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The Watchmaker

Walkthrough by Jen
June 2002

Preliminary Notes

I know it goes against the adventurer's grain, but you will enjoy much greater success with this game using the keyboard for movement rather than the mouse.

An undocumented feature that will become your best friend: the Caps Lock key enables a "permanent run" mode. The characters move painfully slowly when walking and at a pretty good clip when running.

This walkthrough is bare-bones, just giving the minimum steps necessary to complete the game. I recommend you take your time and explore thoroughly to get the most bang for your buck. If you only follow the walkthrough, you will miss out on a lot of the story.

You can do most actions as either Victoria or Darrel, but sometimes you get different results depending on what character you use.

Time changes are triggered by various actions that you take. This is nothing to worry about; you won't get stuck or dead-ended as a result of missing something that you should have done earlier. Simply go back at the later time and do it.

Flying Glass

Start as Darrel (the default). Move toward the back of the hallway where the characters are standing. As soon as he passes the bricks, the camera angle will change and show a door on the other side of the bricks. This is the lift. Right-click it to get in. Right-click the bottom button to go to floor 0.

To the right of where Darrel is standing is a staircase with two doors on the left side. The stained-glass door leads to the dining room; the other plain door leads to the pool room. Go into the pool room and walk Darrel toward you, the player, and around the pool until you come to the glass doors leading to outside. Right-click on the doors to go out.

Pan to the left a bit until you can see a well and a garbage can. Right-click the well cover. The gardener tells you to leave it alone and throws away a plastic bottle. To get the plastic bottle, position Darrel as shown below, then use the space bar to get a close-up and pan down a little so you're looking into the garbage can. You should be able to see the bottle in the trash can; if not, try using the A or Z key to raise or lower your view. When you can see the bottle, right-click it to take it.


Where to stand to be able to see the bottle in the garbage
(click to enlarge image)

Take a few steps away from the pool house to trigger a cutscene of the greenhouse exploding. This will trigger a time change to 9:20.

Make Friends

Switch to Victoria (using the F8 key). Return to the pool house, pass the woman sitting in the chair, and stop at the first door you come to. Right-click it to try to open it. It's locked, but Victoria will knock and bring out Greta Snyder, the housekeeper.

Return to the woman seated by the pool, Jude Anderson, the supervisor's wife. Talk to her (right-click to initiate conversation) and exhaust all topics. When you're done, right-click twice outside of the conversation tree to exit the dialogue.

Get Some Inventory

Switch back to Darrel. Return to the dining room (through the pool room, around the pool, out through the white door kitty-corner from where Jude is sitting, then through the stained glass doors to your immediate left). Make your way to the fireplace on the other side of the room and examine the clock on the mantelpiece. Do a close-up (space bar) and take the key on the right side of the clock.


The clock key

Continue to the right of the fireplace, into the next room. Pan to the left and examine the cupboard. Right-click to open it, then do a close-up and examine the cutlery. Right-click the cutlery to take a knife.

Return to the pool room and cross to the open door in the cylindrical brick wall. Immediately to the left when you enter is an elevator. Right-click to get in, then right-click the –1 button to go to the basement. Walk Darrel toward you until the view changes and shows an old wooden door. This is the door to the wine cellar. Go in. Again walk Darrel toward you until the view changes, then take one of the wine bottles on the bench to the left of the wine rack.

Leave the wine cellar, walk Darrel toward you again, and head toward the boxes along the far wall. After the view changes, go into the door at the far right of this short corridor. Cross the room and use the plastic bottle on the soap dispenser between the two washing machines. (To do this, hit the tab key, right-click on "empty bottle," and then click on the soap dispenser.) Time change to 9:45.

Return to the lift, go back up to floor 0, back through the pool room and out through the white door into the foyer, through the stained glass door into the dining room, down and to the left back into the area where you picked up the knife, and down and to the right until you're facing a door with a porthole in it. This leads to the kitchen; go in.

Getting the Cook out of the Way

Talk to the cook; exhaust all topics.

Switch to Victoria and bring her to the kitchen. Position her over by the wall where the keys and hook are hanging. Switch back to Darrel and use the wine bottle on the cook. The cook will get drunk and whine some, and Victoria will automatically take the keys. Time change to 9:45.

Soap the Pool

As Victoria, return to the basement. To the right of where she's standing is the boiler room door; use the cook's keys on it, then go in. Cross the room and go to the control panel. Right-click the switch to turn off the pool pump.

Switch to Darrel and bring him to the boiler room. Use the knife on the pool filter. Use the bottle of detergent on the open filter. Close the filter. Switch to Victoria and turn on the pump again. Time change to 10:00.

As Darrel, return to the pool and retrieve the bracelet that's lying on the bottom (the shiny object lying approximately under the end of the diving board) (right-click it and Darrel will automatically go down and get it). Time change to 10:15.


Shiny ... pretty ...

Give the bracelet to Victoria. Transferring inventory is kind of tricky and weird, but you'd best get used to it since you'll be doing this a lot. As Victoria, hit the tab key to bring up your inventory and right-click on the word "telephone" at the top of your inventory. Click on Victoria's name at the top left of the screen, and it will switch to show Darrel's name and inventory. Click on the bracelet to take it from Darrel's inventory and put it in Victoria's. Click on Darrel's name to switch back to Victoria's inventory, then you can exit or use an item as normal.

Carla

Still as Victoria, locate Carla.

  • From 9:20 to 12:30, she will be on the fourth floor outside one of the guest bedrooms.
  • From 12:30 to 2:30, she will be in the laundry room.
  • From 2:30 to 4:30, she is in the supervisor's apartment.

Give her the bracelet. Time change to 10:25 (assuming it was still 10:15 when you found her).

Now Carla will talk to you; exhaust all topics. When you talk to her about the gala evening, she will give you a calling card worth $1,000 in casino chips. Time change to 10:35. Examine the calling card ("banknote" in your inventory), turn it over, and note the numbers covered by the chips (4, 17, 30).

Cistern Crawling

Switch to Darrel. Return to the well, outside the pool house. Raul should be out of the way by now. Use the well cover to open it, then use the open well to go inside. Time change to 10:50.

Walk Darrel to the other end of the corridor. Use the rubble to climb up in through the opening. Cross the room and look at the indicator. Space-bar to get a close-up—pay attention to the dial settings! Still in the close-up, pan down and use the lever. Redo the close-up and press the button. A laser will blast a new hole in the wall. Time change to 11:00.


The dial settings ... there will be a test!

Use the new hole to end up in the Gardener's Cellar. Cross the room and examine the sideboard. Take the cutters from the sideboard. Use the sideboard to open it, and take the briefcase. It's got a combination lock and the name "Corona" on it. Try the numbers from the banknote that Victoria got from Carla (you can't "call" or switch to Victoria from here to get the numbers, so you'll either have to look before you get here or leave here and look and come back). If you're too lazy, the combination is 4-17-30. Left-click the briefcase, then right-click the dials of its switch to enter the combination, then right-click the briefcase to open it. Time change to 11:15.

Take the cassette from the top pocket of the case. Close the briefcase and leave the way you came in. Raul catches you and runs into the greenhouse. Go to the aviary (that big cage on the lawn, between the pool house and the greenhouse). There's a padlock on its door; use the cutters on the padlock. Use the aviary door to free the bird. Time change to 11:50.

Anderson's Office

Still as Darrel, go to Anderson's office. To get there, use the door behind the cook in the kitchen. Go in the door marked "Bureau." Use the photo on Anderson's desk to take it, and look at it in your inventory, noting the date, September 7th, '95. Use the filing cabinet to learn a wall safe combination, 1, 2, 4, 8, 0.

Leave Anderson's office, pan to the right, and right-click the keypad next to the grey door. Enter the combination from the photo date, 9795, and right-click the arrow key. Time change to 12:15.

Secret Room

Just to the right of the entrance is a metal box with a blinking red light. Do a close-up and press the red button. Do a close-up again and take the bag of blood. Close the box. Time change to 12:10.

Directly behind you is a computer table. Open the drawer and do a close-up. Look down and take the syringe. Close the drawer.

Turn around to face the work table. There's a square box called "acid" on the table; use the syringe on it. Time change to 12:15.

Grill Anderson

Switch to Victoria and go to the supervisor's office. Right-click on Anderson to talk to him; exhaust all topics. Note how huffy he gets when you ask him about the stolen organs. "Telephone" Darrel and get the photo of Jude from him. Use the photo on the supervisor. He gives you the keys to the castle, literally. Time change to 12:30.

Acid Indigestion

Switch back to Darrel. Go to the guest bathrooms adjacent to the pool house. Open the doors at the bottom of the cupboards outside the entrance to the toilets. Use the syringe ("nitric acid") on the bottle of acid that's inside the cupboard to get a "highly corrosive substance." Time change to 12:40.

Old Wing

Return to the wooden door from the pool house to the old wing. Get the key from Victoria and use it on the door. Go in. To Darrel's right (at the top of your screen) is a double door; go in.

Cross the room and click on the nail hanging over a dresser. Darrel will walk over to the dresser and comment that something had hung there once. Now you can see the picture under the dresser. Right-click the painting to move the dresser and take it. Look at the painting in your inventory. See how the hands with no bracelets hold two coins and the hands with bracelets hold three coins? Time change to 12:50.


Nailed to the wall ...

Go back out through the double doors, move forward and round the bend; go up the stairs. Go through the first door that you see, on the left of your screen. Look at the "showcase" on the wall. Open it. Do both a left-click and a right-click on the portrait, as well as a close-up to see that Anna's necklace is the same one Jude was wearing in the supervisor's photo. Take note of the three chess pieces Anna is holding in the portrait: a black bishop, a white knight, and a black castle. Time change to 1:00.

Take the cylinder that's under the portrait and use it on the phonograph on the desk. Use the phonograph to play the cylinder.

Mausoleum

Switch to Victoria. Go to the mausoleum. To get there, go through the kitchen and out the wooden door next to the key hook. This leads to the outside. Once outside, go to Victoria's right (left side of your screen), and the mausoleum is the octagonal building in the corner of the yard.

On the side of the building facing the greenhouse, a chunk of plaster was blasted off in the explosion. Right-click that and pay attention to the location of Anna's three chess pieces. You can do a close-up if you didn't see well enough, or right-click as many times as you like to see the closer close-up. Unfortunately I don't know chess notation, but I'll number the columns 1 through 8 and the rows A through I. The three pieces are located at 3C, 4G, and 5A. Enter the mausoleum and press the matching squares on the empty chessboard. Look at the old objects that are revealed and take them. You get a doll, a paper scroll, and a crystal. Note the times on the paper scroll, 8:55 and 7:10. Time change to 1:20.


The order of the squares

More Inventory Collecting

Switch back to Darrel and go back to the downstairs corridor of the old wing. At the end of the red carpet runner is a little alcove with a two-faced clock inside. Set the hands to the times shown on Victoria's paper scroll, 8:55 and 7:10 (by dragging them with your left mouse button), and a secret door will open. Darrel will automatically go into the new room. Time change to 1:35.

Cross the room and look at the altar. Take the parchment. Read the old leatherbound book. It's written in Latin, and Darrel can't understand it … but Victoria can. Open your inventory (tab key) and click on the Victoria-on-PDA icon above the item listing to warp her here. Switch to Victoria and have her read the book by clicking on the yellow highlighted paragraphs in sequence and turning the page as required. Time change to 1:55.

Switch back to Darrel and right-click the bag that's next to the altar to trigger a lengthy cutscene. After that's over, right-click the bag again to take a bunch o'inventory items: you get the diary, two undeveloped photographic plates, a mold, and a red phial and blue phial. Time change to 2:15.

Sauna Anyone?

Use the lever next to the door to this secret room to exit. Go to the sauna. To get there, return to the back lift, the one inside the guest bathroom, and go to floor 1, then go through the brown door. On one of the benches is a bag. Right-click it to get some incense crystals.

A Real Workout

Go to the gym. To get there, return to the back elevator and go to floor 3. When you get out, move Darrel to the right of your screen and go in through the brown door. Examine the exercise cycle and locate the battery compartment on its console. Open it and take the batteries.


Batteries

Electrical Electronics

Go to the landing outside Anderson's office. To get there, take the lift up to floor 4, cross to the other end of the corridor, and take the other lift to floor 3. Head through to the blue room at the upper right of your screen and go down the stairs. Go through the double blue door to the left of Anderson's office door. This is the meeting room. Open the second cabinet on Darrel's side of the room and take the Walkman. In your inventory, left-click on the batteries. Right-click the picture of them and then left-click on the Walkman item listing to combine the batteries and the Walkman. Time change to 2:20.


The Walkman

Use the cassette from Corona's briefcase on the Walkman. Right-click the Walkman to play the tape. Time changes to 2:30.

Open your inventory again and right-click on "Telephone." Then click on Walkman to cause your PDA's tone sequencer to acquire the modem tones at the end of the tape. Click the process button to show the number, 231074. Time changes to 2:35.

Swimming? Oh, Wait, There's No Water in That Pool

Return to the pool room. Take the book that Jude left laying on her chair. Open your inventory and look at the book; right-click it to take the bookmark, a pamphlet. Right-click the pamphlet to separate it from the book, then examine the pamphlet in your inventory. Time change to 2:45.

Garage

Go to the garage. To get there, go outside the castle, around to the front. Follow the driveway from the castle front to the left of the castle and head down the ramp. There will be a metal shutter and a pedestrian door. Get the cook's keys from Victoria, use them on the pedestrian door, and go in.

Do a close-up of the van door and use the acid mixture on the lock. Time change to 2:55.

Geek-O-Rama

Use the van door. Right-click on the sack to move it and reveal a portable computer. Do a close-up and use your telephone on the computer's lead. Enter the number you got from Corona's tape, 231074. You connect to the CIA computer. Click on New Mail. Note the number on the second subject line, ARL-1998-1. Click on Search, then click on the Subject tab. Enter ARL as the case name and 1998 as the year, then click on search. After you read the instructions, click on the X to quit. Time change to 3:15.

Cooking

Go to the kitchen. Find the microwave oven, on the cook's side of the central island, under the yellow stuff. Right-click it to open it, use the blue phial on it, right-click it again to close it, then do a close-up of the display to the left of the microwave. Turn on the power (leftmost button) and then click the + button until the display shows 70 degrees. Right-click the microwave again to turn it off, then do a close-up and retrieve your phial. Time change to 3:25.


The location of the microwave

Go into the refrigerator and open the glass-topped freezer. Use the red phial on the freezer, right-click the freezer to close it, do a close-up of the freezer and right-click the control display. Click the + button to change the temperature to –25 degrees. Take back your phial. Time change to 3:35.

Are You out of Your Tree?

Go outside and around the castle to the opposite corner. On the ground are a plant and a pot and a plant stand. Use the plant stand to push it over to the big tree nearby. Use it again to climb up level with the nest. Right-click twice on the nest to get a pair of glasses. Time change to 3:50.

Take Care to Meet the Caretaker

Go to the house in the corner of the yard near the tree. Right-click the door to go in. Talk to Henry. Exhaust all topics. Give the glasses to Henry. Time change to 4:00.

Go over to the desk and look at the shelves above it. Take the chisel.

Anderson's Role Develops

Return to the ballroom, through the front door of the castle and all the way up the stairs, then go into the barroom (the blue room off the ballroom). Anderson is drinking at the bar. Give him the plates to develop. Time change to 4:15.

Clock Tower

Return to either Darrel or Victoria's room on the fourth floor. Cross the room and go out the door on the other side, to the big rooftop terrace. Head toward the bottom right corner and use the gap on the tower wall. Pass the bas-relief and use the chisel on the plaster on the next tower face to reveal a clock face. Time change to 4:25.

Use the clock key on the clock face to open the bas-relief. Time change to 4:30.

Go in through the opening and down the stairs. Use the icon above your inventory list to warp Victoria here. As Victoria, pull the lever to the right of the stone slab, and Darrel will automatically push it open. Switch back to Darrel and go in to enter the crypt. Time change to 4:40.

Spooky

Go up the stairs. You will find yourself inside the chapel. Go around the altar and cross the room to the double door. Right-click the door's lock and then go outside.

Moldy

Go through the greenhouse, in one door, across, and out the other door. You will be standing behind a fountain. Cross to the other side of the fountain and look at the statue.

In your inventory, use both of the phials on the mold to make four medallions. Time change to 4:50.

Use the medallions on the mouth of the lion to open another secret passage. Victoria automatically shows up, and Darrel gives her the rest of the medallions. Darrel automatically goes down the stairs and discovers Raul's corpse, as well as a strange silver object. Time change to 5:00.

Cross the room and right-click the door on the other side. This triggers a trap, and Darrel calls out to Victoria for help. Victoria must use another medallion on the lion's mouth to open the door so Darrel can escape. Time change to 5:15.

Blood and Roses

Switch back to Darrel. Return to the dining room. As soon as you enter the pool house, Greta rips you a new one. Chastened, head on back to the dining room. There is a tray with a rose on the table. Use the blood on the rose. Time change to 5:30.

Anderson Abode

Go to the Andersons' apartment. It's on the second floor, the door at the far end of the red carpet from the back lift. Right-click the door to use it and trigger a cutscene with Jude, at the end of which you will find yourself out in the hallway again. Time change to 5:45.

Turn around and head right back into the apartment. Cross to the other side of the room and look behind the green painting to find a safe. Right-click the keypad and open the safe by entering the combination from Anderson's office filing cabinet, 12480, then right-clicking the arrow/enter key. Take the gold coin. Time change to 5:55.

The Envelope, Please

Go to the fourth floor and enter the bedroom just outside the back lift. Take some envelopes from the desk drawer.

Clock Tower Revisited

Switch to Victoria and move her back to the top of the clock tower. You can get there either the way you went the first time, via the fourth floor balcony, or through the chapel doors on the side of the castle and back behind the altar.

On the wall of the clock tower is a machine. Open it and take the bronze ring that's near the sawdust. Open the trapdoor in the floor and remove the broken metal disk. Go back downstairs to the crypt.

Old Wing Revisited

Switch back to Darrel. Return to the Old Wing through the pool house and go up the stairs. In the upstairs hallway is a table with a scale in front of a mirror. Use the coin on the left scale, and use the incense on the right. Use one of the envelopes on the measured incense. Use the incense on the right scale again and use the same envelope that already has incense (the "1 dose of incense") on this second measure of incense. Now do the same thing again with the other envelope so that it too becomes "2 doses of incense." Take your coin back.

Statues and Bracelets and Coins… Oh My!

Switch back to Victoria, who should be in the crypt, and have her use her telephone to take the two envelopes and the coin from Darrel.

At one end of the room is a tomb with two cherubs holding cups. One of the statues, the leftmost, is not wearing bracelets; the other is. Use one of the "2 doses of incense" in each cup, and then use the coin with the statue wearing the bracelets (remember the painting in Darrel's inventory?)

A little door will open in the crypt. Take the metal plate that's inside. It's similar to the silver object you got from dead Raul. Time change to 6:10.

Of Candlesticks and Crystals

Switch to Darrel. He should be upstairs in the old wing. Head back downstairs and into the secret room (you have to set the clock hands to 8:55 and 7:10 again). Call Victoria and get the metal plate from her. It will separate into two metal plates, one black and one white.

On the altar are two candlesticks. Right-click them to move them and use one metal plate on each slab that's revealed. The black one goes on the slab to Darrel's left, and the white one goes on the slab to Darrel's right. Take the green sphere. Time change to 6:25.

Leave the secret room and go upstairs to the orologia, which is in the old wing, upstairs, the door at the far end of the hall from the staircase. It's a room full of clocks and watches. On a table in the center of the room sits a big clock with an angel, wings outspread, on top. There's a compartment on the back of the clock; open it. Use the sphere from the secret room in the round hole. Telephone Victoria and take her crystal, and use it on the rectangular hole. Use Jude's necklace in the semicircular hole. Use the angel on top of the clock to trigger a scene. Pay particular attention to the positions of the levers on the chest at the very beginning of the scene. You can watch it as many times as you like by touching the angel again and again. Time change to 6:45.


The lever positions

Return to the back of the clock and take back your inventory items. The rectangular crystal is now an activated crystal.

Chest Leverage

Switch to Victoria. Telephone Darrel and get the activated crystal from his inventory, then return to the top of the clock tower and stand in front of the trunk, then do a close-up so you can see what the hell you're doing. Use the activated crystal in the slot below the five levers. Right-click each of the levers until they all match the positions shown in the scene from the orologia (see picture above). The trunk opens; take the metal disc and use it to replace the broken one that was in the trapdoor.

Photography and Electronics

Switch to Darrel. Go to Anderson's office and you will be automatically given the now-developed photos. Time change to 7:10.

Use the photo plan on the scanner next to Anderson's computer on his desk. Use the computer to work the scanner. Click the preview button. Then click the select area button and move the rectangle over the darkest object on the page, the one that looks like the machine in the clock tower. Exit the computer, and Darrel automatically takes a printout of the enlargement. Time change to 7:30.


Where to place the selection rectangle

Old Henry

As Darrel, go to the caretaker's house in the corner of the yard. Go in. Telephone Victoria and get the bronze ring from her inventory, then give it to Henry. Give him the enlargement. Henry will give you a new cog for the machine. Time change to 7:50.

Just Another Cog in the Machine

Switch to Victoria, telephone Darrel and get both the new cog gear and the silver object from his inventory, and return to the top of the clock tower. Use the cog gear on the machine, then pull the lever on the right side of the machine. It's an elevator to a labyrinth. Time change to 8:00.

Look at the silver object in your inventory. See how some of the buttons along the top and bottom are depressed and others are raised? Make note of this arrangement. Now do a close-up of the symbol on the door and push the buttons to match the ones on the silver object. The second entrance opens, and Darrel automatically joins you. Time change to 8:15.

Oh No, Doesn't Labyrinth Mean Maze?

You are forced to play as Darrel at this point. There is a door and a stairway; the door won't open so logic dictates that you use the stairs. Continue down the path, the only way you can go (just kidding about the maze) until you are in the Astrologia, in front of a big clock.

Switch back to Victoria, take the elevator back up, and exit the clock tower. Return to the old wing of the castle, go upstairs, and enter the door to the side at the end of the hall. This is the Planetarium. Cross the room and look at the chart on the wall, then examine the manuscript on the display case underneath. Right-click the manuscript, or do a close-up, to get some coordinates, 4 hours, 15 minutes, and –41 degrees.

Switch back to Darrel. On the wall to the right of the big clock is a set of three levers. Use each of these in turn to set the clock to Victoria's coordinates from the Planetarium. Use the first lever four times to move the hour hand on the clock to 4. Use the second lever three times to move the minute hand to 15. Use the third lever six times to move the indicator under the clock to 41 degrees. This will open the two gates near the entrance to this room.

Go back out into the corridor and enter the passage that doesn't have the stairs, to the left of the screen (Darrel's right). You will enter the Watchmaker's Study and trigger a cutscene. Time change to 8:30.

As Darrel (automatically), take the letter from the desk and right-click it in your inventory to read the letter. Take the old records from the desk. Darrel will automatically read it and play will automatically switch to Victoria. Time change to 8:55.

Trapping the Hunter

Victoria is standing outside the supervisor's office window. Use the padlock on the window to attract the Hunter's attention. Time change to 9:05.

Go through the greenhouse and out the other side, and use the medallions on the lion's mouth Time change to 9:15.

Just Like Clockwork

Gameplay automatically switches back to Darrel. Take the metal star that was under the old records. Leave this room and go down the stairs across the corridor, into the Clockwork Room.

On the wall to the left of the entry is a star-shaped cavity. Use the watchmaker's star on it. A panel opens up revealing some controls. Time change to 9:25.

Do a close-up of the five indicators. Use the controls to get a close-up, then right-click on each dial and set them all to the same positions as those dials way back in the cistern room near the beginning of the game. In case you forgot, the dial positions were 2, 7, 4, 11, and 9. This opens a little passage behind the clockworks. Time change to 9:40.


Test time is upon us ... the dial settings

Save here. Enter the passage. This triggers a scene where one of the bad guys will shoot at Darrel. Darrel runs back out to the clockwork room. Quickly go over to the same control panel and reset all of the dials to 6. This will finish off that baddie. Time change to 9:45.

Reset all the dials to 2, 7, 4, 11, and 9, and reenter the small passage. Follow it to the end, into the Pendulum Room, and get clobbered. Time change to 9:55.

Chick to the Rescue

Gameplay switches back to Victoria. Go through the door with the symbol on it, using the same button combination as before. After she enters, slightly to the left and above her head a wooden lever will be visible. Use it. Time change to 10:00.

Go to the Clockworks Room and take back the star. Go into the small passageway and take one step into the pendulum room at the end. Victoria automatically hides behind a pillar. Save here. This next part is tricky, and a wrong move will result in death for Victoria and a game over screen.

The way I did it was to creep Victoria over to the left so she was standing as shown in this picture.


Poised for success

Now hit space for a close-up and watch Krenn for a bit. See how he turns toward you, then toward the pendulum, then away from you? Turn to your left and look at the doorway at the end of the blood trail. You are going to have to time it carefully and run toward that door and get in there while Krenn's not looking. Hit your caps lock key to enter permanent run mode, if you haven't already. Do the close-up again and watch Krenn. As soon as he faces the pendulum and then turns away from you, quickly exit the closeup and sprint for the door. If you've positioned Victoria well, you only have to hit your up arrow key. Once you're in, you're safe again.

Seeing Stars

There is a lion on the wall to the right of Dukes's body. Use your last medallion on its head. A passage opens up. Before you leave, use Dukes's body to get his lighter. Go up the stairs. Turn around and look at the stairs you just came up, and you will see a lever on the wall; use it. You're back in the room with the big clock. Time change to 10:20.

Return to the Watchmaker's study and take one of the candles from the desk. Use the candle on the brazier on the wall, just to the left of the desk, then use the lighter on the candle. Use the Watchmaker's star on the wax, then use the half empty phials on the mold. Victoria gets a second star. Time change to 10:25.

Return to the room where Dukes's body is and use the metal star and the new star in the two cavities on the wall. This opens up a cabinet containing some more phials and a parchment. Time change to 10:30.

Read the parchment. Use the blue, green, and yellow phials. Forget about the red one. Victoria will automatically finish off Krenn. Time change to 10:40.

Use Krenn to get the handcuff keys, then use the keys on Darrel's handcuffs (you may need to do a close-up to see the hotspot). Time change to 10:50, final cutscene, and game over.

"But if the players have all gone, is the game over?" 

 
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