The Walkman and the Computer

Assuming you are playing as Victoria, switch to Darrel. Go into the castle, take the Service Lift to the First Floor, and go into the Sauna. Find the Bag sitting on the bench, and take it. Take the Service Lift again, to the Second Floor. Turn left, and enter the Gym. Find the Bicycle Machine and take the Batteries out of it. It helps to use the close-up view here. Did you already explore the Multinational's Conference Room? If not, go there now. It's a bit of a trek. The most efficient way to get there is to take the Service Lift to the Ground Floor, go through the bathrooms to the dining room area, into the kitchen, and up the stairs. The cook might be back on duty, scrubbing the sink with his handy Chore-Girl. Or he might be still in his room napping, depending on how independent you are.

In the conference room, examine the shelves. Inside the Door, third section from the left, find the Walkman. No tape and no batteries you say? Open your inventory and combine the tape with the walkman, and combine the batteries too. Now you can right-click and hear Tony rambling on. Did you hear him dialing the phone at the end? Do this: Open inventory, and right-click on the 'Telephone' and use it on the Walkman. It records the phone number of the CIA. How handy. Don't forget to Process the number after acquiring it. Go upstairs and you should find Anderson dissolving his troubles at the bar. Don't forget to always talk to everybody about everything. Do this: (if you do not have the photographic plates in Darrel's inventory) - Open inventory, select any item, click on Victoria's name, left-click on the 'Plates' transferring them to Darrel. Also transfer the syringe containing Nitric Acid to Darrel; click on Darrel's name, and Close the inventory.

Re-open the inventory, and give the Plates to Anderson. He retreats to the darkroom. Go down two flights of stairs, and into the Pool Room. Look at Jude's chair, and she has left a book behind. Check out the book and the bookmark, depicting a bleeding rose.

Go into the Guest bathroom, and in the Towel Cupboard, open the door at the bottom, find the bottle of Sulfuric Acid and use the Nitric Acid on the Acid, creating a highly corrosive substance. Let's hope it doesn't drip in your pocket. Go out the front door, down the ramp and into the Garage. Find the Van belonging to the Multinational. Use the Acid on the Lock. Move the Sack of earth to find the Computer. Use the close-up view to see the modem lead. Use the telephone on the Lead. Enter the code number (231074) either with your own keyboard, or the keypad displayed on the screen. Read your e-mail. There is much stuff to read. The Mercury files describe the possible hoax depicting landing on the Moon; and the Confidence files describe the use of Sodium Fluoride to brainwash people. Essential: use the Search function to open the ARL 1998 file. It describes exactly how to use the red and blue liquids to produce a new material.

The Medallions

Go to the Kitchen. For fun, you can walk outside around to the rear of the castle and use the Cook's entrance to the kitchen, or just go through the foyer and dining room. Open the Microwave Oven and place the Blue Phial in it. Switch on the power to the Oven, and raise the temperature to 70° according to the instructions you found in the computer. Take it back. Go into the Fridge room, place the Red Phial in the Freezer and set the temp to -25°. Retrieve the Phial. Open your inventory and use the Phials with the Mold, creating the Medallions of synthetic metal.

Go to your room. That is, take the lift to the Fourth floor, and into your bedroom. Exit the other end of the room onto the Terrace. Walk straight ahead, and discover the Clock Tower. (You are able to look up and see the clock.) There is a slight crack in the wall surrounding the tower. Right click to climb. Oooh. Hope you're not afraid of heights. Look at the Bas-Relief. There is a speck on the next section of the wall to the right of the Bas-Relief. It's a weakness in the Plaster. Looks like you need some sort of tool to chip away at the plaster. If you did not visit the Caretaker before, you need to do that now. To save some hiking time, assuming you are on the tower as Darrel, switch to Victoria. She's probably still in the Old Wing, and a lot closer to the Caretaker's house than you are. She can get the chisel for you, and switch it to your inventory. By the way, you can't switch characters (F8) from the tower or the terrace. You will have to go back inside. 

Just a reminder - when you are trying to exchange objects, if you are Darrel, you can only receive things from Victoria, you can't give things to her; and if you are playing as Victoria, you can only receive things from him, not give them. So for Darrel to get the chisel from Vicky, switch to him first. Then go to inventory, left click on anything, click on the name-tag, left click on the chisel, click on the name-tag again, and Close. Simple, right? It's a puzzle in itself!

Use the chisel on the Plaster. You reveal a clock-face. You still have that clock-key don't you? Use it, and open the way to the tower. Looking around inside, you find a Machine. Opening it, there is a Ring and a Pile of Sawdust. Apparently, the woodworms have eaten the cog that makes the clockwork function. Woodworms huh! Where's Simon when you really need him! Take the Ring. On the floor, the other side of the opening is a Trap Door. You can open it, and remove the broken parts. Further around the tower is a Chest. It seems to be blocked. Go back to where the machine is, and keep going right a little. Hard to see, but you are standing at the head of a stairway. Climb down the steps. You are in the Catacombs. Find the Stone Slab. It's the only non-carved wall. Try pushing it. You are not strong enough; you need help. The lever moves the slab, but it won't stay open. Open your inventory (Tab) and click on Victoria's icon. She joins you. Using Victoria to pull the lever and Darrel to push on the wall, the entrance to the underground of the Chapel is opened. Examine the Altar and the two small Statues, one with a bracelet and one without. Do they remind you of something? A picture you have seen perhaps?

The Sand-Trap

Go up the spiral stairs. You emerge through an opening in the back of the Altar. Go to the main entrance to the Chapel, find the Lock, and raise it, making the door accessible. Exit the Chapel, go into the greenhouse, and straight through to the courtyard on the other side. Around the fountain, find the Statue depicting an Angel and a Lion. 

This would be a dandy time to save your game.

Use a Medallion on the Lion's Mouth. As you do, Victoria will appear, and an automatic cutscene unfolds, where you give her the medallions, enter the Chamber, only to find Raul's body and a Silver Object. Darrel doesn't seem to want to go back up the stairs just yet. Let's go have a look at the door on the other end of the room. Examine the symbol in the center of the door. It resembles that silver object, with its six buttons top and bottom, and two stylized faces, one dark and one light. Right-click to try the puzzle. Oops - the Sand Trap is activated. Good thing Vicky's on the job. Have her use a medallion on the Lion's mouth to free Darrel.

Next

Back to Index