Golden Gate чит-файл №2

(r)Panasonic Interactive Media Company

Walkthrough by Verlin Foltz
Email - vwfoltz@infinet.com
7/11/97

PRELIMINARIES
-------------
This walkthrough does not follow the shortest POSSIBLE path, rather
it follows a short LOGICAL path - discovering the clues to the puzzles
before locating the puzzles, finding the "easter eggs", and in general
enjoying the unfolding of the plot. To take in all the beauty of the
game, look around as you move. Tip: the cursor takes some getting used
to - READ THE MANUAL.
                               
The assistance of Panasonic Interactive Media tech support/customer
service is gratefully acknowledged.

PACIFIC HEIGHTS (2800 BROADWAY) - I
-----------------------------------
Listen to Jake. Enter house, going straight ahead to staircase. Click
on staircase. Debris falls. Turn left and move to bar. Click
on documents to pick up and place in inventory. Click on documents
in inventory to read letter from George Drussard and attachments about
John Burdue (move cursor to right or left edges of document and click
to turn pages). Move toward rear of house to find closet doors. Open
closet door on left, and click on top to spin (first easter egg). Open
closet door on right to find first puzzle, a Jack-in-the-box. You can
fiddle with this puzzle now, but it's difficult to solve without the
clues to be found shortly. If you wish, move to parlor at rear
of house and pound on piano. Leave house.

MOVE TO BALCLUTHA
-----------------
Cut through Alamo Square and Chinatown to Lombard Street. (On the way
through Chinatown you pass a blue map on a door in the alley - an old
map of the bay area. You might want to save your game here for future
reference). Move all the way up Lombard Street, along the way noting
the three plaques embedded in the pavement. Turn right at the detour
sign and proceed to the Balclutha.

BALCLUTHA
---------
Explore the ship. At midships there is a stairway leading down to the
lower deck where you'll find another easter egg (rattle the powder
kegs). At the stern (to the right as you stood on the dock facing the
ship) is a spyglass in which an important landmark on an island in the
bay can be seen. A little bit toward the front of the ship from the
spyglass is the captain's cabin (door is on the dock side). Enter the
cabin to find the next puzzle. SAVE YOUR GAME HERE, as once you start
fiddling with the puzzle the game will then save the pieces where you
leave them; the only way the following solution will work is from the
original positions. The idea is to duplicate the map on the door
in Chinatown. Random poking on the ship's wheel handles will
eventually solve the puzzle, or you can logic it out. For the
impatient: note that the handles are in the 1, 3, 5, 7, 9, and 11
o'clock positions. Poke 1, 1, 5, and 11. A safe opens, revealing the
Truth of the Past necklace from Avalon, which you will learn about
shortly. Take necklace and place in inventory. Exit ship, and head for
Chrissy Field.

CHRISSY FIELD
-------------
From Chrissy Field sign move ahead two screens, turn left. Ahead one,
turn completely aroud (right or left twice). Watch video of Alexandra
and Nathaniel (you can't see these videos until you have the
necklace). Explore to the right. When you find some numbers on a tree,
write them down or save game here for future reference. From this
point, turn right, look down. Dig up Alexandra's diary. Suggest
reading the diary. It's long, but contains a great deal of the
background info needed to appreciate the rest of the game. Note that
you are looking for a box, and that to open it you need some keys and
gems. Also note that a few pages are missing. Explore beach and find
key and some missing pages from Alexandra's diary. Read pages,
confirming you need three keys and three gems to open the box. Head
for Fort Point.

FORT POINT
----------
Pass building and find trash pile. Pick up pamphlet and read,
especially noting last sentence. Move around building, enter, and go
up stairs. Look through spyglass. You are looking at the bowsprit from
Alexandra's ship, critical for finishing the game (you did read her
diary didn't you?). Bring up map of SF from inventory and click
on Pacific Heights to return to 2800 Broadway.

PACIFIC HEIGHTS - II
--------------------
Reenter house and walk up to crumbled staircase. Watch video of George
Drussard and Joey. Return to closet to solve Jack-in-the-box puzzle.
There are seven thingies on the music box that can be independently
set to one of seven positions by clicking on them. The position
determines which note that pin plays when the crank is turned.
Of course, they should all be different. If you turn the crank now,
all the notes will be the same, but you might recognize what the tune
should be from the rhythm. Assume the bottom position for each thingie
is position number 1, and the top is 7. Now we need seven numbers, one
for each thingie, from left to right. Where have we seen seven
numbers? Oh, right, the tree by the beach at Chrissy Field! Set the
thingies, crank the box, and out pops the rest of the missing pages
from Alexandra's diary (where you saw Joey put them in the last
video). Read, noting Alexandra's correct date of birth. Back out to
street and move to Mission Dolores.

MISSION DOLORES
---------------
Enter mission. Walk up aisle, noting baptismal (holy water) on left.
One step closer to altar, look both left and right (and up both times)
to see Saints. Go all the way up to the altar and turn right. Exit
to the graveyard and go all the way to the end of the sidewalk, turn
right. Go to closeup on monument to find the next puzzle, an anagram
puzzle in which you swap letters two at a time. You might guess that
this could be the grave of William of Caledon. (The little diamonds
are characters, too, and go on each side of the "of".) You also have
to correct his date of death (1789). While you're here, also note his
date of birth. Back off from monument and turn right. Click on the
door in the lower left part of the screen, enter the little room, and
pick up second key. Explore the graveyard. You can get closeups
on several of the grave markers and a video of Father Guarneri. When
you're finished, exit the mission and head for Golden Gate Park.

GOLDEN GATE PARK
----------------
Go the the back of the park for another easter egg. Return to the park
entrance and turn right. Go ahead two screens and turn left. Go to
closeup of Esperance memorial. Note the braille-like markings in the
four corners of the stone. Save your game here for future reference
or copy the markings down exactly (as dots in a possible four-by-four
grid). Bring up SF map from inventory and click on Fisherman's Wharf.
Head for Old Mint.

OLD MINT
--------
Move to entrance to find next puzzle, a "magic square". The idea is to
arrange the numbers one thru nine so that every row, column, and
diagonal totals 15. It's not as hard as it may look, since you only
have four numbers to work with in each square. You can logically
eliminate the numbers that won't work until the puzzle is solved. The
answer is 4, 9, and 2 across the top row, 3, 5, and 7 across the
middle row, and 8, 1, and 6 across the bottom row. Enter the Old Mint
and turn left for an easter egg. Then head in the other direction
to find the bell puzzle. When you pull the handle on the right, this
contraption will ring the bell not at all, once, or twice - four times
- depending on how you set the four little wooden levers at the front.
Remember the ding-ding code in the vigilante pamphlet you found in the
trash pile at Fort Point? You want the first and fourth levers in the
middle, the second and third levers all the way down. Ring the bell
and a door opens to the mint furnace room on your right. In one of the
furnaces, you find a document. Read, noting the logo on the first
page and also the reference to giving Adolph Sutro "the scepter" for
safekeeping. You can't finish the game without that scepter, so add it
to the list of things you're looking for. Also in this room you see
a video of John Burdue. Bring up SF map from inventory and click
on Fort Point. Head for Cliff House.

CLIFF HOUSE
-----------
In this area you find the Sutro Baths plaque, the Cliff House plaque,
and some binoculars. Go to closeup on binoculars and click to watch
vintage film of former patrons. Enter museum. Turn left for another
easter egg. At rear of museum, turn left. Watch two more short vintage
films of SF before and after the 1904 disaster (click once for one
film, click again for the second one). Back off, turn right to face
the one-armed bandit. Although this looks and plays like a slot
machine, it's really much more. Click on the dials and notice the
pictures. Any look familiar? Oh, yes, the three plaques embedded
in the pavement on Lombard Street. Set the machine by clicking on the
dials till you have three owls. Try to pull the handle. Guess what?
You've found the scepter! Put it in inventory. You are now finished
with your work on the mainland. Time to head for Angel Island. Bring
up the SF map from inventory and click on Fisherman's Wharf. Go to the
end of the pier and board the ferry.

ANGEL ISLAND PRELIMINARIES
--------------------------
Leave the ferry. Follow the road in until you run into Jake again.
Forward to the Angel Island map. Save game here for future reference.
(You can transport to the various spots on the island from this map,
but have to walk back. And you can really get lost and go in circles
on this island.) Turn left. Forward three to main road around island,
turn right. Ahead four, turn left. Ahead two (enjoy the view from this
spot). Turn right. Ahead one, turn right. Ahead one, and watch the
video of Drussard doing the "mea culpa" (now you know what really
caused the quake!). Turn completely around (right or left twice).
Ahead one, turn right. Ahead three, turn left (see Mt. Livermore
sign). Ahead four, turn left (you should see a butterfly here). Ahead
one and watch video of Drussard hiding his jar. Turn right. Ahead two,
turn right. Find Drussard's jar. Take and read documents. One tells
of birthstones of key characters (the three gems - note the symbols
in the background). The other, a letter to his brother, mentions
dropping a ruby in the lighthouse at Point Knox. We need that ruby.

POINT KNOX
----------
Now find and follow the road out to Point Knox. Note the lighthouse.
Seen this before? Like in the spyglass on the Balclutha? Walk around
and into lighthouse. Find another puzzle. The object here is to click
on the squares till you produce the vigilante logo (like in document
found at Old Mint). Click on a square till you get that part of the
picture. The catch is that periodically, clicking on one square
changes a different square. There's a pattern to it that's probably
not worth the effort to figure out. Not to worry. Just keep at it and
you'll eventually overcome. Door opens. Enter lighthouse and get ruby.
Now we need the other two gems. According to Alexandra's diary, they
were put in Esperance's eyes (the bowsprit of her ship). We saw that
in the spyglass at Fort Point. It looked like it was on a beach. Let's
try the private beach.

PRIVATE BEACH
-------------
Leave the lighthouse and get back to the main road (turn left, and
forward five screens). Turn right on the main road. Ahead one, turn
right. Ahead to the beach, turn left. Follow beach to bowsprit. Go to
closeup of Esperance and you see the two gems, but you have to solve
another puzzle to get them. That ball she's holding is a flute-like
musical instrument. Clicking on the ball opens pairs of holes, up to
sixteen holes in all, (a four-by-four grid - like on the memorial
in Golden Gate park). Note that clicking on a hole pair opens both
holes, clicking again closes the outer hole of the pair, and clicking
again closes the inner hole. Clicking at the top blows the chord
you've set. Set and blow the four chords according the diagrams on the
Golden Gate park monument (first the one in the top left corner, then
top right, bottom left, and bottom right). Esperance's eyes light up,
and you can take the gems. Now all we need is one more key.

EAST GARRISON
-------------
Go next to the East Garrison. Go up stairs, turn left. One room holds
a cabinet of surgical instruments. Another is the doctor's office.
Click on switch to turn on light to see X-ray. (By golly, Drussard did
swallow that key.) Look in desk and find Dr. Holden's journal. Read
journal. In another room, on other side of stairs, you see video
of Holden performing autopsy on Drussard. In his journal, Dr. Holden
said he was going to hide the key at the battery, so that's our next
destination. Exit building.

WALLACE BATTERY
---------------
Enter the battery premises. Ahead four and turn right for another
easter egg. Turn right. Forward one, turn left to ladder. Look up and
move forward to climb the ladder. On the roof, you will see video
of Dr. Holden and the fate of the key. Get down off the roof and walk
around to the front door of the battery. Enter battery, enter the
Engine and Dynamo room. Turn right and look down. Open furnace and
retrieve the last key. Now to find that box!

WEST GARRISON
-------------
Go to West Garrison. Enter building, go up stairs. Turn right for an
easter egg. Turn around (left or right twice), go up steps, turn left
for another easter egg. Turn around. Ahead two, turn left. Click
on radio if you wish. Then click on book at right end of bottom shelf.
At last, the box! SAVE GAME HERE! Go to closeup on box. For fun,
if you wish, click on box; Beast will send you back to the entrance
of the building - go back upstairs or restore game. Now it's time
to insert the three keys. The one with the fist holding the crescent
moon goes on the left. The three-leafy one goes in the center. The
clawed paw one goes on the right. Click on box to open. What do you
know, a false lid. Now it's time to put in the three gems. (Again,
if you want to take a fun side-trip, try opening the box without the
gems, or with the gems in the wrong way. You will be touched by the
Beast, made unclean, and sent back to 2800 Broadway seeing in false
colors. You can redeem yourself with holy water at the mission. Or,
restore your game.) The gems are the birthstones described in the poem
found in Drussard's jar. If you're not into birthstones, use the
symbols; or just try green, red, blue. Open box. As promised,
a treasure map. Take the map and look at it. You may recall what
Captain Smalley told Alexandra about the deception used in treasure
maps. You can waste a lot of time combing the island in the vicinity
of the "X" on the map. Look at the map again. Pictures of the box,
a cave, an eye, and the scepter. Maybe the treasure is hidden deep
in a cave. Where in this game would a cave entrance be found? Maybe
at the beach.

END GAME
--------
Back to the private beach. This time, follow the beach past the
bowsprit to find cave entrance. Enter cave, ahead to eye carving.
Go to closeup. Note hole in eye carving. This must be where the
scepter goes. Insert scepter, passageway opens to the deep part of the
cave, where you'll find the treasure!


(c) 1997 by Verlin Foltz
This document may be freely distributed in any manner by any means as long as
the original
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