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The Castle
By Orb
with help from Dan Kueng of Blueline
Studios
You start at the front gate of the castle. Turn right, you'll
see a well. Go to the side of the well, you'll see a rock holding
a rope. Click on the rock to remove it from the rope. Turn around,
and pull on the outermost rope until the bucket is raised above
the lip of the well. If it's not high enough, it will crash back
down. Put the rock back on the rope. Take the key. Your inventory
panel will appear. Go back to the gate. Click on and read the
note stuffed in the side of the gate: "my beloved, where
are you? A terrible thing has happened! I figured out everything.
This place is evil. Oh please save me before it's too late! Yours
in love, n."
Use key in lock. Open both sides of the gate. Go through the
gate. To the left is a hedge maze. Go into the hedge. Use landmarks
above the shrubs to keep track of where you are. Going in, facing
the hedge to the right is the building. Back and left are hills
with trees; behind you are trees. Go to the right first, to get
your bearings. At the entrance/crossroad, go right, forward, forwarda
dead end. Turn right twice (around), forward, forward (you'll
see the building), forward (building on left), big open areaforward,
forward, forward, copper metal bowl on stand with two lights.
Go back out to the beginning (trust methis is the easiest
way to orient yourself).
Now you'll go to the left. Go left, forward. This is the first
crossroad. Start with right. Go right, forward, forward, there
will be a lamp with a yellow button. Click button. Go back to
entrance. Now going in again to the left: go left, forward, left,
forward. This is the second crossroad. Left first. Go left, forward,
forward (will be a white wall), forward, forward, forward (following
wall around), forward, forward, dead end with a piece of paper,
pick it up.
Back out around wall. You'll come to the entrance of the second
crossroad. The path farthest away is the right path you have not
done yet. Middle is where you came in from. Click right. Another
dead end with a piece of paper. Take it. Click out and turn right
twice. Go right again and go back out. Start again: go left, forward,
left, forward second crossroad, right, left, forward, forward,
forward, forward (you'll be turned around), forward, forward,
forward (wall), forward.
At this point you should see a wall on the left, a dead end with
a lit lamp in the front, and a maze entrance to the right. Go
forward. This is crossroad three. Go to right. Forward, another
dead end and piece of paper. Take it. Turn around. Go forward.
Go left. Another dead end/piece of paper. Pick it up. Turn around.
Open gate. There is a dock in front of you. Go forward onto dock
and get into boat. Turn around and look at the lock. It is unusually
shaped, and you need a key.
Go back out front. Go to the left side of the house. Notice there
are stairs. The door is locked. Turn around and observe the edge
of the dock, and watch the animation of a family of ducks. Go
to the right side of the house. Pick up another piece of paper
at the water's edge. Go up stairs and through the door.
Inside house. Go upstairs. You'll be in a turret. It has a red
chair, two candles, a picture of the castle, and a podium. The
podium has a yellow circle with yellow dots around it. Click the
third button to the left of the bottom middle. A metallic shaft
comes upthis has a moon symbol and button. Click the button,
it turns blue. It is now night outside. Go back out. Go to other
turret. This door is now open.
Go upstairs. Same setup, push second button to the right of the
bottom button this time. This turns it to daylight. Leave it at
night for now. (When it is daylight, you can only go into the
right side; when it is night, left side only.)
Go downstairs. There is a door. It is locked. You need to get
the key. Go back to the copper bowl in the hedge. There you'll
find a key. Take it. Go change it to daylight. The key will now
work in the front door. Go into the foyer. Ahead of you is a pink
marble fountain, a downstairs hall, and an upstairs hall. Go up
the first flight of stairs. Pick up the paper. Go up the second
flight of stairs. There are three doors here. The first is a pink
bedroom. Go in. Go to dressing table in alcove to the left. Note
dressing table, bedside table, glass ducks. Go to other side of
bed. Turn around, look at girl. Touch her and she disappears.
Go to the bedside table. Open the drawer. There is a book with
the face of a cat on it. Pick it up, all your papers will go in
here, now you can read them. Open window, go out onto balcony,
pick up page. Go to third room. Open bedside drawer, examine picture,
miniature tree, boat. Go downstairs, into hallway. Go to door
on the left. Push the button on the keypad to the left of the
door to activate it. Number the buttons 1 through 5, with the
top one being 1. The solution is 42315. Go through the door. Pick
up page. Go upstairs. Halfway up go into the attic. In back is
a locked trunk. Turn around and pick up three diary pages. Go
forward. Pick up another page. Go forward twice more. Pick up
five more pages. Go back to door. Pick up two more pages behind
door. Go out. Go up stairs. Pick up a page.
Upstairs is the oracle. It has a left purple button, and a right
turquoise button. Hit purple button, nothing. Hit turquoise. A
mouth appears. "Soon, a human being is going to get shot,"
it says. Turn around. There are three stars with symbols on them.
The first is red, on it is "providence, harmony, pity, sacrifice,
enigma." These are backwards. The second one is white. Words
are "light, perfection, honesty, love, wisdom." The
last is grey, the words are: "negation, lie, absurdity, hate,
ignorance."
Go downstairs, pick up another page. Go into the salon, the room
to the right. Go to end of table. Note brandy snifter. There are
eight glasses, four empty, four full. You have to move these around
in four moves. This is the same puzzle as the book puzzle in The
11th Hour game, and the solution is the same: move 2 and 3
to 9 and 10, move 5 and 6 to 2 and 3, move 8 and 9 to 5 and 6,
move 1 and 2 to 8 and 9. A key will appear in the snifter; take
it.
Go to the window ledge, pick up page, click on bookcase, read
book, you'll see a symbol with a key going through it. The key
goes to the middle bedroom door, which was locked. This is Brad's
bedroom. Look at the castle. Click on bookcase, open book, get
key. Open top drawer of bedside table. Look at picture. Click
on second drawer, get gun. Take off safety. Open desk drawer.
Read note "h's gonna be there when we're long gone. "Go
to third bedroom, open top bedside drawer, take bullets, move
slider. Your gun is now loaded. Don't fire the gun; after all,
think about ityou've been given bullets and a gun with a
safety for a reason, so no target practice, okay? Take the key
to the attic. Use on the chest. Take the next key, look at the
pictures, letter!
Go outside open the front gate and walk out, you'll find more
two pages out here; pick them up. Find another page in the maze
by the copper bowl. Walk back through the garden; you'll find
another five pages, four in back by lamp and gate, one by the
inner wall area. Pick these up. Pick up another page near the
shore on the right side of the castle near the tower that's in
the water. Change it to night. Go into the other tower use the
key with the downstairs door and go in. Go all the way to the
end of the hall to a door. It's a wine cellar. Go in, turn right,
pick up three pages from the floor. Go behind the wine bottles.
Click on the wine case. It's a sliding square. This puzzle can
be reset at any time by clicking on the bottle in the rightmost
corner of the screen. The final position of the bottles to solve
should now be in your diary; once you have the positions from
this, it is very simple to solve by trial and error. Strategy
on this, is that you should start by straightening out the lowest
row first and move up each row to the top. Use eight bottles at
a time, rotating them is a circle to switch the bottles around.
Here is the final configuration: 1 2 3 4 5 6 7 8 9 10 11 12 13
14 15.
Go back out and you'll see one of the wine barrels is now open;
go inside it. Walk through the tunnel, pick up a page to the right
of the brass door. The door has triangles on all sides, it is
an elevator door and one of these is the call button. Hit the
triangles (it's random reset time) to find the one to call the
elevator. There are three buttons, pink, orange and yellow. Hit
pink. You are taken to a bedroom. Go to the left toward the bed.
Note the room is circular with the elevator in the center. Go
to the bedside table, pick up a page. Open the top drawer. Click
on the device. It's a video-recorder. The orange button is play,
the turquoise is rewind. The message is "seems to be a recording
device, this weird thing here. Nice you came here to pay me a
visit, smart arse! A pity that I didn't wait for you patiently.
I got a little bored in this little prison. Hope you're not mad
at me. Anyway, someone seems to be pretty fond of pentagrams.
Hard to find this one I must admit. Hope to see you later."
Put the device away. Open the second drawer. There is a blue
key. Take it. This will unlock the padlock on the boat. Turn around.
Click on the design on the wall. This is the puzzle that you will
have to solve to get out, as the walkway you came down to get
to the elevator now has a piece missing and is blocked by a gorge.
The recorded message is your clue; you are looking for a pentagram
shape in this puzzle. The solution is four pieces in the upper
right corner that form the shape of a star. Click on these pieces
to change color and open walkway. Go back to elevator. Click the
triangles, enter and click on the orange button. You are at the
top of the towernice view. Click on the second from the
top on the right button to summon elevator and your surprise.
Hit the yellow button. This takes you back to the starting floor.
Go back out to the wine cellar, and back upstairs. Pick up two
more pages on your way. Go up and make it daylight. Go back through
the maze toward the gate in the back (make sure it is unlocked
or unlock it using the button on the light in another part of
the maze). Pick up two more pages on the way. Go through the gate.
Walk toward the boat, pick up another page. Look inside the boat,
pick up another page.
Use the blue key on the boat lock. Turn around and click and
drag on the oars to get them up and into the water. Click and
drag left on the left one to move away from the pier. Continue
to click and pull until you land. On the way you will see a bottle
that you can only access when the stern of the boat looks towards
the bottle; click on this for a message, "The color of the
mirrors of my soul" (Noemi's eyes). When you land, there
will be a building. You can walk all the way around this. On the
right hand side, there is an orange button that changes colors.
Change the colors to the color blue of Noemi's eyes. Inside is
a green pentagram. Turn around and look at the closed doors, which
give you the clue to solve, "all sums are 15." Move
toward the pentagram; a keypad will rise up from the center. It
is a magic square. Each number may only appear once. Two are already
done, 1 and 5. The solve is: top row is 6, 1, 8; middle row is
7, 5, 3; bottom row is 2, 9, 4.
Another control device comes up. It has three markers. The first
one is orange with three triangles and three wavy lines. The second
is yellow with three circles and three wavy lines. The third is
plain blue, and is where your messages will appear. At the base
is an orange button. You are on what the machine calls "level
1," and you need to change it to level 2. Hit the second
button. Both switch colors. Push the orange knob. It will say
"modification attempt" and "verify." Push
the orange button again. It will say "abort process"
"modification begin" and will count down from 5 to 0.
It will then say "modification end, status changed to level
2" and "waiting."
Go outside. The green landscape has disappeared; everything is
now white. You are in a parallel universe. Get in the boat. Do
the same procedure with the oars as before, both in, pull the
left oar to the left to move away, pull again and hold; this will
turn the boat around. Click left and pull lightly and let go,
then just row across. At the pier, turn the boat around to land.
Get out of the boat. Walk forward. Pick up the paper airplane
and read it. Go to the left fork and walk to the end. There is
an elevator. Open each door by grabbing and pulling; you can get
in and close the doors, but nothing happens when you push the
switch. Get out, go to the far right fork. Note three pentagrams
on a stone with a skull on it, and i, n, e, m, o (Noemi) written
in blood in the following configuration: n i e o m.
Go back out and walk down the center path, toward the crystal
dome. Pull the levers in the same order as Noemi's name is spelled
at the site to the right. When the machine stops humming, go back
to the elevator and get in. Close the doors, click and hold the
lever up. Open the doors. You are in a bedroom. Go to the bedside
table. Open the top drawer, look at the picture. It's the missing
part from the picture in Brad's room.
There are two other bedrooms, one up, one down. Go down first.
Click on the desk, open the drawer, take the extra bullets. Pull
back the top of the gun to cock it and take the safety go back.
Go upstairs. Make a new saved game at this point, or "Game:Save"
the game, then turn off "Game:Auto-save game" so you
can later just "Revert," as right after this, I had
my whole game past the bottles puzzle dump out and I had to redo
it.
There has been a scuffle in this room; note the overturned chair.
Go to the right and check out the hypo and green drug on the desk.
Go to the bed. There's Noemi, asleep. Click on her twice to trigger
Rod animation. First he will say, "Don't worry, Brad, she's
just asleep," then he will tell his very wordy story, tell
you your gun is out of bullets when you try to shoot him, and
disappear. If you shoot and miss, he'll not miss. If you have
no gun (yes, you can put the gun back into the drawer;
Rod will say that he's disappointed you didn't even find the gun,
though he has put it in front of your nose).
If you haven't loaded (forgot the slider or the safety) your
gun and you try to shoot him, he'll say that he's disappointed
that you forgot to load the gun. I really can't remember
myself if he's giving you a second chance ... :)
If you have forgot to grab the ammo, he'll say that he's disappointed
that you didn't find the ammo or something.
If you refuse to follow Rod's instructions to turn around, he
will shoot you, and you will see a farewell note from Noemi. If
you turn around and do nothing, he just gives you another chance
to get gun and ammo. He'll reappear and you'll be able to finish
the game!
The best ending is to load the gun and when he starts talking,
shoot the hell out of him; you'll get a congratulations note from
Noemi. 
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