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Читы для Black Dahlia

Чит-файл для Black Dahlia

Black Dahlia

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Take-Two Interactive
Издатель:Take-Two Interactive
Модель распространения:розничная продажа
Жанры:Adventure / Logic (Puzzle) / Int.Movie
Похожие игры:Phantasmagoria: A Puzzle of Flesh, Ripper
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1998 г.

Solution [ENG]

Информация актуальна для
 TIP: if you don't have a high end system and have less than an ideal
setup; Save often before and during CD7, once you are on the train!  To
avoid a complete crash, point the arrow as the walking option appears,
click ONCE and wait.  Sometimes there will be no animation, and you jump
to the next screen.  If it takes longer than normal, click no more than
twice, it will cause your computer to crash!

CHAPTER ONE.
 After your briefing by Sullivan, you go to your office.  Turn right and
flip on the light switch.  Examine books and objects on the shelves.
Next, right-click to bring up the supplemental list, then left-click
Inventory.  Choose Badge from the list, then click on the badge.
Left-click on the silver disk behind the ID card to examine your St.
Christopher's medal.

 Left-click to go behind the desk in your office.  Check out the middle
drawer and everything in it.  Click down arrow twice to back away.
Then, drag the cursor down, and left-click on the right drawer.
Left-click on the To Do List.  Left-click on it again to put it back.
Left-click and hold the list again, and drag it to reveal the revolver.
Take the revolver and left-click the down arrow to close the drawer.
Left-click to go around in front of the desk, then turn right to face
the filing cabinet.

 Check out the filing cabinet and everything on and in it.  Click down
arrow to back away.  Now, turn towards the small locked cabinet on the
book shelf.  Left-click forward once, turn right and click the small
cabinet.  Right-click to bring up the supplemental list.  Left-click
inventory.  Left-click revolver in the list.  Hold left-click on the
revolver's butt and drag it to the right.  Left-click on the revealed
key.  Left-click again to get the key.  Left-click the key to look at
it.  Left-click on Use to open the cabinet.

 Left-click the message in the upper-left area.  Left-click the down
arrow to put it back.  Left- click on the letter from Sullivan and read
through it also.  In inventory, choose Case File and left-click again to
open it.  Left-click the pages to turn them.  While in inventory, to
scroll it, hold the left mouse button and slide it up or down.

 Right-click to bring up the supplemental list.  Left-click on the world
map.  Left-click on Sullivan's office.  Left-click on Sullivan, to start
a conversation.  Left-click on "Ask about Your Predecessor."  Then, "Ask
about The Case File", "Initial Crime Report", "Ask about Finster (under
Victim.)  After reading the invitation, select "Tell Him It Looks Like
Fascist Propaganda", "Ask about Detective."  Right-click to bring up the
supplemental list, and left- click on the World Map.  Left-click on
Detective Merylo's office.

CHAPTER TWO.
 Click on Merylo and choose Ask about the Torso Murders, Ask if the FBI
is helping with the case, ask about Finster's complaint.  Hold left
mouse button and drag the cursor to the closed black mug book at the
bottom left of the screen.  Left-click the Finster Stationery to get it,
when Merylo is not looking.  Look at it in inventory.  Left click the
other pages to turn them.  Right click then choose the world map.
Choose Finster's office, then click on Finster.

NOTE: at a puzzle during the game, press F2 and type the cheat code to
bypass the puzzle.
 Ask about the man that gave the invitation, the messenger's
description, where he can be found, and the Brotherhood of Thule.
Finally, you ask about the symbols and signs.  In the supplemental list,
click the map, and choose McGinty's Bar to go there.

 Walk toward the bartender, turn right and click on the bartender.  Ask
about the Foreman.  Turn right and go toward the FBI agent.  Turn left
and go toward him again.  Ask about the Foreman, and Who He Is.  You
chat with Winslow for awhile.  At the World Map, choose Sullivan's
office.

 Ask Sullivan about the Blacklist, then take it.  At the World Map,
choose My Office.  BLACKLIST PUZZLE: If you look at the notes that
Pensky wrote on the paper in the locked cabinet, you'd see; 0+1-1.
You'll also notice that in all pairs of numbers on the black list, the
second number is smaller than the first number.  0+1-1 relates to the 3
letters of the phone number.  In Strauss' case, it could be CLV: C=2,
L=5, V=8.

 Following the pattern 0+1-1, do nothing to the first number, add one to
the second number, and subtract one from the third number.  You end up
with 267.  Since the second number of each pair in the black list is
smaller, it makes sense to subtract the second from the first.  Strauss
is 51-22-40.  You end up with 404.  Therefore, dial 267 404 (you can use
the keyboard numbers.)

 Go behind the desk and click on the phone.  Dial the number and leave a
message.  In the supplemental list, click the world map and choose
Detective Merylo's office.  Ask him about Special Agent Winslow.  At the
world map, choose My Office.  Left click the down arrow on the message.
Change to DISC 2.

CHAPTER THREE.
 Talk to Helen Strauss and ask about Her Father, Professor Strauss.  Ask
about Her Field of Expertise.  At the world map, choose My Office.  Turn
right and click the light switch, if the lights are off.  Hold down the
left mouse button and drag the cursor to the ceiling Light Fixture, and
click the fixture.  In inventory, examine the rune pieces and papers
inside the velvet bag.  At the World Map, choose McGinty's Bar.

 Click forward past the bartender.  Go forward again and turn left.
Click the bald man, and click him again.  Ask about the Foreman.  Turn
right and click the phone twice for a closeup, drag the cursor up to see
the name and number, Lou Fielding, CMR-259 at the upper right.  Scroll
down and click to dial 267-259.  Type in Louie and press Enter.  On the
world map, choose Merylo's Office.  Look through the mug book again.  On
page five, there's a man named Louis Fischer.

 From the map, go back to McGinty's Bar.  Call 267-259 again and type
Louis Fischer.  STILL NO!  In the bar, talk to Hansen again.  On the
map, go to My Office, and look through everything you have in
inventory.  Return to McGinty's Bar and talk to Hansen again.

 On the World Map, choose the Museum of Natural History.  Right click to
bring up supplemental list, choose inventory, choose Case File, click on
Use.  Click right side of pages to turn them.  Some names are stricken
from the records.  Click down arrow to back away from the book.  After
talking, go back in inventory again, click on Finster Stationery, and
click on Use.  Click down arrow to back away from book.  Ask Helen about
the knights' crests.

 Back in inventory again, click the bag of runes and click Use.  Ask
Helen Strauss about the Stained Glass Window.  Scroll and examine all
the notes and photos on the map above the table.  Left click on the
window.  STAINED GLASS WINDOW PUZZLE: Four officers' positions are
represented by four of the crests.  Left click to manipulate a piece.
Left click and hold a piece to move it tightly against another.  (Cheat
code: leadhead)

 Click down arrow on solved puzzle.  Click the light above and to the
left of the work table to turn it on.  Notice the four names that show
up.  Click the List of Names to back away.  On the world map, choose
McGinty's Bar.  Walk forward twice, past the bartender, and turn right.
Dial 267-259 and type in LOUIE FISCHTERWALD and press Enter.  On the
map, choose the Raven Room.

CHAPTER FOUR.
 Turn right and click on the intercom twice.  You say that you're
looking for Fischterwald.  Choose, Tell Him Finster Sent You.  Back away
from the door.  Go to the table with the leather- bound book.  Turn the
page to look at the names.  Look at the floor, under the table, and
click the card by the table leg.  Get the card and examine it in
inventory.  Turn the card over and read the backside (this is
important.)  On the map, choose St. Bartholomew's Mission.

 Click on Ernie the Deskman.  Ask about Louie, How he knows Louie, What
he does, Has the Mission Been Busy.  On the map, choose the Museum of
Natural History.

 Talk to Helen Strauss.  Ask if She's figured out the Rune Pieces.  When
she gives you the coded sheets, examine Helen's notes in inventory.  On
the map, choose the Raven Room.  Talk to Louie, Confront Louie about the
Invitation.  On the map, choose St. Bartholomew's Mission.  Talk to
Ernie, Trick Ernie into Leaving (tell him you're there to pick up a
package.)  Left-click and drag the cursor under the desk.  Click to look
under the desk.  Click on the Black Suitcase.

ERNIE'S SUITCASE PUZZLE.  Drag all the papers and magazines from left to
the extreme right side.  Stack everything neatly back on the extreme
left side.  Click the picture to take it, click again to put it in
inventory.  Click down arrow to back away.  On the map, choose Merylo's
Office.  Talk to him and, Show Him Ernie's Photo.  On the map, choose
the Raven Room.  SAVE GAME!

 In inventory, choose Ernie's Photo, then click Use to use it on Louie.
You go to an abandoned factory.  Turn right and click to go forward.
Click on the bottle to throw it (or click and shoot the steam pipes near
gunman's hiding place, if you take the left fork.)  Click to shoot the
Gunman.  You cautiously approach and kick the gun away, then search the
body.

 You find a matchbook.  Examine it.  A boy approaches and gives you a
box.  You give him a nickel.  Open the box.  Change to DISC 3.

CHAPTER FIVE.
 Click on Detective Merylo.  Ask about the Warehouse Gunman, Tell Him
What You Know.  After Merylo leaves, click on the newspaper, click on
Rest of Torso Victim's Remains Found.  Click down arrow to back away
from newspaper.  Click on I Survived the Torso Killer.  Back away from
the newspaper.  On the map, choose Sullivan's Office.  Talk to him.
Choose Update Your Boss on Your Case.  Ask about Mr. Pensky.  In
inventory, choose Matchbook, then left- click the right pointing arrow
on matchbook to turn it over for a phone number.

 Left-click front of matchbook to open it and get the name Muhlhaven.
Click exit.  On the map, choose Hotel Cleveland.  Talk to the Hotel
Clerk.  Ask if Muhlhaven is in, Ask More about Muhlhaven, Ask for
Muhlhaven's Room Number.  Choose, Threaten Him or Bribe Him; either one
gets same result.  Turn right and click phone on wall.  Click it again.
Dial 425-637 (on your matchbook.)  Go back and again ask the clerk if
Muhlhaven is in.

  Use the phone again, dial 425-637 and tell the clerk to get a paper to
Muhlhaven's room NOW!  You follow the bellboy.  Turn right and click the
Maid's Cart, click it again, click on the butter knife.  Click the down
arrow to back away.  Left-click and drag cursor up to Transom above the
door.  Click on Transom.  Turn right and click on the bed.  Turn right
and click the nightstand on the right of the bed.  Click the vase on the
nightstand, click the key in the vase, click down arrow to add key to
inventory.

 Reach for the invitation in the vase, and hear keys in the door lock.
You quickly hide behind drapes near the balcony.  After everyone leaves,
click the Armoire against the wall.  Click the handles.  Click down
arrow twice to back away.  Turn left and click the bed.  Click twice on
the vase.  Click twice on the photo in the vase.  In inventory, click
the photo from 23G.  Click to turn it over and read message.  Click
exit, and click down arrow to step away from photo.  On the map, choose
Louie's Loft.

 Go forward into the loft, turn right and click the stove.  Click the
small broom, beside the stove, and clear away pile of ashes.  You get
out your notebook and copy those runes.  Helen had said you have to know
what order the runes go in.  The first three you fit together from the
flyer that Louie past around at Finster's.  These should fit together in
the same pattern.  In inventory, select the bag of runes and left-click
them to put them together.  Refer to your Notebook.

 Connect the middle rune to the last rune in the sequence.  The third
rune is already on the puzzle frame.  The middle rune goes directly
beneath it; the one on the left goes to the left of it.  Click down
arrow to back away.  Turn right and click the squeaky floor in the
walkway straight from the door; this is the only interactive section on
the floor.  Click twice on the Lockbox hidden beneath the flooring.  You
recover the hiding place.

LOCKBOX PUZZLE.  Examine the box in inventory and manipulate the parts
in the following order:

1. To the left of the large window, turn (click and drag) the lamp
clockwise.  2. Push small window (on left side) in.  3. Drag chimney
down.  4. Slide panel (below small window) up.  5. Turn mill wheel back
away from you.  This causes the panel below and to the left of the small
window to sink forward into the side of the house.  6. Slide the panel,
below and to the right of the small window, as far as it will go to the
left.  7. Slide the panel that had been directly below the small window
back down to its starting position.

 8. Pull the chimney back up.  9.  Turn the wheel toward you.  10. Turn
the lamp, to the left of the large window, counterclockwise till it
stands straight up.  11. Slide the long panel below the large window to
the left.  12. Pivot the door to the right of the large window all the
way open.  13. Slide the open door to the left as far as it will go.
14. Slide small square panel, below the large window, up.  (Cheat code:
loghouse)

 Take the key and signet ring out of the lockbox.  In inventory, examine
them.  Cover the hiding place and click down arrow to back away.  On the
map, choose Sullivan's Office.  Talk to Sullivan and, Ask about Joseph
Muhlhaven, Ask about Blackmailer, Ask about Photo, Ask about Pensky's
Last Case.  On the map, choose Flanagan's.  On the map, choose FBI
Office.  Talk to Winslow and, Ask about the Warehouse Gunman, Ask about
Joseph Muhlhaven, Ask about the Blackmailer, Ask about Pensky's Files.
On the map, choose Hotel Cleveland.

 Turn left and click the Armoire, click the Armoire Handle, in inventory
click the Signet Ring, then click Use.  Just as you're about to open the
armoire, you have just enough time to hide behind the drapes.  After
watching for awhile, you move from hiding to confront a nightmare.

CHAPTER SIX.
 Once you open the armoire, carefully examine the inside.  Read the
letter, under the money clip and letters, then put it back.  Click the
invitation four times (folded black papers under the ties.)  Be sure you
keep the invitation.  After you've thoroughly checked the armoire, from
the map, choose FBI office.  Around the room are signed pictures from
famous people.  What about the picture by the globe?  The final score
between Harvard and Yale, is wrong: Harvard 19, Yale 6 in 1933.

  Notice the picture of fruit and pitcher by the door.  Click twice on
the picture and click left side of the Picture.  WINSLOW'S SAFE PUZZLE:
turn twice past 19, stopping on it the third time it comes around.  Turn
left past 6 once, stopping on it the second time it appears.  Turn
right, stopping on 33.  Try the handle and the safe should open.  (Cheat
code: masterlock)

 Click the file on the top shelf.  Click through all the papers until
you discover that Pensky is at the Sunnyvale Rest Home, that requires a
level 3 clearance.  Click down arrow to back away from the file.  Click
ID case on second shelf and get the security pass.  Click down arrow to
back out of the safe.  Tell Winslow you just arrived.  On the map,
choose Sunnyvale Rest Home.

CHAPTER SEVEN.
 Talk to Pensky and, Ask about His Case, Torso Killings, Raven Room, and
Dreams That Have Troubled Him.  On the map, choose My Office.  Turn left
and click the books to the right of the locked cabinet.  Click on, СThe
Crusades-A Pictorial History.'  Click twice on the Raven's Feather.  On
the map, choose Louie's Loft.  Walk forward once.

 Turn left and click on the dresser.  In inventory, click on the Lockbox
Key, and click on Use.  DRESSER LOCK PUZZLE.  1. Push key into lock.  2.
Turn the key left.  3. Pull out on key, but not all the way.  4. Turn
the key right twice.  5. Push key in.  6. Turn the key left once.  7.
Pull the key out.  (Cheat code: turnkey)

 Click on the Fang twice to add it to inventory.  On the map, choose
Flanagan's.  Muhlhaven gives in when you show him the photograph.  Talk
to him and, Ask Why He's Being Blackmailed, Ask about the Raven Room,
Ask How to Get in to the Party.  In inventory, click the Invitation,
then click Use.  On the map, choose Sunnyvale Rest Home.  Talk to Pensky
and, Ask about the Party at the Raven Room.

 On the map, choose Museum of Natural History.  Turn right and click on
the display case.  Click the paper in the case.  Click down arrow to
back away from the Seals.  Click on the seal and click it again to open
it.  SEAL PUZZLE.  For reference, start at the back of the seal and
number that ring 1, followed by 2, 3, 4, and then 5 nearest the end.
You have to drop the darker seal to the bottom to replace the silver
one.

 1. Turn ring 4 to the right; the lower right quadrant of the seal sinks
in.  2. Turn ring 1 to the right; the lower right quadrant of the seal
is exchanged for the darker seal.  3. Turn ring 5 to the right; the
lower left quadrant sinks in.  4. Turn ring 1 to the right; the lower
left quadrant is exchanged for the dark seal.  5. Turn ring 2 to the
right; the upper left quadrant sinks in.  6. Turn ring 1 to the right;
the upper left quadrant is exchanged for the dark seal.  7. Turn ring 3
to the right; the upper right quadrant sinks in.

 8. Turn ring 5 to the left; the lower left quadrant pops out flush with
the bottom of the seal.  9. Turn ring 1 to the right; the upper right
quadrant shifts to the lower right quadrant, remaining silver.  10. Turn
ring 2 to the left; upper left quadrant pops out flush with bottom of
seal.  11. Turn ring 3 left; upper right quadrant pops out flush with
bottom.  12. Turn ring 1 to left; lower right quadrant is exchanged for
dark seal.  13. Turn ring 4 to left; lower right quadrant pops out flush
with bottom of seal. (Cheat code: ringding)

 Once the right seal is in place, Helen stamps your invitation.  Change
to DISC 4.

CHAPTER EIGHT.
 After a long movie, turn left and click the door by the bouncer.  Turn
left, click the upside- down bowl on the table.  Click on the wait
station entrance by the table.  Turn right, then go into inventory.
Click the bowl, then click Use.  Click the tray of glasses.  Turn left
and pull the light chain above the table.  Click the table.  BROTHERHOOD
OF THULE PUZZLE.  It seems that these runes overlap one another.  Inside
each rune around the table is a plate with a motto.

  The easiest way around the table is to use the cursor and follow the
directional arrow.  Starting at the black dragon panel, that can't be
opened, move clockwise and read the following: Transcend Joy, All Men
Together, Compassion is not Apathy, Stagnation Resists no Challenge,
Nurture by Valor, True Heritage Merits Strife, Constancy is its own
Reward, Hardship is my Birthright, Of Intrepid Ancestry, Excess Breeds
Complacency, Courage is my Mettle.  Look at the brass disk in the
table's center; Each Gift To Him Is Now Devoted.  Check the parchment,
that Helen Strauss translated for you, and line 22.  It appears that
these runes are also paired up.

 Looking at the table again, assign 1 to the black dragon panel that
doesn't open.  Move clockwise around the table and open panels in the
following order: 6, 8, 11, 12, 9, 4, 5, 7, 2, 3, 10, 1.  (Cheat code:
arthur)  Inside the black dragon panel is a book of runes.  Studying the
book, you experience another nightmare.  You grab the book and back
away.  Go to the Sunnyvale Rest Home for another movie sequence.

CHAPTER NINE.
 At your office the next morning, you read a note from Cassandra
Rollins.  Talk to Cassandra and, Ask about Mr. Pensky, Tell Her about
Your Nightmares, click Yes.  You go through a door with a gargoyle above
it.  Go through another door with two torches.  SAVE GAME!  You are at a
point joining four different places.  The torches mark the door back the
way you came in from.  This new area has several hot spots and in each
of the four rooms stated in the following paragraph.

 Carefully turning right, from the exit, you find offices in this order:
Merylo's office, "The Crown and the Bird sit on his right and left", is
the phrase that identifies it.  Turn right and click  the desk area.

Winslow's office, "The Keys are Creatures of the Sun."  Turn right and
click the next hot spot.  Your office, "The Comet is seen after the Moon
has risen."  Turn right and click the next hot spot.  Sullivan's office,
"The Star follows the Key."

 To get back, start in Sullivan's office and click the hot spot above
the FDR picture behind the desk.  Your office, turn right and click the
first hot spot, Winslow's office.  Turn right and click Merylo's
office.  Turn left and click the entry spot, you'll hear water.
Approach the locked door with symbols all over it.  DREAM DOOR PUZZLE.
The left side represents day, the right side represents night.  The
stones go in the door slots in the following order, from top to bottom:
DAY...............NIGHT
8. Crown.........9. Bird.
7. Key............10. Moon.
6. Serpent......11. Shield.
5. Star............12. Fish.
4. Key............13. Serpent.
3. Shield........14. Comet.
2. Sun............15. Crown.
1. Bird...........16. Fish.

(Cheat code: cancan)

 Two spinning spheres are before you.  You can jump from one to
another.  More appear each time you jump.  You can't reach number nine,
a huge silver sphere.  Press Esc once to return to Cassandra.  Talk to
her and, Tell Her about the Crystal Spheres.  Click the book and turn
the page.  Left click the page with the chart listings.  Click down
arrow to move away from the book.  On the map, go to Sullivan's office.

 Talk to Sullivan and, Ask about Von Hess.  You must, СMention Link
between Brotherhood of Thule and Torso Killings.'  On the map, go to
Detective Merylo's office.  Talk to him and, Ask to See Evidence on
Torso Case.  Click Item 1.  Click the right pointing arrow to get
through all the pages.  Click Victim's Address on third page to open
Santini House location.  Click top of page 1 to talk to Merylo.  Check
your map to make sure the Santini address was added.

 Click down arrow to return to Evidence Tracking Log.  Click Item 2.
Click on Victim Photo.  Click down arrow to return to Tracking Log.
Click Item 3.  Click Newspaper.  Click down arrow to return to Log.
Click Items 4 to 18 in that order, to look at them.  Click Item 19 to
talk to Merylo about FBI confiscation.  Click down arrow to exit from
Log.

 Talk to Merylo and, Ask about Von Hess, Ask about Von Hess's
Medallion.  On the map, choose the FBI Office.  Talk to Winslow and, Ask
about Von Hess, Ask about Von Hess's Medallion, Ask to See Torso Case
Evidence, Ask If He Has Any of Detective Merylo's Evidence, Ask about
Pensky.  On the map, choose Kingsbury Run.

 Again on the map, choose Santini House.  Talk to Mrs. Santini and, Ask
about Killer's Motives.  Talk to her again, to get her to leave.  Turn
right and click the light switch off.  Turn left and click the window to
the right of the bed.  Click bottom of shade, hold it down and pull the
shade all the way down, then release the mouse button.  You find a
photo.  On the map, choose Raven Room.  Turn left and click the Back
Room Door.

RAVEN ROOM BACK DOOR PUZZLE.  To get an idea, look at Von Hess's
invitation in inventory and notice the fold lines across it.  Clicking
the shapes on the door moves them.  You need the correct combination.
The secret to folding the invitation and getting the designs to appear
is to fold the invitation so that all gold shapes are on one side of the
page.

SOLUTION.
....*....*****....***....***....***....***...***....***
..*..*....***......**....****....****....**...**........**
....*..................*................................*...*............*

(Cheat code: triangle)

 Once inside the room, turn right and look at the wall to find the
tapestry that is behind Angelo Santini and Louie the Fish in the
picture.  Study the tapestry and it's apparent pattern.  On the map,
choose Merylo's office.  Talk to him and, Ask If Winslow Returned the
Evidence.  Click on Item 19.  Look at the bloody newspapers in
succession and notice certain numbers were left uncovered.  Write them
down as they appear; first paper 15, second paper 65, third paper 260,
fourth paper 175, fifth paper 111, sixth paper 369, seventh paper 34,
eighth paper 4.

 Eight victims, eight numbers, eight planets, eight spheres.  Too
Coincidental.  The numbers are the ones you copied from the astrology
book at Cassandra's.  Match the numbers to the planets from your list:
NUMBERS....PLANETS
15....................Saturn.
65....................Mars.
260..................Mercury.
175..................Venus.
111..................Sun.
369..................Moon.
34....................Jupiter.
4......................Earth.

  On the map, choose Psychic Parlor.  Talk to Cassandra and, Ask to Be
Put into Trance.  SPHERE PUZZLE.  You're looking at the spheres again.
Match the symbols on the planets with your notes and jump through them
using the following planets and colors:
PLANET....COLOR
Saturn..........black sphere on the left.
Mars............red sphere on the right.
Mercury.......purple sphere on the right.
Venus..........green sphere on the right.
Sun..............gold sphere on the right.
Moon...........silver sphere on the right.
Jupiter..........blue sphere on the left.
Earth............brown sphere on the left.


 Click the silver sphere to go forward.  Click Odin's Pool, then pick up
all stones to have visions.  Click down arrow to back away from pool.
Press Esc once to get back to Cassandra.  Talk to her and, Tell Her
about the Stones and the Pool, Tell Her You Saw Yourself in the Pool.
On the map, choose Santini House.  Turn left and walk by the desk.
Click on the baseboard.  Click on the papers.  Click on the runes.  On
the map, choose Kingsbury Run.
Change to DISC 5.

CHAPTER TEN.
 Go forward once and turn right.  Go forward four times and turn left.
Go forward six times and turn right to the valves.  VALVE PUZZLE.  SAVE
GAME!  You have to get all the gauges to read the same.  Number the
gauges 1 to 5 from left to right.  Number the wheels 1 to 4 from left to
right.  1. Drag wheel 3 clockwise till gauge 3 shows 30.  2. Drag wheel
2 clockwise till gauge 1 shows 40.  3. Drag wheel 2 counterclockwise
till gauge 1 shows 26.  4. Drag wheel 2 clockwise till gauges 1 and 5
show 30 each.  5. Drag wheel 1 clockwise till gauge 4 shows 30.  The
valves are very touchy and you might have to back away and try again.
(Cheat code: pressure)

 A door to your left should open.  Enter and click the other door to get
a closeup and you copy the runes into your notebook.  You need all the
runes to solve the case.  Scroll down and click on the strange keyhole,
so that you have something to discuss with Winslow.  On the map, choose
FBI office.  Talk to Winslow and, Ask for Von Hess's Medallion.

Once back at the locked door with Winslow, click on the door keyhole.
When Winslow gives you the iron cross medallion, you draw your gun then
insert the iron cross into the keyhole.  You lead the way, but Winslow
soon abandons you.

SLIDING LEVER PUZZLE.  SAVE GAME!  Starting at the top left and going
clockwise, number the bars 1 to 6.  Number the toggles 1 to 8.  You have
to get all the bars down at the same time.  Move toggles in the
following order: 5, 4, 2, 3, 7, 5, 2.  (Cheat code: barbell)  Turn about
half way around left and drag your cursor up.  Click on the barely
visible ledge to climb up.  On the map, choose Raven Room.  Click on the
robe closet.  Click on the table to the right of the robe closet.  Click
the left candleholder.

CANDLEHOLDER PUZZLE.  From top to bottom, number the sections of the
candleholder 1 to 5.  Each section can be twisted right or left.
Sections 2 and 5 are very narrow.  To make the key, make the following
twists: twist section 4 to the right twice, twist section 5 to the left
twice, twist section 3 to the right twice.  Once the holder is the right
shape, you automatically open the wardrobe.  (Cheat code: nimble)

 Put the candleholder back on the table.  Click the green talisman.
Click it again to put it in inventory.  On the map, choose Psychic
Parlor.  Talk to Cassandra and, Ask To Be Put into Trance.  Go forward
to pool.  Click the Odin Pool.  Click the Talisman Icon, second from
left, to throw it into the pool.  After the vision, back away from
pool.  Press Esc to return to Cassandra.

 You and Merylo automatically go to the Raven Room.  Turn right and move
toward the bookshelves.  On the second shelf down and to the right,
click on the end Book.  Long movie.
Change to DISC 6.

CHAPTER ELEVEN.  Click on the Sun Door.  SUN DOOR PUZZLE.  Move planets
by holding left click on them and dragging.  Instead of calling each
planet by its name, you can match the symbols on the circles with the
information in your notebook.  Starting with the planet closest to the
sun and counting back to the outer orbits, number them 1 to 7.

 The goal is to line up all seven planets facing the mural of Odin
above.  Once you have them lined up, click on the sun to go through the
door.  The planets should be lined up as follows:

 Move planet 7 three complete revolutions clockwise, slowing down and
stopping as planet 5 locks into position.  Move planet 1
counterclockwise slowly to put planet 6 in place.  NOTE: keep planet 6
moving until it almost turns out of position.  If it does, simply use
planet 1 to drag it back into place.  Move planet 3 counterclockwise
until it just goes into place.  Try not to go much farther.

Move planet 6 counterclockwise to put planet 2 into place.  Move planet
4 clockwise to put planet 1 in place.  (Cheat code: sunspot)  Click on
the sun to open the vault room.  Turn slightly left.

Click on the left vault.  RETRACTING BARS PUZZLE.  L means left, R means
right, U means up, D means down.  Drag the lever in the directions and
number of moves as follows: L1, U1, R1, D1, R1.  U1, L2, D1, R2, D1.
L1, U1, D1, R1, U1.  L2, D1, R1, U2, D1.
(Cheat code: ladybug)  The vault should unlock.  Inside, you find an
empty case.  It's necessary that all three vaults be opened.  Click down
arrow to back away from the vault.

 Turn right and click the middle vault.  MULTIPLE KEY PUZZLE.  Number
the keys 1 to 8 from left to right.  Number the keyholes left to right.
Top three keyholes 4, 8, 1.  Middle keyholes 3, 6, 2.  Bottom two
keyholes 7, 5.

Work with one key at a time.  The proper order is as follows:
4 goes in hole 1; turn it to the right.
8 goes in hole 2; turn it to the right.
1 goes in hole 3; turn it to the right.
3 goes in hole 4; turn it to the right.
6 goes in hole 5; turn it to the right.
2 goes in hole 6; turn it to the right.
7 goes in hole 7; turn it to the right.
5 goes in hole 8; turn it to the right.
(Cheat code: keypunch)

 Inside the middle vault you find another empty case.  Click down arrow
to back away from the vault.  Turn right and click on the right vault.
GEAR LOCK PUZZLE.  Number the levers 1 to 7 from left to right.  Flip
levers 1, 4, 6, and 7 down.  Press the red button eight times.  Keep on
pressing the button until the gear flips over allowing the vault to
open.  Grab the Black Dahlia.
(Cheat code: gearoil)  Watch a movie.

CHAPTER TWELVE.
 Turn left, click on steps.  Click the peephole at top of door.  Click
crates to move forward.  Turn left and click to move forward again.
Turn left and click, through a narrow space in the crates, toward the
wall.  Click on the winch, click the left lever, click the right lever.
After the rope uncoils, click the right lever again.  At this point,
both levers should be down.  Click down arrow to back away.  Turn right
and click the path through the crates.  Turn left and click on the well
pulley.  Change to DISC 5.

 SAVE GAME!  At the bottom of the well, you find a torch.  Click forward
once.  Turn right and click forward three times.  Turn right and click
forward three times.  Turn right and forward once.  Click the Altar.
Click the box to the right of the Altar.  Click twice on oval object,
it's Herald's key.  Click down arrow twice to back away from the Altar.
In inventory, flip the oval key over to see the pattern on the back
side.  TIP: Save before exiting each chamber, in case you get lost!

 Turn right and click on the tunnel.  Turn around 180 degrees and click
on the tunnel.  Turn right and take three steps forward.  Click on the
Sarcophagus, then click on its lock for a closeup.  Open inventory and
click the Artifact (oval key), then click on Use.  Click the top of the
Sarcophagus.  Inside the shiny lid, click the runes that are reflected
from the ceiling.  When you use them later, remember to reverse the
order because you copied a mirror image.  Click down arrow to back away.

 Turn around and click to exit Herald's Tomb.  Then step forward twice.
Turn right and step forward once.  Turn right and step forward twice to
enter the Central Chamber.  Click the Altar to the right, then turn
around 180 degrees.  Click the partly hidden tunnel to the left, in
front of you, to exit the central chamber.  Turn right and step forward
twice.  Turn left and step forward once.

 Turn left and step forward twice.  Turn right and step forward three
times to arrive in the Scribe's Tomb.  Turn left and click twice on the
Scribe's Sarcophagus.  Click on the stone pieces.  Turn right and click
on the hanging pool opposite the Sarcophagus.  In inventory, click on
the stone pieces and click on Use.  STONE PIECES PUZZLE.  Assemble the
pieces in a 4 by 3 pattern: left to right; 10-3-4-6 in the top row,
8-12-1-5 middle row, bottom row 7-2-9-11.

(Chest code: rock33)  Looking at the completed pattern, you copy the
runes.  Turn right and click on the door.  Click forward twice.  Turn
left and click forward twice.  Turn left, click forward three times.
Turn left and click forward once.  Turn left, click forward four times.
Turn left, click forward twice to enter Sergeant At Arms Tomb.  Click
the sarcophagus.  Click top of sarcophagus.  SLIDER LOCK PUZZLE.  This
puzzle requires an average of 43 moves to completion.  You have to get
the four partly hidden corner pieces pushed in on the pattern.

Second row, on left slide square left, oblong left, next oblong left.
Third row, on right slide square up, then vertical oblong up under it.
Fifth row, on right slide square left.
Fourth row, on right slide oblong down.
Third row, on right slide oblong down.
First row, on right slide vertical oblong down, then right.
Second row, on right slide square right, then down.
Second row, in middle slide oblong right.
First row, in middle slide oblong right, then square down.
First row, on left slide oblong right.
Second row, on left slide oblong up.
Second row, in middle slide square right.
Second row, on left slide square all the way right.
Third row, on left slide oblong up, then square up.
Fourth row, on left slide oblong up.
Fourth row, on left slide square all the way right.
Bottom row, on left slide vertical oblong up, left, up.
Fifth row, on left slide oblong left.
Fourth row, on left slide square left.
Fourth row, in middle slide oblong left, then down.
Third row, in middle slide oblong down, then left.
Second row, in middle slide both squares down one space.
First row, in middle slide oblong down.
First row, on left slide oblong half space right.
First row, on left slide piece right.
First row, on right slide two oblongs left.
Bottom row, in middle slide vertical oblong up.
Bottom row, on left slide piece right.
Bottom row, on right slide remaining two pieces left.

(Cheat code: blockhead)

 Left click on the sword blade to copy the runes.  Click down arrow
twice to back away from the sarcophagus.  Turn right and click on the
door to exit, then click forward once.  Turn left and click forward
twice.  Turn left, click forward three times.  Turn left, click forward
three times to enter Landulph's tomb.  Click forward to approach the
bridge.  Click the bridge.

BRIDGE STEPS PUZZLE.  From studying the runes over the years, you know
that the one that looks like an R means Travel, and the vertical line
with a bump on the right side means Pain.  Going up the steps is easier
than coming back down (when you can't see the runes.)  Number the three
sections of steps 1 to 3 from left to right.  SAVE GAME!  To reach the
sarcophagus, click on the steps in the following order: 1, 3, 1, 2, 3,
1, 3.

 Click on the sarcophagus, click on its lid, then click on the runes to
copy them.  Now you should have a complete list of runes (24.)  Count
them in your notebook.  Look in the sarcophagus to see what remains of
Landulph.  Once again, read the papers you took from Santini's room.

 Putting the bag of runes together is pretty difficult.  (Cheat code:
gemstone)  Finally, back away from the sarcophagus, turn right and click
on the bridge.  Click the sections on the steps in the following order:
left, right, left, middle, right, left, right.  Click the bridge to
cross it.  Click the entrance to go out, then click forward twice.  Turn
left, click forward once.  Turn left, click forward four times.

 Turn left, click forward four times to enter the central chamber.  Turn
left, click the altar.  Turn left to the two left pillars.  ALTAR PILLAR
PUZZLE.  Solve the pillars in the following order: left front, left
back, right front, right back.  For convenience, copy the following tomb
runes from the notebook to a piece of paper: Herald, Scribe, Sergeant At
Arms, Landulph.

 At the front left pillar (front of tomb), dial the combination you got
from Herald's tomb.  Left click and hold, then drag the cursor to spin
the ring and line up the runes in the center between the metal clasp
above and below the rings.  Don't forget to reverse the rune list as
they were the mirror image from the sarcophagus lid.  Next, back away
and click the second left pillar.  Dial in the rune list from the
Scribe's tomb.

 Back away and click the first pillar on the right.  Dial in the runes
from the Sergeant at arms tomb.  Back away and click the second pillar
on the right.  Dial in the runes from Landulph's tomb.  (Cheat code:
temple)  Go through the door that opens behind the altar.

Change to DISC 7.

 TIP: Save often, during CD7, once you are on the train!  A possible way
to avoid a computer crash is to point an arrow, as the walking option
appears, and click only once and wait.  There might not be any animation
and you jump to the next screen.  If it takes longer than normal, make
sure you are not clicking more than twice, it causes your computer to
crash!

CHAPTER THIRTEEN.
 Click on the Abbot's sarcophagus.  Click on it again for a closeup.  In
inventory, click the bag of runes, then click Use, to put the Black
Dahlia casing into the cupped hands.  Watch a long movie.  Turn right
and click on the trench around the sarcophagus.  Turn left.  On the end
of the sarcophagus, click the left square section three times, then
click the right square section twice.  Turn right and click deeper into
the trench, then click forward once.  Turn left and click the square
section twice.  Click the binoculars and you should see something in the
opposite wall.  Click the down arrow to back away.  Turn left and click
forward once.  Turn around and search the wall on the right for a hot
spot, where the cursor is spinning around.  Click the spot to pull a
dagger out.  Choose, Ask about Ritual in Monastery, Ask How He Got to
the Torso Killer in Cleveland.

 Click Von Hess and watch a long movie.  Click Airman, Ask about
Collins, Ask Where Collins' Bunk Was.  Turn around and click on
Collins's footlocker.  Click and hold the drawer to slide it to the
right.  Click the letters under Elizabeth Short's picture to get both
items.  The letters have her address.  Click the down arrow to select a
letter.  You go directly to the train.  SAVE GAME!  Click the ashtray on
the table.  You ask the porter, СWho was sitting at the table before
you.'  Click forward to go to the Porter's station.  Turn right and
click twice on the dining car list for a closeup.

 Click down arrow twice to back away from the porter's station.  Turn
left and click on the door.  Repeat the following sequence 6 times to
reach the baggage car; CLICK FORWARD 3 TIMES AND CLICK THE DOOR.  Once
in the baggage car, click three times and click the Conductor's Office
door.  Talk to the conductor and, Ask about Room Assignments.  Type,
Matt Collins, when the conductor asks.

 Turn left and click on the door.  Click the second door.  Click twice
to cross the baggage car.  Click on map holder on the door.  Click the
map twice to add it to inventory.  Click down arrow to back away from
door.  Turn right and click twice on the spool of string, on shelf 2, to
add it to inventory.  Turn right and click once to go to the middle of
the baggage car.

 Turn right and click ONCE on the Emergency Brake wire to approach it.
Click and drag your cursor down.  SAVE GAME!  Click the brown suitcase
on the right side of the car.  Turn right so that both the suitcase and
mostly the emergency brake are in your view.   In inventory, click on
the string, then click on Use.  Immediately, use the map to get to the
caboose!

 Click the conductor's desk.  Click left drawer of desk.  Click on the
clipboard.  Click through 3 pages.  Click down arrow to close drawer.
Click on clipboard on desk to get repair list.  Click down arrow to
replace clipboard.  Click down arrow to back away from desk.  On the
map, click third sleeper car (283) up from baggage car.  Click forward
twice, then click Door 7.

 Turn right and click on top drawer of chest of drawers.  Click on the
paper with rune and watch a movie.  On the map, choose Caboose.  Click
the caboose door. Talk to the Conductor and, Ask about Collins.  Turn
left and click on the door.  Click on the baggage car door.  Click twice
to get to the other end of the baggage car.  On the right, click twice
on the clipboard lying on the top shelf.  Click down arrow to back away
from baggage list.  Click down arrow to back away from shelves.  Turn
around and click forward once.  Click on Winslow's trunk on the left
side of the car.  WINSLOW'S TRUNK PUZZLE.

 1. Remove small pin СA' from the top loop and place it in front hole
"A" to the left of the long hasp.  2. Remove large pin "B" from the
front loop and place it in front hole "B" to the right of the long
hasp.  3. Flip top hasp down and click top left handle to open the lid.
The side handle loosens.  4. Close the lid; the side handle is now
unlatched and free.  5. Flip up the top hasp and the front hasp.  6.
Remove pin "B" from front hole "B" and place in the front center hole
"B" that was formerly covered by the front hasp.

 7. Slide the front hoop up.  8. Remove pin "A" from the front left hole
and place in center hole "A" that was formerly hidden by the front
hoop.  9. Remove the handle from the side and place in the top pair of
holes over the top and front hasps.  10. Remove the side handle plate
and place it on the front, fitting the newly opened notch over the
raised front hoop and putting the four pins into the four small front
holes.  11. Remove the handle from the top and place it into the holes
of the front plate that you just installed.  12. You slide the secret
front panel up.
(Cheat code: boxtop)

 Inside the trunk, you notice what looks like the missing piece from the
lid of Landulph's tomb.  To foil Winslow's plans, you switch papers with
the box next to it.  On the map, click the third sleeper car up from the
baggage car.  Click forward twice and click door 7.  On the map, click
on the dining car.  Click forward to sit, then click on Alice.
Apologize to Her, Ask If She Saw Winslow, Ask Her Where She's Going.
Click on Alice again.  Change to DISC 6.

CHAPTER FOURTEEN.
 Click and drag the cursor down to the phone.  Click on the phone, click
on The Police to talk.  Click on Hang Up.  On the map, choose Gabe's
Diner.  Talk to Detective Maxwell and, Tell Him about Elizabeth Short,
Tell Him about Winslow.  Click on Detective Maxwell.  On the map, choose
Train Station Shipping Office.  Click Incoming Parcels Office.

 Talk to the Incoming Parcels Clerk and, Ask about Winslow's Package,
Ask to See Shipping Manifests.  Click down arrow to back away from
window.  Turn left and click on the trash can.  Click on the box.  Click
on the Outgoing Parcels Window, talk to the outgoing parcels Clerk and,
Ask about Winslow's Package.  In inventory, click on the Box, then click
Use, Choose Express Delivery.  On the map, choose the Boarding House.

 Talk to Mrs. Underhill and, Ask about Elizabeth Short, Ask about the
Black Dahlia.  Turn right and click on all the dresser drawers.  Click
down arrow to push them back.  Click down arrow again to back away from
the dresser.  Turn right and click on the closet.  Click down arrow to
back away from closet.  Turn right and click on the bed.  Turn right and
click on the nightstand.

 Click the top drawer.  Click twice on the note in the top drawer.
Click down arrow to close drawer.  Open the middle drawer.  Close the
middle drawer.  Open the bottom drawer and click on the Romance Novel.
Click down arrow to put novel back.  Click on the note under the romance
novel.  Click on the note again.  Close the bottom drawer and back away
from the nightstand.  On the map, choose the Biltmore Hotel.

 Click on Ike, the bartender.  In inventory, click on the photo, then
click Use.  On the map, choose the Train Station Shipping Office.  Click
the Incoming Parcels Window.  Click the incoming parcels Clerk.  Ask
about Status of Package.  Signing for your package, you notice the
listing for the ABC Moving Company.  Click down arrow to back away from
the Manifest.  On the map, choose Sunset Arms Hotel.

 Click the phone and choose ABC Moving Company, to talk.  Click Hang
Up.  On the map, choose ABC Moving Company.  Click on the desk and click
the middle left desk drawer.  Click on the delivery sheets and left
click to go through the pages.  Click down arrow to put the sheets
back.  Close the drawer and back away from the desk.

 Turn right and click on the note by the calender above Filing Cabinet.
Click through the three pages.  Click down arrow.  Turn slightly right
and click on the file cabinet.  Click on the bottom drawer.  Click on
SOIAKP52.  Click on the file to flip through the pages.  Click down
arrow to close the file and put it away.  On the map, choose Movie
Studio.  On the map, choose Biltmore Hotel.  Talk to Elizabeth Short
and, Ask about Black Dahlia, Ask to See the Black Dahlia.  Change to
DISC 8.

CHAPTER FIFTEEN.
 On the map, choose Biltmore Hotel.  Talk to Ike and, Ask about
Elizabeth Short, Ask about Guy She Left with, Bribe Him, Question His
Information.  Keep at it till he mentions room 201.  Turn left and click
forward once.  Turn right and click on the stairs.  Click forward
twice.  Turn right and click on door 201.  Turn left and click on the
bottom of the window to the fire escape.

 Click on the open window.  Turn right and click on the window to room
201.  Hold left-click and drag your cursor to the top of the window.
Click the window frame top to pull the glass pane down.  Click on the
stick holding the window.  Drag your cursor to the bottom of the
window.  Click the window bottom.  Click the window to enter.  Turn left
and click on the top of the door.

 Click twice on the key, on top of door trim, to add key to inventory.
On the map, go to the Sunset Arms Hotel.  Click on, Blame Murder on
Winslow, Tell Him You've Been Tracking Down Leads on Your Case.  Talk to
Alice and, Ask her Why She Helped Him.  Click on Alice again.  On the
map, choose Train Station Lockers.

 Turn right and click the first row of lockers.  Remember Elizabeth
always signed her letters ES.  On the telephone dial, that translates to
37.  Turn right and click the section 033-038.  Click on locker 037.
Click twice on yellow receipt.  In inventory, examine the yellow
receipt.  On the map, go to Willington's Antiques.  Talk to the clerk
and, Ask about the Black Dahlia, Ask Him Who Purchased the Black Dahlia,
Ask to See the Cane.  In inventory, click on the cane.  EISENSTADT'S
CANE PUZZLE.

 You have to carefully dial in the series of four runes.  Some
combinations set up some of the sequences.  Always make sure all four
rune sequences are filled.  You need the sequences for Scribe, Herald,
Sergeant at Arms, and Landulph.  Copy the sequences from your notepad
onto a piece of paper.  In inventory, select the cane.  Three runes on
each dial are already available.  Number the rows 1 to 4 from left to
right, at an angle down the cane from the hand part.

 Notice the M and 1 on the first row.  Start with these because they are
the beginning runes for Landulph AND the Scribe, respectively.  Rotate
the second row of runes one rune to the right.  Rotate the third row of
runes two runes to the left.  Rotate the fourth row of runes seven runes
to the right.  Once all runes are lined up, you take the top of the cane
off.  Click on the sheet of opaque velum to remove it.  (Cheat code:
candycane)

 In inventory, click on Treasure Map.  It's marked with what looks like
scribbling.  The map compass in the lower right corner proves that you
have a treasure map.  Click on exit.  On the map, go to the Sunset Arms
Hotel.  Turn left and click on the Studio Pass on the bed.  Click on the
studio pass again.  Click on the Sunset Arms note to back away from it.
On the map, choose the Movie Studio.

 Turn right and click the open trunk in the shadows.  Click twice on the
note in the trunk.  Click down arrow to back away from the trunk.  Turn
left and click twice on Alice.  Ask How Her New Job Is, Ask Her If Al
King Is Connected to Winslow.  Click on Alice again.  On the map, choose
Al King's House.  Talk to Alice and, Ask Her Why She Came to Hollywood.

 Click each picture behind Alice.  Click down arrow to back away from
the pictures.  Turn right and click the third bookshelf down.  Click on
the pictures.  Click down arrow to put the pictures back.  Turn right
and click forward once past the bar.  Click on the desk, then click on
the book on the desk.  Click down arrow to replace the book.  Click down
arrow to back away from the desk.

 Click on the topographical map above the desk.  In inventory, click on
the treasure map, then click on Use.  Align compass roses.  Press Esc to
back away from the maps.  Turn left and click on the telescope to use
it.  Left click and drag right to left and up and down.  Back away, turn
right and click the trash can beside the desk.  Click twice on the
telegram pieces.  TELEGRAM PIECES PUZZLE.  In inventory, choose Telegram
to put the pieces on the user screen.

 There are six columns of pieces in an approximate arrangement.  Draw
the following on a piece of paper for accuracy.  Number the left column,
top to bottom, 1 to 4.  Second column from left, 5 to 8.  Third from
left, 9 to 11.  Fourth from left, 12 to 15.  Fifth from left, 16 to 19.
Right column, 20 to 22.  To start the reconstruction, start all the way
in the upper left-hand corner, as you need all the room you can get.
Move the cursor against all sides of the screen to scroll the pieces.



 Put 6 in upper left corner of working screen.  Put 1 in 6's original
place.  Put 9 beside 6.  Put 5 in 9's original place.  Put 11 beside 9.
Put 18 beside 11.  Put 17 under 6.  Put 2 in 17's original place.  Put
12 under 6.  Put 1, now in 6's original place, into 12's original
place.  Put 16 under 9.  Put 5 in 11's original place.  Put 4 under 18.
Put 1, now in 12's original place, beside 4.  Put 3 beside 1.  Put 22
beside 3.  This completes the first telegram.

 Place 20 as far up in the right-hand corner as you can, while still on
the viewing screen.  Put 19 beside 20.  Put 13 beside 19.  Put 21 beside
13.  Put 14 under 21.  Put 2, now in 17's original place, under 20.  Put
15 beside 2.  Put 7 beside 15.  Put 8 beside 7.  Put 5, now in 11's
original place, under 2.  Put 15 beside 5.  (Cheat code: teleport)

 Once you are finished, exit inventory, then return to inventory to see
the telegrams taped back together.  Read them, then exit inventory.
Click on the newspaper, in the trash, to read the story about a
vandalized cemetery.  Click down arrow to replace the newspaper.  Click
twice on the gloves.  Click twice on the chisel.  On the map, choose
Ferrin's Hill Cemetery.
                                        
CHAPTER SIXTEEN.
 Turn right and click on the wall to read the two quotes to the right of
the red drawing.  Click on the puzzle circled in red.  WINSLOW'S ALGEBRA
PUZZLE.  You can see that 4 hanged men=6 stars, 3 stars=2 skulls.  Since
4 hanged men=6 stars, 2 hanged men=3 stars.  You just figured out 3
stars=2 skulls.  Since 3 stars=2 hanged men, 2 skulls=2 hanged men.

 Next, 5 skulls=2 hanged men+1 and half stars+18 flames.  Since 2
skulls=2 hanged men, and 3 stars=2 skulls, 1 and half stars=1 skull.
Therefore, 1 hanged man=1 skull and 1 and half stars=1 skull, the
problem is: originally, 5 skulls=2 hanged men+1 and half stars+18
flames; substituting, 5 skulls=2 skulls+1 skull+18 flames.
Algebraically:

5 skulls+3 skulls+18 flames.
5 skulls-3 skulls=3 skulls-3 skulls+18 flames.
2 skulls=18 flames.
2 skulls/2=18 flames/2.
1 skull=9 flames.

  Since 1 skull=1 hanged man, 1 hanged man=9 flames.

1 hanged man=9 flames.
3X1 hanged man=9 flamesX3.
3 hanged men=27 skulls.

 Click down arrow to back away from puzzle.  Turn left and click on the
Gold Vase.  Click twice on the note inside the vase.  If you want to go
on another math binge, you will discover the answer works out to be
+0.5.  On the map, choose Al King's House.  Turn right and click forward
once between the bar and the desk.  Turn left and click on the telescope
control box.  Click the first dial to +0.5 and the second dial to 27.
Click down arrow to back away from telescope control box.

 Click on the telescope.  Click and drag to match both sets of
cross-hair triangles.  Perfect alignment will start a video of Winslow.
(Cheat code: peeper)  At the Shooting Lodge, SAVE GAME!  Turn right and
click on the ladder.  Click on Alice's photo, on the ladder, to read the
back side.  Click down arrow to step back.  ACT QUICKLY!  Turn left and
click the first locker on the left.  Click each of three Jack-In-The-Box
AND their messages (click down arrow to get out of each message.)  Click
down arrow to get out of the first locker.

 Click the second locker and repeat same procedure as last paragraph.
Finally, open the third locker and click on the key.  Watch a movie.
Click forward once.  Turn right and click forward into a sunken area of
Al King's living room.  Turn left and click on the Movie Projector.
Click on the note.  Click down arrow to back away.  Click projector's
on/off switch.

 Click down arrow to back away from projector.  Turn left and click
forward toward the Bar.  Turn left and click toward the clock on the
wall.  Turn left and click on the clock.  Drag the hour hand to 5.  Drag
the minute hand to 11 and then clockwise to 1.  While Hula Girl is out,
move minute hand back to 11 to open a secret door.  (Cheat code: bongo)
Change to DISC 1.

SAVE GAME!  Turn right and click forward once.  Click on Alice.  When
your gun's cross hairs appear, click on Black Dahlia to shoot it.

For an evil ending, restore and shoot Winslow.

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