| 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-uppay 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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