequence, go over and talk briefly with Alice. Then, turn
 180 degrees around, and go over a look at the open crate; inside the
 crate, click on the delivery requisition. Then go back over and talk to
 Alice. Then, access your World Map and go to Al King's house.

 Talk to Alice again. After speaking with Alice, turn around 180 degrees
 and go back towards the desk. Then turn to your left and click on the
 telescope. To the left of the telescope is the scope's inclination and
 declination chart. Then,back out of this view and click on the desk;
 then click on the little notebook. Make a note of the coordinates that
 you see here: these will be useful for "practicing" with the telescope
 to get the hang of it. Make particular note if it has a "negative" ( - )
 sign in front of the number and of decimal ( . ) points. Then, turn back
 to your left, and click on the metal box that is just beneath the
 telescope. Try entering the coordinates: -.8, - 45. Exit out of this
 interface and click on the telescope itself again. Then, using the click
 and drag method, make the Triangles you see inside the telescope view
 meet horizontally and vertically; see what you see. Then, click on the
 settings box once more each for these coordinates: -1.0, -25; .2, 5.
 Remember to click and drag to make the Triangles meet. Then, turn to
 your right a little, and click on the trash can next to the desk. Click
 on the torn up pieces of paper inside; also click on the newspaper
 article, chisle, and pair of gloves. In inventory, examine the torn up
 telegram and assemble it. Only one of them is important: Winslow's; it
 was sent from Zurich, he'll arrive in January, and wants crate delivered
 to abandoned shooting lodge. After reading that newspaper article you
 found in trash, access your World Map and go to the Cemetary.

 At cemetary, make your way around the sarcophagus and click on the gold
 urn; get the piece of paper. The page number - 165 - is circled with the
 Saturnus logo, and Winslow also wrote, "Look at it a hundred times".
 Access your World Map and go back to Big Al's house.

 Turn around and go over to the desk; click on the map on the wall above
 the desk. In inventory, Use the treasure map on the map and superimpose
 it so that the "crosshairs" will match. As can be seen, Al's house
 height is 100 and the marked position is at 250. Now go look at the
 chart for the telescope. For the range of 16,500 and a height difference
 of 150, there is an angle of 0.5. ( Also, from the graffiti at the
 cemetary, by studying the one puzzle on the wall - the Saturnus one -
 the correct amswer is 27 ). Use the location device on the telescope and
 set it for: 0.5, 27. Then look through telescope and line up the
 Triangles again; you'll see Dick Winslow.

 In the abandoned loft, turn around and click on the picture on the
 ladder; then click on picture in close-up. After the ladder breaks, and
 the fire starts, turn towards the lockers. Open them from left to right
 one at a time; by the third one, Jim will have a rune mark burned into
 his hand. Then inside of that locker, click on the key and Jim will get
 out. You'll automatically return to your hotel and read a letter from
 Alice; then you'll end up back at Big Al's.

 The place is a shambles, it's wrecked. Click forward once, turn right,
 and click down into the main area. Turn to your left and click on the
 projector; click on note on projector. Then click the ON switch down the
 bottom. After watching film, turn around and go back up landing to the
 bar, and turn to your left and click forward. Turn to your left and
 click on the cuckoo clock; in close-up, click on the note. Back out of
 this close-up, and set the hands of the clock by doing this: move the
 little hand (hour) to the 5; then move the big hand (minute) to the
 twelve: 5:00. As soon as the hula dancer comes out, turn the big hand
 (minute) back five minutes; the secret passage will open.

 As soon as you enter the underground passage, turn to your right, lower
 your view, and click down: see severed head. Then turn back to your
 left, and see Alice hanging in the background; click towards her. Click
 on Alice to free her (or on the knife on the ground to her right). Uh
 oh... After the long video sequence, there are three possible choices
 you can make that lead to two different endings.

 The best ending is to shoot the Black Dahlia in Winslow's hand.

 The other ending, you can either choose to shoot Winslow, or, do nothing
 at all; both lead to the same ending.

 Cheat Codes:

 Stained Glass Puzzle: Leadhead
 Lockbox Puzzle: Loghouse
 Winslow's Safe: Masterlock
 Sealstamp Puzzle: Ringding
 Pressure Gauge Puzzle: Pressure
 Door w/ Revolving Planets Puzzle: Sunspot
 Sarcophagus w/ Sliding Blocks Puzzle: Blockhead
 Bag of Runes: Gemstone
 Crate on Train Puzzle: Boxtop
 Cane Puzzle: Candycane


GameBoomers Walkthroughs and Solutions