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1,000 Games (Collectors Edition) - Disc 2
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11thpt2.txt
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1996-08-17
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15.> This one comes up with "Light piece from great orchestra."
The answer is hidden in "greaT ORCHestra." And it's a light
piece. So you need a torch. There's one on the altar in the
Chapel. Go touch it, and you get a scene with Chuck dropping
off a dead body at the Mansion. Great. Well, now you get
another clue..."cheesy object that sounds larger." Larger...or
greater. Cheese grater. That, of course, is in the kitchen.
Go over to the butcher's block, and you'll find a series of
eyeball plates arranged around a pentagram. This is another
puzzle. The object is to create five stacks of two plates on
every point of the star pattern. A plate must jump two plates,
stacked or not. Once moved, a plate cannot be moved again. At
least this one HAS a solution. Assume the plates are arranged
like this: (1, 3, 5, 7, and 9 are the five star points)
10 1
9 2
8 3
7 4
6 5
Then, do the following. Move 8 to 1. Move 6 to 3. Move 10 to
5. Move 4 to 7. Move 2 to 9. That's all there is to it. Now
turn right and look at the stove. There's a bloody cheese
grater there. Pick it up. COOL! Crawling, severed fingers!
Nice effect! Then the GameBook beeps, and you get another clue.
16.> "500=100=0" Those of us who are mathematically inclined
will say, "boy, is THAT a dumb equation." Consider, though. 0
is a round object. 500 in Roman numerals is "D," and 100 in
Roman numerals is "C." So "D=C=round object," or "D is C is
round object," or, if you will, "DISC is round object." So you
need a disc. Head up to the lab, and check out the small table
next to the French door. A case for...believe it or not..."The
7th Guest." Good grief, talk about advertising! You get
another short video clip. Then you wind up with another clue,
"Blend a teapot shot and the pearlies won't rot." Teapot shot
is an anagram for "Toothpaste." So go to the Bathroom (no, I
mean WALK to the bathroom) and check the sink. Touch the
toothpaste and it turns into a big green bug. Ick. Now the
GameBook gives you yet another clue. "Slyness holding shipment
in choppe?" Note that "choppe" is spelled in French style.
Sly...can be "guile," and a holding shipment is a "lot." So,
"Guile lot in choppe." Guillotine. Head off to Hamilton
Temple's room. You'll find a cube on the bookshelf in there,
which is yet another puzzle. Click on it. Your mission is to
get a path from one "arrow" face to the other. The trick here
is that the number of pips aren't really numbers, they indicate
direction. The direction you choose...defines the meaning of
the die face from which you move. So, basically, let's say you
start with a the four. Then you click on the one, to its right.
From now on, whenever you click on a four face, the next move
must be to the right. So, here's one solution (there's
several). Start by clicking on the four above the first arrow.
Then click on the three above it. (So four="up"). Then click
on the six above and to the right of the three (so three="up&to
the right"). Then click on the one down and to the right of the
six (so six="down& to the right"). Now click on the five to the
right of the one (so one="right") Finally, click on the three
below the five (so five="down") The puzzle will solve itself
from there (because the three will send the path automatically
up and to the right to another three, then up and to the right
again to the one, which shifts it right to the three, which
shifts it up and to the right...to the exit arrow). Now go
touch the guillotine...it slices down, but doesn't get you.
Then the GameBook has another vid sequence...this one of
Eileen's hand getting caught in the Mansion gate and...well, you
don't need to know the details, do you? Anyway, you'll get
another clue then..."Poor drainage could still produce a flower."
17.> "Drainage" is another anagram...for "Gardenia." Go to the
top of the stairs and look at the painting...yep. The big white
flower on the left at the bottom is a gardenia. Click it.
Nothing seems to happen, but you'll get a message as you start
to walk off. After a while, the GameBook beeps again, with
another clue..."Sounds like it got higher from wine." Got
higher...it "rose." Rose wine. But what you need is a rose,
the flower. Go to Martine Burden's bedroom. Go to the table
with the pyramid on it...it's another puzzle. For this one, you
have to click on letters. You must reveal two fifteen letter
words, and once a letter has been chosen, you may not pass
through that letter's space again. The outer corridor will
always remain open. After you do the first word, different
letters reappear to let you get the second word. Okay, the
words you want are "UNINTENTIONALLY STRAIGHTFORWARD," so here is
the order to click on the letters in:
(First word):
13
4 6
3 7 12
14 8 11 5
15 9 10 2 1
(Second word):
11
5 12
4 6 1
14 7 2 10
13 15 8 3 9
Anyway, once you finish, go over to the vanity...and there's a
rose in a vase on it. Click on it, and a petal will fall off.
You turn around and run into...Martine Burden. Well, this is an
interesting little scene...and she just fades out afterwards.
Sorry, folks. I always thought she was a serious babe anyway.
Then the GameBook beeps again. Check it, for another clue (big
surprise).
18.> "What kind of jewelry is angrier?" Well, well, another
anagram. "Angrier" is "earring." So head off to Julia Heine's
room. Go for the jewelry box. There's another puzzle, this one
in the pendant. The rules are simple: Each gem must be adjacent
to a gem of a matching color. You can rotate a cluster of gems
or swap positions with another cluster. So, here's a solution.
If the pendant is set up like this:
1
6 2
5 3
4
Then, swap 3 and 4. Swap 3 and 6. Swap 3 and 5. Then turn 6
twice, 5 twice, 4 five times, 3 four times, and 2 twice.
That'll do it. Next, go over to the vanity and pick up the
earring. You'll get a sick little sequence with a ripped-off
ear bleeding rather profusely. Nice. Then, guess what, the
game book beeps again. This one comes up with "You might hear a
well-mannered Cockney with a 60's hairstyle." Well-mannered
could mean how someone behaves...and a Cockney accent would make
that how someone "behoives," and a 60's hairstyle is...a
beehive. So you need a beehive. Go back up to the Attic and
click on the door past the staircase (you know, where ya finally
beat Stauf in the 7th Guest?).
19.> Up here is a blasted-out room. And a little beehive
honeycomb on the floor, which winds up with blood and honey in
it. This is another AI puzzle, and doubtless, fans of the 7th
Guest will recognize this as the goddamn cell game from that
one, except this time, Stauf has the blood and you have the
honey. Globules divide into two when moved to an adjacent cell,
and jumping two cells moves the globule without replicating.
Honey absorbs adjacent cells filled with blood, and vice versa.
Listen up, folks. Stauf responds in the same way you hit him.
Be aggressive, and he does the same. Play defensively, and he
does the same. There are 60 cells total, and you need 31 to
win. So, it's even WORSE than the lab puzzle from 7th Guest.
There is no set strategy, and it is a MAJOR pain in the ass.
So, to be simple, once you get frustrated, just let Samantha do
it...hell, it might even take HER a couple tries, but
eventually, she will beat Stauf if you just keep punching the
button. When you finally beat it, you'll get a long video
sequence, which shows a LOT of info about what's been going on
here...and an interesting thought. The house is alive, an alien
creature. It raped both Eileen and Samantha. Samantha had an
abortion, which left her paralyzed, but Eileen gave birth to
Marie...a daughter of the house itself. Eww. I don't even want
to think about that one for too long. Anyway, that triggers the
end of the 9 p.m. hour and the start of the 10 p.m. hour.
20.> You start off with a clue...big surprise..."Instrument is
sharp, but missing its head." Well, it's an instrument. And
it's "sharp," but missing its head...the first letter. So you
get "harp." That's in the music room, way downstairs. Great.
Head down there, and you'll find that the piano is blocking the
harp. On the mantle is a small game with all sorts of
furniture, and a piano. The idea is to move the pieces around
until you can move the piano off the board. This one is ROUGH.
Anyway, figure the pieces are arranged like this initially:
1 (lounge) 10 (piano) 2 (lounge)
6(chair) 7(chair) 8(chair) 9(chair)
4(lounge) 3 (table) 5 (lounge)
(It's tricky to look at it like that, but consider it as on an
angle. You only have two squares open, those to the "south of,"
or "down from" the endtable.)
3 towards the right side of the board, 7 towards the right side
of the board, 7 away from you, 6 away from you, 6 towards the
right side of the board, 4 towards the left side of the board, 3
towards you, 7 towards the right side of the board, 6 away from
you, 4 away from you, 1 towards the right side of the board, 1
towards the right side of the board, 10 towards you, 8 towards
the left side of the board, 8 towards the left side of the
board, 6 towards the left side of the board, 6 towards the left
side of the board, 7 towards the left side of the board, 7
towards the left side of the board, 5 towards you, 9 towards the
right side of the board, 9 towards the right side of the board,
2 towards the right side of the board, 2 towards the right side
of the board, 8 away from you, 6 away from you, 10 away from
you, 1 towards the left side of the board, 1 towards the left
side of the board, 4 towards you, 7 towards you, 7 towards the
right side of the board, 10 towards the right side of the board,
8 towards you, 8 towards you, 6 towards the left side of the
board, 6 towards you, 2 towards the left side of the board, 2
towards the left side of the board, 9 towards the left side of
the board, 9 towards the left side of the board, 5 away from
you, 7 away from you, 7 towards the right side of the board, 10
towards the right side of the board, 8 towards the right side of
the board, 8 away from you, 1 away from you, 4 towards the left
side of the board, 4 towards the left side of the board, 10
towards you, 9 towards you, 9 towards the right side of the
board, 5 towards the left side of the board, 7 away from you, 9
towards the right side of the board, 10 away from you, 4 towards
the right side of the board, 4 towards the right side of the
board, 1 towards you, 6 towards you, 8 towards you, 2 towards
you, 5 towards the left side of the board, 5 towards the left
side of the board, 10 away from you, 8 towards the right side of
the board, 8 towards the right side of the board, 6 towards the
right side of the board, 6 towards the right side of the board,
1 away from you, 4 towards the left side of the board, 4 towards
the left side of the board, 8 towards you, 8 towards the left
side of the board, 3 towards the left side of the board, 9
towards you, 9 towards you, 7 towards you, 7 towards you, 10
towards the right side of the board, 6 away from you, 6 away
from you, 8 away from you, 8 away from you, 3 towards the left
side of the board, 7 towards the left side of the board, 7
towards you, 10 towards you, 10 towards the right side of the
board. 90 moves, and the piano is off the board.
ALL RIGHT! Turn around, and note...the piano is now gone. You
can go touch the harp. Then the GameBook beeps with another
clue. This begins a good string of stuff without a puzzle.
21.> "A defective truck with a crane makes for a ball-busting
ballet." Truck and crane is an anagram for "nutcracker," but
for a good laugh, hit the Help key three times to hear Samantha
get a bit embarressed by the clue she gives out. Go upstairs to
the hallway and touch the nutcracker on the floor in the corner
down at the far right end of the hall. It animates for a
minute, then you get another video sequence...with Marie and
Chuck. Then you get another clue..."Look at key missing first
misprinted label." Key missing first...is ey. Then rearrange
the letters in label to get eball, and you get...eyeball. The
"look at" is also a clue. Go into the Game Room and click on
the little cue ball, painted like an eyeball. It spins around,
with cut nerves and blood...ick. Then you get ANOTHER
clue..."Disabled cutting edge." Hell with it. Without
explanation, you find "blade" inside "Disabled," which also
reflects the "cutting edge" bit. So you want a blade. Go into
Temple's bedroom and click on the hunting knife in the headboard
of the bed. You get another video, this one with Chuck
stabbing...something. Great. Just what you needed to see.
Then you get another clue, one of my favorites..."Unreasonable
reason." Unreasonable can mean crazy. A reason for doing
something is your motive. So crazy motive... or loco motive.
Go to the attic and touch the toy train. A neat little sequence
follows, and then you get yet another clue. "Paper used in
unusual theses." Theses mixed up is "sheets." Go to Martine
Burden's room and touch the bloody part of the bedsheet to get
another video sequence...this one with Chuck getting pulled into
the house with a bloody corpse. Then you get another
clue..."Adriot holding a sharp instrument." Well, this time
it's a different blade. Adroit means "clever." So the clue is
actually "Clever holding 'A'...sharp instrument," or "Cleaver."
Go to the kitchen and grab the meat cleaver embedded in the
door. Then you get a wonderful scene with Julia Heine (looking
younger than before), Chuck, and Stauf...and Chuck finally gets
the cleaver in the head. YAAAYYY!!! Of course, then you get
another clue from the GameBook. This one is "A desserted
Arthropod." An Arthropod is a type of crustacean. And it's a
dessert. Go to the Dining Room, and note the cake shaped like
a...yep...a Trilobyte. That's the AI puzzle for the end of the
10 p.m. hour.
22.> When you click on it, you wind up in a game of Connect
Four, with bonbons. You're playing against Stauf. The whole
mission is to get four of your bonbons connected in a row, four
connected in a column, or four connected in a diagonal before
Stauf does. THIS time, however, I happen to have a winning
strategy, but it all depends on Stauf's first move. There are
eight available columns, as follows:
1 2 3 4 5 6 7 8
Always start in column 3 or column 6. If you start in column 3
and Stauf then opens with column 5, you've got him. If you
start in column 6 and he opens with column 4, you've got him.
Otherwise, I'd suggest you just reset the puzzle...or play him,
if you want the fun. Anyway, let's say you get the first
situation (you pick 3 and he takes 5). Play in this order,
using the columns above as a guide (the odd-numbered moves are
yours):
6
4 8
3 7 10
9 11 1 5 2
In that one, you win on the 11th move. Now, let's say the
other situation happens; you start in 6 and he takes 4. Play in
this order, using the columns above as a guide (once again, the
odd-numbered moves are yours):
11
10
14 8
12 4
5 3
6 7 2 15 1 9 13
You can win this one fairly easily. Then you get another long
sequence...Chuck stabbed the chief (who'd apparently been
sleeping with Robin) instead of Robin...so he got the axe. Or
the cleaver, in this case. And so on, up into showing Robin
entering the house...and the beginning of the eleventh hour. 11
p.m.
23.> Once again, we start off with a clue. "663 264625 46 2
6455466." Another telephone message, and this one says "one
animal in a million." Is there an animal in "million?" Yup. A
lion. There's a lion sculpture at the top of the stairs. Go up
and touch it. You'll see a scene in which Robin is attacked by
a cougar. She and her sister drowned a kitten when they were
young, apparently. Hmmph. Bitch deserves to die, after all.
Anyway, you then get another clue. "Drink left at sea." Well,
left at sea is "port." Port wine is a drink. Head to the
Knox's bedroom and click on the wine glass on the table next to
the bed. Edward Knox appears, tries to warn you, and then his
head blows up. COOL! Then you get another clue..."Snake, baby,
trap." These are all words that are associated with "rattle."
So go to the Doll Room. On the bureau is a wooden puzzle with
tinker toys and chess bishops on it. This is another puzzle.
You have to interchange the white bishops on one side with the
black bishops on the other. You can move any piece in any
order, but it must move along a straight line, and cannot land
in line with a bishop of the opposite color. Okay, set the
"board" up like this:
4 8
2 6 10
3 7
1 5 9
Where the white bishops start on positions 9 and 10, and the
black bishops start on positions 1 and 2. Move 10 to 7. Move 1
to 8. Move 2 to 3. Move 7 to 4. Move 3 to 5. Move 8 to 10.
Move 9 to 6. Move 6 to 1. Move 4 to 6. Move 5 to 2. Move 10
to 5. Move 6 to 8. Move 5 to 7. Move 2 to 4. Move 8 to 3.
Move 7 to 10. Move 4 to 9. And move 3 to 2 to win. To the
left of the bureau, check the floorboards to find a trapdoor...a
passage to the nursery. Search around there, and you'll find
the rattle. Then you'll get a scene in the nursery...in which
Stauf offers Robin money, power, and all that wonderful kind of
stuff. Then the video ends...and you get another clue.
24.> "A letter from Greece is quite a number in Rome." Those of
you who know the Greek alphabet, raise your hands. Okay, one
Greek letter is XI, which is...guess what...eleven in Roman
numerals. Go back to the grandfather clock and click on the
eleven on the clock face. You get a long video in which...well,
we find out, sort of, what happened to Robin. Sort of. Then
you talk to Samantha again, who tells you to get out now...she
says you can't win. Not what you wanted to hear. Then the
GameBook beeps again with another clue..."This eight letter word
has "K-S-T" in the middle, in the beginning, and at the end."
But that would be nine letters just for the KSTKSTKST. Stupid
sounding, but it's another trick. It has "KST" in the middle,
"IN" the beginning, "AND" at the end. Or, "INKSTAND." Head
back to the Library (groan). When you click on the inkstand,
the pen writes down "Play in my doll house!" Head back to the
Doll Room, and click on the dollhouse. When you look inside,
you'll find that there's a little puzzle on the floor. The Help
button won't help you...Samantha says it's because the
connection is getting weak. This is deliberate, not because of
overusing the help feature. This is the last AI game, and
you've got to beat it on your own. It is, in fact, the game of
Pente, where the object is to get five of your pieces in a row,
or capture five pairs of your opponent's pieces. If you enclose
a pair of opponent's pieces with two of your own, you will
"capture" those pieces. The whole idea is to get an "open
four," or four connected piece of your color without one of
Stauf's on either end of the line of four. Get one of those,
and you've won, because you should be able to get five no matter
what Stauf tries. Luckily, when you play this the first time,
you get the first move...and Stauf plays rather half-heartedly.
After all, he doesn't mind you beating this one, considering
what you'll deal with next. If you go back and play again
later, though, he'll play much harder, and if you somehow manage
to go back and do it a third time, he starts looking five moves
ahead (nearly impossible to beat). Anyway, whenever you manage
to beat him, you're on to the final challenge.
25.> You go on to a long video, in which you're the contestant
in Stauf's game show. He opens up three doors, and you get to
pick which one you want. Behind the left door is Marie, in full
"slut" mode, offering herself up for you. In the middle is
Samantha, in a TV set, logically asking you to choose her.
Behind the right door is Robin, who you've been looking for the
whole time anyway...and she tells you that she loves you.
Okay, folks, it's decision time. Who do you pick? The lusty
Marie? Helpful Samantha? Or your former girlfriend, Robin?
Hmmm. Actually, I think it's pretty logical, but here's what
happens for each one you choose:
IF YOU PICK MARIE: Basically, you wind up back at a no-tell
motel. You and she start to get it on...and then she turns into
Stauf in a wig...who then reverts to his natural alien form and
proceeds to eat you alive. Literally.
IF YOU PICK ROBIN: Things seem great, as you go off together,
and apparently get married. Then YOU are found murdered, and
Robin is found to now be president of the brand-new Stauf
broadcasting company. Guess Samantha was right, and she said
Yes to Stauf after all.
IF YOU PICK SAMANTHA: You have a little conversation with
Samantha back at her house. Then you turn on the monitor...and
Stauf's house burns to the ground. This, of course, is the
ending you're "supposed" to pick in order to truly win the game.
End of story! GAME OVER, MAN!