HomeReviewsWalkthroughsMiscellanyForums
 

 

Loch Ness

Walkthrough by Jen

Monday, December 17

After the opening cutscene, take a step into the room to trigger another cutscene.

Open your inventory (right click) and examine your notebook. Generally it is a good place to look for direction as to what to do or where to go next. It says that first you should go find your room. As long as you're in here, though, you might as well have a look around and familiarize yourself with the interface. Right now everything in here is either look-only or come-back-later.

Leave through the door next to the grandfather clock. Go up the stairs. Turn to the left when you get to the top and enter the second door, just past the plaid chair. This is your room.

Go to the table at the back of the room, to the right of the window, and read the letter. Then cross to the other side of the window, between the dresser and the bed, and take the purse that's lying on the bed. Go into your inventory again and see all of your new goodies.

Kitchen

Time to go exploring. After you exit your room, take a step to the right, then turn right and go through the grey door at the end of the hall. Go all the way down the stairs, and you will be in the kitchen. Take a step toward the brown table on the right, open the drawer, and take the matches and candle.

Turn all the way around and cross to the bells on the wall. Examine them. Turn to the right and take another step into the kitchen, toward the door on the left wall that's just past the gray table. Examine the strange little cupboard on the wall, then open it. Take the passkey on the right.

Close the cupboard, back up from the close-up, and turn to the right. Take a step toward the cloth-covered cabinet. The door on the left will take you into the downstairs hallway; let's not do that just yet, though.

Instead turn to the right and take a step toward the table with benches. Turn to the left and take a step toward the fireplace, then turn to the right and take a step past the fireplace. Examine the sink and take the towel. This will trigger a small cutscene showing Lady MacFarley's bell ringing. Return to the bells and examine them again. This time you can see which bell is hers, but we don't know what this means yet.

Sitting Room

Now go out that grey door between the key cupboard and the cloth-covered cupboard. Turn to the left and go straight through the door that's ahead of you, the one with the red curtains. You'll be back in the sitting room. Examine the sofa on which Lady MacFarley fainted, pull up the couch cushion, and examine the locket. Open the locket and take the small key and the pills.

Back Upstairs

Go out through the doors near the piano, up the stairs, to the right, and use the passkey on the second door on the left.

Whose Room Is it, Anyway?

It's Lord MacFarley's. Turn to the left, open the glass door of the bookcase, and take the folded paper that's between the green books. Open your inventory and click on the spotted wallet. This is where your scraps of paper are kept. What you just got was the instructions for how to use the telegraph.

Back up from all close-ups, turn to the right, and approach the desk on the other side of the room. Turn around and examine the desk. Open the drawer and note the note. Move your cursor to the left side of the drawer until you get a left arrow, and then click. Use the copper oxide powder on the corner of the table, then use the ink, then use a blank paper. Take the paper and exit the close-up.

Dumb Waiter?

Nothing else doing in here, so time to leave. Return to the kitchen, locate the dumbwaiter, and pull the handle to the right of it to send the tea up to the laundry room. Huh? Go up the spiral staircase from the kitchen, through the door, and turn to the right. The laundry room is through the other grey door. Go in and get the cup of tea from the dumbwaiter.

Lady MacFarley

Cross the upper foyer, turn left, take one step toward the stairs, turn right, and go through the double doors that were inaccessible before. You can go in now that you have the tea. Turn right and approach the bed. Put the pills in the tea and give it to the old woman.

After the expository cutscene, turn around and examine the chest of drawers. From the top drawer, take the chloroform. On the other side of the room is a green marble dressing table; from its drawer take the rolled-up picture. Go up the steps into the bathing area and use the small key from the locket on the chest on the white marble table. Take the attic key that's inside.

Attic

Leave the room, turn left, go two steps forward, turn left, and go up the stairs. Go all the way to the end of the twisty hallway and use the attic key on the door at the end. Creepy ... You're trapped.

Take a step into the room the only way you can, locate the magnifying glass hotspot, and click. Use the candle and watch it turn into a whole bunch o'candles. Then use the matches. Et voila, instant candelabra.

On one side of the room is a small cupboard with a single candle on it. Open the cupboard and take the map (it appears in that third wallet in your inventory). I am having trouble suspending my disbelief with this sudden-plethora-of-candles situation, but there you have it.

Also in this room is a table with a strongbox. Open the box and take the photo of Allistair MacFarley from the photo album. In one of the crates in the middle of the room is a crowbar; take it. Go into the raised alcove, use the crowbar on the boarded window, and use the camera on the Loch Ness monster.

Now go use the crowbar on the door near the broken ladder. Go through the trapdoor and find yourself in the laundry room again, confronted by the banshee.

Back to the Sitting Room

Title says it all. Once you get there, examine the drink cart. Use your bourbon on one of the glasses. Take the crystal. Go back out through the double doors, cross to the other double doors, and enter the new room.

Great Room

From the red table in the corner, take the mead. Cross to the glass-fronted cabinet and use the knife. Open the door, open the box that's inside, and take the Auld Alliance treaty (it goes in your spotted wallet). Leave the way you came in, turn to the right, and go through the giant double door to the ...

Outside

Turn to the right and continue forward and right as needed until you come to a greenhouse. Enter, take a step in, turn to the left, and use the knife on the Phalaenopsis flower.

Return to the front of the castle and turn right. Head away from the castle and approach the cross. Use the flower on the base of it. Then use the mead. It's the banshee again.

Tuesday, December 18

Back in your room at the castle. Leave the room. You hear voices. Sounds like it's coming from the right. Go down the hallway on the left (not the way to the kitchen). The voices are clearest near the green-curtained door, but you still can't quite make out what they're saying.

Library

Go down the stairs and through the red-curtained door at the base of the stairs. Cross the room and turn off the gramophone. Turn around and go to the top of the spiral staircase. Turn around again and operate the trap door in the ceiling. Watch the cutscene.

Foyer

Return to the foyer and examine the briefcase on the bench alongside the stairwell. Take the signet ring and the note. Read the note in the spotted wallet.

The Loch

Turn around and leave through the front door of the castle. This time you can go to the left. Do it. When you reach the corner of the castle, you will be given a choice of direction. Take the one that sticks closest to the castle wall. When you get to the next castle corner, you will see a set of steps on one side leading up to a different, smaller castle door, and directly behind you as you're facing that is a small wooden dock. Approach the dock and take the oars. Turn around and use them on the rowboat.

The Distillery

Head toward the waterwheel. Examine the barrel and take the pliers. Continue toward the waterwheel and enter the big room. Cross to the other side, examine the lock, and use the pliers. Enter through the door. Save here.

Now go toward the water, not the bottles on the floor! If you go that way, straight toward the door, you will kick one and make a noise and be shot. From your new position by the water, you can approach the other door stealthily, without alerting the bad guy. Go ahead and go through.

Go a couple steps in, turn to the right, take another step toward the door that you can't use, turn right again, and enter the guard's shack. Use the chloroform on the rag and then use the rag on the guard. Look down and to the right and examine the walking stick. Open it and take the key. Then back up from the closeup, until you see the walking stick lying on the floor again, then take the walking stick. Examine the purse hanging from the guard's chair and take the book from it.

Return to the room behind the water wheel. Cross the stream at the board and use the walking stick on the back of the waterwheel. Go back in to the room with the bottles on the floor. Now that the pool is dry, you can open the secret trapdoor to the cellar.

Go down the ladder. Head toward the lighted doorway. Ooh, creepy, an electric chair. Open the chest that's under the chair and take the amber disks and mirror disks. Use the chair. Use the signet ring on the door.

Tunnels

Go a couple of steps into the tunnels until you are faced with three choices, one with a bird over it, one with a Celtic cross, and one with a coat of arms.

Down the path with the bird is a stone with a strange symbol on it. If you turn around, there's a platform with that and other symbols carved on it. There's nothing we can do here yet, but we will be back.

At the end of the path with the cross is a small door that can't be opened.

That leaves the path with the coat of arms. At the end is a small grated door. Enter it and find yourself in a room with various crates, barrels, and a cabinet. Inside the cabinet is a diving suit, and inside one of the chests are a diving helmet and boots. You can't use these yet, but they'll come into play later. Leave through the wooden door and you'll find yourself outside the castle, near the greenhouse.

Library Again

Go back into the castle through the front door and return to the library. Cross to the far corner and examine the little alcove. Use MacFarley's cane on the little animal symbol. Enter the secret office.

Office

Go to the glass-fronted case and examine the cupboard at the bottom right. Use the key from the cane on the lock. Look at the Auld Alliance treaty in your spotted wallet and get the combination from it, then enter it to open the lock. Take the armchair directions.

Go up the stairs. There's the armchair. Don't mess with it yet! Instead continue as far as you can go, and you'll end up in some sort of laboratory. It looks like you should be able to do lots in here, but there's only one thing, at least for now. Examine the greenish-gray cube on the table and take the mail glove and the window handle that are behind it.

Go back down to the armchair, read the directions (in your spotted wallet), and use the hotspots in the order indicated. If you try to reach in with your bare hand, you die. Use the glove! Then reach into the armchair and take the key. You got MacFarley's crystal. Save here.

After you back up from the chair closeup, a timed sequence will begin. Turn to the left, take two steps, and look at the window on the right. Use the window handle on it.

Wednesday, December 19

You start the day in your bedroom. Return to Lord MacFarley's apartment, which is the secret room through the library. Go around to the other side of the desk, open the upper left drawer, and take the observatory key and the Indian dagger.

Up ...

Go up the stairs and return to the laboratory area and use the observatory key on the cylindrical structure in the middle of the room. From the cabinet to the right, take the raven statuette and the files. The files go in your spotted wallet and describe some sort of hologram experiments.

Back up from the cabinet and turn to the left and examine the telegraph machine. Here you get three more "examine" icons. Click on the leftmost one, the telegraph machine itself, and then use the handle at the upper right of the apparatus to turn it on. Then click on the switches for the Inspector's connection code, 75436, then your ID number, 65. Back up and look at the apparatus to the right, the deck. It has two platforms, a silver one and a brown one with a piece of paper on it. Click on the silver one. Use the fingerprints on it, then the picture of Nessie, then Moira's code. Back up from the closeup and then click on the brown platform and take Scotland Yard's answer. The upshot is, you have to wait.

Down ...

Go back down to the laboratory and look at the hologram machine described in the files from the observatory. Use the amber disks and mirror disks on it, then the raven statuette. Then use MacFarley's crystal on it. You get a note, "If you seize the Celtic triskel only the raven will know how to open the path." Take the crystal and the bird.

Up ...

Go back up to the observatory and take the new notes (three) from the brown platform. Read them all in your spotted wallet.

And All the Way Down

Return to the ground floor, MacFarley's office, and use the painting over the chest of drawers. Examine the hidey hole and then use the Indian dagger on the small lockbox inside. Open it and take the chapel key and the poem. Read the poem in your wallet. Look at the map in your inventory and click on the chapel to go there.

Chapel

Use the chapel key on the door. It breaks, and the banshee comes back.

Dock

Return to the dock (it's near the stone bridge if you want to use your map instead of walking). Use the pliers on the chest and take the rope and the grapnel. Return to the chapel.

Chapel Again

Walk to the right then the left and face the inside corner of the building. In your inventory, combine the rope and the grapnel. Use it on the corner of the roof. You will be facing a strange diagram.

Look up the symbols on the diagram in the Book of Kelia in your spotted wallet. They mean R C D S A I H from left to right. Click on them in order to spell out Sirdach. The stone turns. Use your grapnel on the opening.


The chapel puzzle (click to enlarge images)


The code pages

Inside

Explore the room; you will find a stone that says "Risen from ancient times, king, queen and knight will cross glances and discover the path of the inexpressible power." Return to the center of the room and turn all of the stones so that the faces point toward the center of the room. A stone will rise up, revealing a staircase. Go in.

Push the lighted pillar. Trapped! But not for long. Use the raven statuette on the pillar you just pushed down. Go through the door that opens, and you will be back in the tunnels you had discovered under the distillery.

Go back into the tunnel under the coat of arms and exit. Return to the castle through the front door.

Thursday, December 20

Well, guess where you start this new day? That's right, back in your room of the castle.

Go to the sitting room and look out the window that's by the pool table. Leave the castle through the front door.

Outside

Head toward the cross and turn to the left before you get there. Go down and look at the water's edge. Then return to the castle and go back to the small door that leads into the tunnels. Take the diving suit from the big cupboard and the boots and helmet from the brown chest. Go through the tunnels back into the distillery and into that big room behind the waterwheel. There is a bag of something near the wheelbarrow; take it.

Go back to the greenhouse but don't go in; instead turn to the left and click on the wheelbarrow. Use the hose and you automatically will return to the tunnel room with the hose and the wheelbarrow. Look at the wheelbarrow and put all of the diving stuff in it. Then go operate that big wheel attached to a wooden box.

Return to the greenhouse. Mr. Moore is just inside the door. Use him.

Watery Hell

Bumble around in this unmappable underwater maze until you find a single broken bottle near a skeleton on the lake floor. Take the bottle. Bumble around in the maze some more until you come across a green door in the rock face. Save. Use the broken bottle on the door's wheel. Sorry, I can't help you get this far, but I sure can help you get back out. After you step away from the door, you will have to leave PDQ. Below is a series of pictures showing the directions you need to take. I might make you backtrack once or twice, but no matter, if you do it this way there's still plenty of time.


Turn your back to the door and head
toward the teeny bush off in the distance.


Take another step forward toward the teeny bush.


Turn left more than 90 degrees and take a step between the
big seaweed on the left and the small seaweed on the right.


Turn right about 90 degrees and follow the rock face.


Take a step straight forward.


Take a step over the whale tail.


Turn slightly to the right and step past the broken bottles.


Turn about 45 degrees right and take a step.


Turn about 90 degrees left and take a step.


Turn to the right and head toward
the dark, dense seaweed clump.


Turn left about 90 degrees and take a step.


Turn slightly to the right and take a step.


Turn left more than 90 degrees
and step to the right of the small tree.


Turn slightly to the right and take a
step to the right of the ship's skeleton.


Take a step straight ahead.


You're home again. Turn to the right
and look up. Step out of the water.

How Dry I Am ...

As you get out of the water, you hear Moira scream. Go back to Lord MacFarley's secret office and take a step in toward the staircase.

Return to Lady MacFarley's room and get the pistol. It's in the drawer of the green marble table on the far side of her bed. Use your map to go to the distillery. Go into the main building and then back outside through the big room with the stills. You will be conked on the noggin by a French maid and find yourself trapped in the underground room with the electric chair.

Take the leather strap that's hanging on the wall. Use it on the rightmost barred window. Then go over to the electric apparatus next to the chair and use the leather strap on it, and then use the apparatus itself. It pulls the bars out of the way. Now you can leave through the window.

Go back outside to the barrels where you found the pliers. Save. Pick up the purse that's lying on the ground. When the French maid comes out, get the pistol out of your inventory and shoot the big sandbag over her head to knock her out. Go over and examine her and take McGrab's notebook from her purse. Step back from the closeup to trigger another scene with the banshee.

Friday, December 21

Go back into the tunnels and enter the one with the bird. Turn around and look at the stone structure in the center.

Turn the outer ring so that the sunlight is shining on the N. Turn the inner wheel until it looks like this:

If you don't fancy looking at the picture, you can tell you did it right because of the different noise you hear.

Now you can enter through the stone with the triskel symbol on it.

Ah $#!@ Not Another One!

Go up the steps only to find yourself in another maze. This one really isn't that bad, it's just confusing because every place looks the same. Basically it's three big cylindrical chambers arranged in a triangle. There is a hallway around each and a pillar in the center. There are also several smaller doors; you just came in through one of those. Another one is a valve room connecting two of the cylinders' hallways, and a third one contains a staircase leading up.

Okay, so you went up the steps, right? Now take a step through the doorway and you will be facing a porthole in the wall of one of the cylinders. Go around to the right three steps and you'll see another door. This is the little connecting room with the valve. Go in and out through the other side. You should be facing another porthole. Save. Look through the porthole and watch the cutscene, and then when the timer starts, you just have to go back into the valve room and wait for the bad guys to leave. That was easy ... for once.

Now find the open door to one of the cylindrical rooms. Go in. At the far side of the room, there is a box with a bunch of knobs and a dial on it. Examine it and use the big valve. Turn around and look at the desk. Take the triskel chest. Open the drawer and take the metallic pliers and the key.

Leave the room, and you will be facing the central pillar. Examine the three rings. Use the top two to open the remaining cylinder doors. (If this isn't available to you yet, go around the three cylinders and look in all of the portholes. You should find one showing Lord MacFarley and another one showing a laboratory. Then go back to the pillar and try the rings again.)

Enter the cylinder to the left. From the cabinet over one of the sinks, take three bottles, glycerol, sulphuric acid, and nitric acid. On the bookshelf in this room, examine the books and read the recipe for manufacturing dynamite.

Too bad you have all of the ingredients in the wrong proportions. Oh well, we'll get to that later. Time to rescue MacFarley.

Saving MacFarley

Enter the cylinder that you haven't seen yet, the one with Lord MacFarley. Look at the sign above the wires. Save. Look at the box with all of the wires. Flip the switches in the order middle, left, right, and Lord MacFarley will be freed. Take the bottle from the table. Save. Give the water to MacFarley.

Saving the Goil

After the cutscene, Cameron will wonder whether he should save the girl or make the bomb. If you save Moira, you get rid of the damnable timer, so you should definitely do that first. Return to the little room with the valve and look at the little rectangle above the valve—it's a combination lock. Enter the combination 421, from McGrab's notebook, then back up and use the valve. Go through the opening. You'll be facing the submarine. Turn toward the left and make for a clump of buckets. In one of the buckets is the starry key. Take it, then go kitty-corner and locate the lever on the wall, which controls the cage in which Moira is hanging over the water. Use the starry key on the left side. Save here. Then click below the lever to pull it down. If you pull it the wrong way, you'll sink Moira and it'll be game over.

Having almost rescued her, now go over to the cage and use the pliers on the lock.

Bombs Away

Return to the laboratory and look at the pitcher just to the left of where you come in. Save. This next part took me some figgerin'. You have three bottles in your inventory, 30 ml of nitric acid, 20 ml of sulphuric acid, and 5 ml of glycerol. But the recipe shows you need 120 ml, 80 ml, and 5 ml, respectively. So the trick is to use the bottles more than once. Use the nitric acid four times, then the sulphuric acid four times, then the glycerol once. Self-replicating ingredients? Bottomless bottles? Whatever the case, it works. If you do it wrong, game over.

Then take the pitcher and use it on the ice bucket to the left. Use the pipette on the ice bucket. Use the sawdust (that mystery bag that you picked up way back in the distillery) on the green bottle. Take the pipette from the ice bucket and use it on the green bottle. Take the green bottle. There's your bomb.

(I have heard rumors that some players have to make the other recipe from the book, the gunpowder. If you get that and would like to contribute the solution to this walkthrough, please write to me.)

Go back down to the submarine, step onto it, and go toward the tail. There's a hotspot near what looks like an exhaust pipe. Use the bomb there.

A Triskel a Traskel a Green and Yellow Baskel

Go back up and find the stairs leading up. Go up and take a step toward the door. Turn to the right and examine the combination lock. Put in the other combination from McGrab's notebook, 532.Go through the door.

Go to the right, then face the shiny tube and use the platinum key on the little door. Examine it, open the door, then use the triskel chest on the right side of the triskel. Don't take the triskel with your hand, even though it looks like you can; instead use the metallic pliers on it. Put it in the chest and take the chest. Now I think it's time to boogie on out of here.

Go find the stairs leading down. Now you can go out the way you came in.

Return to the castle observatory. (You have to do the cane thing in the alcove again to get back into MacFarley's office.) Click on the laser. After the brief cutscene, aim at Nessie and shoot to sink the sub.

Return to the cross in the park. Use the triskel chest on its base.

Game over. 

 
Copyright © Electric Eye Productions. All rights reserved.
No reproduction in whole or in part without express written permission.